6/18/2023 0 Comments Ghost of tsushima reviewThe fundamental problem with Tsushima can be best summed up by its Kurosawa mode. There are interesting ideas such as learning to use different stances against specific enemy types, but you’ll also have to fight against the absence of a manual targeting system and a wayward camera more interested in spectacle than function. It’s at its best when you’re fighting in one-on-one duels set to an epic backdrop, or when challenging your first enemy to a Stand-off with the same tension of a showdown in a Western.īut these are also just a fraction of your encounters since most of Tsushima‘s combat involves taking on mobs that are in turn messy and an irritating exercise in attrition. And in the year of our Lord 2020, why are there still tailing missions?įor players put off by the masochistic difficulty of Nioh or Sekiro, the good news is that combat is on the more forgiving side, where kills and parries are rewarded with resolve gauges that can be spent on healing or special attacks. Yet even though you’re supposed to be able to mix up samurai and ghost playstyles, you’re also frequently forced into stealth situations with insta-fail penalties. Worse are the hackneyed stealth mechanics, which you’ll find yourself using just to alleviate from overwhelming combat situations. Traversal feels straight out of an Uncharted game, where climbing cliffs or using a grapple hook have obvious prescribed paths – hardly what you’d expect in an open world game. This is most apparent when you’re surveying an enemy encampment, which initially seems like it’s going to give you multiple options only for it to fall to one set solution. Yet the missions themselves are rigidly linear in design. But it’s an indecisive approach, where sometimes the lack of navigation has you running around lost, while in another instance the wind blows aggressively against you when you deviate just slightly off course.īetween the main objective, you’ll discover secrets, liberate villages, and more interestingly help allies in their own tales, many which run in parallel to the campaign. It didn’t help that I felt like Jin was actually doing the right thing, despite going against his code, by sacrificing himself and his reputation to help his people.It does try to remove the usual open world clutter by having an unsubtle wind guide you to your objective instead of waypoints, while speaking to people might alert you to points of interest that appear on the world map. Having the game admonish you for playing with the new toy it just gave you never actually made me feel guilty at all. Often, when you do something not particularly honorable, like use a dart to poison an unsuspecting soldier, you’re greeted with a flashback sequence in which a young Jin is told by his sensei that “when we take their life, we look them in the eye.” In the present day, Jin is forced to constantly admit that “I did what I had to do.” The problem is you pretty much have to play as a ghost the game is both more difficult and less fun to play as a rule-abiding samurai, and certain missions force a stealth approach. Essentially, the game wants you to feel guilty for Jin’s transformation. Ghost of Tsushima also tries to weave its gameplay and narrative together in an interesting way that ultimately doesn’t quite work.
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