Review of Ghost of Tsushima for PlayStation 4 - a samurai without honor and a big budget

After gameplay demos of Ghost of Tsushima, gamers were divided into two camps. New generation of players

called the project Assassin's Creed with samurai, and Sucker Punch's creation was reminiscent of the Tenchu ​​series. Partly, both sides turned out to be right, but this will not prevent the project from disappointing some gamers.

From princes to rags

In films, samurai are shown to be noblewarriors who live from battle to battle. Ghost of Tsushima offers a look at a more historically accurate version. Samurai can be compared to nobles who have their own estate servants and the status of ruler of a certain piece of land. In return, they must strictly follow the code of the shogun, which dictates not only how to live correctly, but also how to fight.

The main character Jin Sakai followed this throughout his liferules, but the Mongols forced him to abandon traditions by attacking his home island of Tsushima. As a result, throughout the entire storyline we see the transformation of the main character, who struggles with his own beliefs.

How interesting is it to watch?So much so that you stop exploring every inch of the island and rush along the storyline. Ghost of Tsushima is unlikely to win a BAFTA Award for Best Video Game Story, but the writers at Sucker Punch Productions have crafted a gripping story with interesting characters.


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Each participant in the story is differentcharacter, motivation and even backstory, in which Jin is directly involved. Here you have a widow who is taking revenge for the murder of her family, and a teacher who is trying to stop the student who betrayed him.

These are quite interesting stories that,Unfortunately, there is not enough staging. And the point here is not the lack of talent of the director of Sucker Punch, but the apparently small budget. Most of the cutscenes are shown in long shots, where two characters are discussing something with each other. From time to time the camera switches to one of the participants in the conversation, but this is rather an exception.

Thus, the developers decided to hide quitesimple facial animation that can be compared to that in The Witcher 3. As a result, until the end of the passage, a couple of scenes remain in memory, which, however, are carried away by the dialogues. The action was also not brought in, as if all the special effects were left for the finale, which also cannot be called grandiose.


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Sometimes the desire to save money on animationsand the production reaches the point of absurdity. For example, in one of the missions, Jin was tasked with poisoning the Mongols, and when he finds the right barrel to add poison, instead of animation, the player gets a black screen for a couple of seconds. This is the same player will be watching when he decides to destroy his opponent's launchers. It would seem like simple actions, but Sucker Punch animators decided not to waste effort and resources on them.

Tsushima home

At the same time, Ghost of Tsushima itself looksbeautiful and atmospheric. At the same time, it is not only the excellent detailing that draws out the visual component, but also the art design. Tsushima appears to the player like a spacious island with beautiful nature. During the first hours, you feel the desire to just ride a horse and look at the landscapes under the whisper of the wind. In the same “Odyssey” the world looks more like a set, but in Ghost of Tsushima you feel as if you personally find yourself on an ancient Japanese island.

Adds atmosphere and many hidden templesand settlements. In such places you can learn more about the history of the island, its legends and find cool equipment, such as swords and armor. Therefore, exploring Tsushima is always interesting, because you are rewarded with more than just a plus to experience. In addition, there are relatively few points of interest, and the developers are not trying to artificially extend the gameplay.


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“Guide” helps you travel around the worldwind". The developers abandoned the usual mini-map and markers, and instead the environment suggests the path. When the player marks a point on the map, a barely noticeable wind appears with particles that indicate which direction to go. If the player gets lost, he can swipe on the touchpad and a strong wind will indicate the direction.

Guiding Wind works perfectly and almostcompletely clears the screen of the interface, which also adds to the atmosphere. The only element is an inscription in the upper corner of the screen indicating what needs to be done and how far the player is from the point.

But where GoT loses is in qualityside quests. It doesn’t reach the level of “collect a hundred sebaceous glands of wolves,” but often it’s just running around under the pretext of “damn, help.” Still, there are also interesting stories with a written legend and a serious test. This is especially true for quests to find legendary armor, which we’ll talk about a little later.


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Considering the beauty of the world of Ghost of Tsushima, the gameworks great on the base PlayStation 4. However, there are almost no downloads here, and they only occur when you turn on the game and after large cutscenes. What was surprising was the loading speed when “fast moving”. Even if you jump from one end of the map to the other, it will take a couple of seconds. So far this is the fastest “fast travel” I have encountered in a video game.

Samurai art

As Ghost of Tsushima takes placeDuring the Mongol invasion, the entire island is in a state of war. Invaders are roaming everywhere, and chaos has given the robbers a free hand. Therefore, Jin will regularly engage in battle, simply traveling around the game world. At first, the main character fights with honor, attacking the enemy head-on.

The combat system can be described as "Sekiroat minimum wages." In Ghost of Tsushima, the mechanics are also based on parrying and breaking through enemy defenses, and the player will constantly have to adapt to the enemy. Weapons will not have to be changed, but only the so-called stands. Each is suitable for a specific type of enemy, which in Ghost of Tsushima can be roughly divided into swordsmen, archers, shield bearers and spearmen. There are also “tanks” to fight against, which are also assigned a stand. They switch quickly, so the dynamics do not drop during battle.


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Of course, if you wish, you can only usewith one stance, but then you will either have to wait a long time to parry, or die often. The enemies are quite smart and aggressive, so simply swinging your sword like it's Devil May Cry won't work. In addition, enemies also know how to parry, surround Jin and keep two or three techniques in their arsenal. Of course, the game will tell you when to dodge and when to parry, but catching the moment or “timing” can be difficult.

Therefore, fighting in Ghost of Tsushima is veryinteresting, especially when you have studied the behavior of your opponents, learned how to parry and counterattack in time. At some point you even begin to act more aggressive, independently setting the pace of the battle. Jin is also helped in this by improvised means, such as kunai, sticky bombs, and so on. They are homing, so you can throw a couple of knives at your opponents while running, breaking through the defense, and then finish each one off with a couple of powerful blows.


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The only thing that was disappointing was the boss battles with others.swordsmen. The problem is that they all use the same set of attacks, and there is almost no difference in fighting a ronin or a samurai. A couple of the enemies had unique attacks, but upon examination they were simply combinations of old ones. The fights still kept you tense and made you sweat, but there wasn’t enough variety.

Ghost of Tsushima

At some point the main character realizes thatThere are many Mongols, but he is alone, so he goes against the code and learns to attack covertly from behind. Here the player is faced with a local stealth game, to which there are a couple of questions.

The enemies in Ghost of Tsushima are very sharpand attentive. You will not be able to go unnoticed by killing an enemy two steps away from another guard. Enemies also easily notice Jin with peripheral vision, so the best option is to attack from the back or from the air. There is also tall grass, which helps you sneak past guards or set up an ambush unnoticed.

It’s precisely the stealth mechanics that are reminiscent of the legendaryTenchu, since the stealth passage here feels faster than in other games. It is very rare that you have to wait and see, and an environment with skills encourages you to act quickly. As they say: “I came, I saw, I conquered.” In addition, failure is not punishable by the gathering of all enemies in the area, and if detected, a couple of guards who are nearby will come running. The player is also not forced to go through all outposts in stealth, and the only requirement is to kill all the Mongols. So the player is free to choose how to act.


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If you need to kill an enemy at a distance,Then a bow or a pipe with poisonous darts will do. With the help of the latter you can even scare the enemy. If a fellow Mongol dies from poison in front of a Mongol, then most likely he will get scared and run away. A similar effect can be achieved by killing several Mongols in front of the enemy.

So stealth in Ghost of Tsushima cannot be called single-celled - the player will have to calculate the path, select the right victims and act quickly.

Still, there are two complaints.Firstly, a cable with a hook is almost useless for stealth. In arenas, sometimes there are buildings that you can climb onto with his help, but he doesn’t know how to cling to towers, although visually the design of the structure allows this. That’s why you remember about him only in sections with parkour.


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Secondly, there is no killing through obstacles.Here you are sitting behind a box, there is a Mongol in front of you, but you cannot do anything to him. The developers have thought through an air attack, a mass secretive murder, and even a murder through a door, but Jin cannot deal with the enemy standing behind the box.

Stealth is useful, mostly forclearing outposts and fortresses. Fortunately, they are relatively small here. In the latest Assassin's Creed they clearly went too far with this and some of these fortifications were almost small cities, clearing which could take an hour of real time. In Ghost of Tsushima there are not many outposts and they go through relatively quickly, so you don’t have time to get bored.

Choose your path

For completing tasks, defeating enemiesand clearing outposts, Jin earns experience, which is converted into technician points. They, in turn, are spent on purchasing new moves, improving stances, unlocking skills, and so on. Leveling up is quite linear, so you won’t be able to create a unique fighter this way.

At the same time, Jin can hang on himselfamulets that improve the hero’s performance, and here you can already have fun. If you prefer to fight like a samurai, you can improve your melee attack and armor. For stealth lovers, there are amulets for stealth and damage.


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In addition to everything there is a variety of armorwith positive effects. Heavy samurai armor provides an increase in defense and attack. Cloud Archer speeds up archery and improves accuracy. The same Phantom armor that Jin wears on the cover of the game reduces the chance of detection and makes the hero faster.

The main part of the armor is obtained in sidequests that are based on the legends of the island of Tsushima. Since there are no markers indicating the path, you have to figure out what the author meant, and then find the right place using the clues. At the end there is often a boss waiting, who will give away the armor if you defeat him.


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Jin also has more than one katana, and on the island you can find sets of swordsmen with different designs. But they don’t provide an increase in indicators. In fact, only the appearance changes.

However, armor and sword can be improved for resourcesfrom blacksmiths. Since there is no in-game store in Ghost of Tsushima, getting everything is quick and easy. By exploring the world and completing quests, Jin receives enough resources to improve his equipment without the need for additional grinding. The same applies to currency for purchasing jewelry. Here merchants exchange paint and various hats for flowers, which are very common. In addition, for good deeds, the townspeople give Jin gifts in the form of resources for crafting, money and new masks.

The bottom line

Ghost of Tsushima is exactly that: an adventurein an open world where gameplay and sandbox come first. Therefore, the developers have focused on an interesting combat system and an atmospheric environment that encourages you to explore the island. In addition, the interface elements do not loom before your eyes, allowing you to immerse yourself in the world of Ghost of Tsushima.

At the same time, the story and production are suggestiveon the idea that the developers from Sucker Punch did not have enough budget. There are not so many story missions in the game that you can create static scenes like in “Odyssey” or “Wild Hunt”. The literally missing action animations look especially strange.

So if you've been waiting for a game that will immerse you.into the atmosphere of ancient Japan with its legends and katanas battles, then Ghost of Tsushima is for you. Those who were waiting for an Odyssey clone with a million points of interest should probably pass by.

Reasons to buy:

  • Japanese culture
  • Challenging and exciting battles
  • Atmospheric locations

Reasons not to buy:

  • Quite a simple plot
  • Lack of action with explosions
  • You don't like open world

Ghost of Tsushima

Open World Action / Anventure Adventurefrom the third person, the events of which unfold in the XIII century during the first Mongol invasion of Japan. In the role of one of the last surviving samurai, the player will have to fight back the invaders

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Ghost of Tsushima

Genre
Adventure/Action/Open World

Platform
Sony PlayStation 4

Number of players
1

Developer
Sucker Punch Productions

Publisher
Sony Interactive Entertainment

Localization
full (text and voice)

release date
July 17, 2020

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