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Ghost of Tsushima release date, gameplay, story

We hadn’t seen Ghost of Tsushima release date since the announcement. Sony picked up 18 minutes of video yesterday, so this was a great opportunity to refresh your memory and take stock of everything we’ve learned about the game two months after its release.

Scenario and context

Starting right away with the scenario and context of the game, we embody here Jin Sakai, a former samurai who will give up his traditional techniques to gradually leave the mind’s path to get rid of his enemies. And if he does, it is to defend his island of Tsushima from the invasion of the Mongols. Because yes, there is a historical monument, the game takes place in 1274, at a time when the Mongol Empire intends to invade Japan: it will first occupy the island of Tsushima, and it is in this context that you therefore Of the few people capable of defending the island’s inhabitants from this invasion. For the record, this island located between Korea and Japan will at its peak be the eastern border of the Mongol Empire, as it will not invade Japan in the end.

Coming back to the game

There are many interesting things to say about the gameplay. It is already an open world with nature, camps, caves, and villages, which will incorporate many mechanics that we have already seen in other titles of the same kind. For example, with the last gameplay video, we could see that there would be points of interest marked with a question mark exactly where we need to go to recognize the place in question.

There are also resource collections that are done quickly, with no additional animation details, and goals to be achieved in points of interest. Some must release the relevant landmark, others are optional. We imagine this should affect the rewards you receive once the place of interest is Ghost of Tsushima release date.

Very classic elements

So these are all very classic elements, but there are also some notable elements that we can point out in terms of exploration. The first is this system of wind targeting which allows us to call the wind at any time to tell us the direction of the place we marked on the map. An idea that will serve to prevent a return to the map and obtrusive visual cues. The second is the use of animals as an environmental benchmark.

For example, some birds can lead you to interesting places or secrets of the map, while foxes will take you to hidden shrines. People who need your help will indicate this in smoke columns. Many of the environmental details that we hope will be put to good use in the game. Finally, the last point of exploration, you have a horse at your disposal to move faster.

The stealth approach:

But Ghost of Tsushima, it is still a game where you have to free your island and face maximum enemies. For that, there are two schools, infiltration or attack. We start with the stealth approach. Again, a lot of mechanics can already be seen in other productions, such as Assassin’s Creed, among others. Jin can use various distraction aids, such as some sort of gong he can throw, but also bangers or a smoke bomb.

I noticed, he can use kunais to quickly take out an enemy. It is possible to kill one at a time with the square button if you have not been noticed or to perform a series of killings with a triangle if they are close enough to each other. We also saw certain enemies flee from Jin, who can then finish them on the ground. This fear mechanic is apparently linked to the hero’s ghost reputation, so we imagine you’ll see these kinds of reactions with weaker enemies more often if you promote this by achieving goals.

We also find a character quite agile in movement, who can climb and move in height on beams or masts but can also use a grab. However, this one seems limited to a few specific areas, we see it in the video with the rope indicating the presence of an anchor point, but it will also be used to climb other places. However, there is no air of concealment in tall grass. We’ll see if that’s the case in the last game, but it hasn’t been shown so far.

And the attack:

We now continue with the fighting. Keep in mind that different types of weapons have been announced, such as sabers, spears, shields, and bows. One of the first notable features is the ability to challenge someone to a duel by hitting the up key if you’re close enough to them. There is also a detection meter system that is visually very similar to that of the Far Cry and has been found in many other games since.

We then notice that the combat is clearly more focused on pure action than action RPG. There is already an attitude system that you have to change depending on the opponent to maximize the effectiveness of your shots: a quick look at the menu at the bottom right allows you to see three, two of which have the name: the attitude of the stone and that of the water. There is also the option to dodge and parry shots, including arrows shot by your opponents. The evasion visibly causes a slight slow movement and it is even possible to counter an attack and kill an enemy with a single blow if you parry an attack at the last moment.

So I guess it doesn’t kill the strongest enemies with one shot, but it certainly does a lot more damage than a base attack. There is also a power meter operating system located at the bottom left of the screen, but which we saw in action only for a very short time, we imagine it will be used to trigger stronger attacks. Most observers may have noticed that there also seems to be some fragmentation, but this was limited to the loss of a hand to an opponent. It is, therefore, necessary to see whether this system continues or is limited.

Equipment, photo mode, and switch to black and white

To accompany all of these mechanics, there is a gear system that allows you to change the look of your character. Depending on how you play, you will have to adjust your outfit, a point where the Sucker Punch team remained rather vague during the game’s presentation, but it was more accurate about the existence of Omamoris charms than you can find and equip to take advantage of new skill bonuses, visibly passive. And for information, discovering new shrines can clearly unlock additional locations for these charms. It is also possible to change the color of her outfits with a color system. And to unlock new ones, you need to collect the corresponding flowers.

We already knew there would be a photo mode, but we didn’t know how deep it was yet. Thanks to the latest state of affairs, we were able to discover more. There are many classic options of regulars of the genre: filters already, but also the ability to play with the cameras, change the depth of field, or the expression of the main character. There are also some of the game’s quirks, such as adjusting the direction and speed of the wind, being able to add particle effects from leaves or fireflies, and even integrating music if you want to make videos.

Conclusion

The game is inspired by many mangas like “Lone Wolf and Cube” adapted for the cinema under the name “Baby Cart”, but of course it is also inspired by Samurai movies. And it will be possible to activate a black and white mode that refers to this type of cinema and also adds other details, such as wind and an aged effect. You can activate it before you even start your game if you want. And if you really like immersion, it’s even possible to play Ghost of Tsushima with Japanese dubbing subtitled in the language of your choice. So here it was, it was a summary of everything we know about Ghost of Tsushima, we learned a lot yesterday, but there was also other little information that dated from a long time ago, so we thought it was worth it all in one video.

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