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Ghost of Tsushima – State of Play Preview

Ghost of Tsushima has been revealed further in a 19 minute gameplay trailer from the PlayStation State of Play. The action-adventure stealth game seems to be evolving into something much larger than I, and many others originally thought. Set on Tsushima island in Feudal Japan, the player will be able to explore a massive diverse assortment of regions; from countrysides, fields, shrines and ancient forests to villages, mountains and notable landmarks.

Ghost of Tsushima Temple
A varied colour palette is integral to keeping a games locales interesting

The game is meant to entirely grounded in reality, meaning the map is likely going to look very similar to what Tsushima island used to, during the Feudal period (late 13th century). Though they’ve staved away from using accurate historical figures, to avoid being insensitive to the culture.

Sucker Punch Productions are the developers behind Ghost of Tsushima, who notably made Infamous First Light. They seem to have taken heed from feedback from the title, and are keeping the open-world aspect, but removing less realistic parts such as waypoints. The player is supposed to be free to explore the world with complete freedom, without feeling restricted. It’s going to be interesting to see how the studio manage to deal with problems often evident in this genre, such as a less driven, vague story.

Hopefully as the promising trailer shows, it’s a Fallout: New Vegas style, where the narrative made sense and was still compelling despite its open nature… instead of a Fallout 4 where it was kind of nonsensical for a character to abandon the search for their lost child to instead build a cosy settlement. From what we’ve seen so far, it seems this has been done well, a key factor being that the player creates their own story, and builds their own hype, instead of being drawn through one that’s thrust upon them.

Instead of the slightly archaic system of waypoints, Ghost of Tsushima has instead opted for a ‘gust of wind’ to show the player where to go, but only when needed. This is perfect to me, allowing realism to be maintained, without the player getting lost. It doesn’t matter how much you need to use it, or how good your sense of direction is, the player can make their own decision in how they want to tackle exploration. Don’t want any guidance at all? Then don’t use the gust! Find your own way.

Ghost of Tsushima Preview
Beautifully thematic, bonfires, among other landmarks, will guide the player to points of interest..

In kind with this philosophy of design, Sucker Punch Studios have left visual cues throughout the map, instead of simply telling you where the next treasure chest can be found. See a bonfire in the distance? Head towards it and see what’s going on, who caused it. Villagers signal you with smokestacks, giving an easy but thematic way for you to find side-quests. Visual guides are something that isn’t utilised enough in game design, because it’s easier to instead put a big marker on it, but Sucker Punch are attempting something I hope becomes more normal, and I’m excited.

Travel can be sped up by horse, and by fast travel. I’m excited to see everything you can do on horseback, and what combat is like, if possible. Something I noticed is one of my main peeves from the Witcher and other similar titles isn’t present… you can pick plants from horseback. No dismounting to tug my 51st dye flower from the ground, thank you, Sucker Punch.

Ghost of Tsushima Horseriding
Gorse riding retains the beauty we saw in the original reveal

Foxes guide you to shrines throughout the world, which level up your character. Birds direct you to areas of interest if you pay close attention. At a point in the trailer, a fox leads Ghost through the forest to a hidden cave, filled with who knows what loot or danger.

At a certain part of the game you unlock a grappling hook, and this allows you access to more dangerous bits of terrain, areas you couldn’t reach. It will enhances the ‘parkour’ already present, as the player can climb, or carefully step along various terrains. It’ll certainly add a lot to the exploration aspect, something the developers are focused upon for sure.

Ghost of Tsushima Fox
The more cute spirit animals the better

Combat acts similar to what you’d expect in the genre. Perfectly timed parries execute an enemy, bowplay is important at times, and different types of enemies require different methods of takedown.

In Ghost of Tsushima, there are different ‘stances’, which, by switching between, allows you to more easily combat different types of enemies. This leans into a heavy emphasis on customisation for combat, allowing players to tackle a situation in many different ways.

You customise your character through a few different ways, the main being types of armour, and onamori – Japanese amulets that afford different abilities. Through choosing the type of armour which gives you abilities to match your play-style, and acquiring new onamori as you go, the intention is for you to grow from a relatively simple samurai, to the true Ghost of Tsushima, in whichever way you want. This could be by fighting your way through each encounter, slaughtering all who oppose you in a game of parry and stab, or through becoming a Feudal batman, a feared ghost who strikes terror into the hearts of his enemies.

GoT
Where needed, you’ll be able to clamber and climb up obstacles in your path – and eventually grapple!

I for one love this type of game. No handholding, a free open world, so many avenues and nooks to explore. Ghost of Tsushima is surprising me with the depth we see in every trailer, and with gameplay aspects I never expected. I can’t wait until it comes out to find out just how well all of this is going to mesh, we’ll find out together!


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