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Ghost of Tsushima Director talks side missions, dynamic weather, story choices and more

Nankatsu

Gold Member
Key quotes of the talk:

There are absolutely hubs in the game. We’ve shown one in the State of Play demo. Jin is in this temple that’s surrounded by this golden foliage and there are a lot of people in there for you to talk to.

There are predators in the world that will hurt, both Mongol and Samurai alike. They’re out to eat, and the game is a dynamic simulation so we don’t really dictate where they go or what they do.

You can choose to engage in a lot of narrative content and getting to know people around the island, having conversations with them, helping them with their problems.

I invest a lot of my technique points into growing my archery abilities because that’s just how I like to fight. But as far as how the story reacts to the choices you make, I’d rather not tell you because I don’t want to ruin the surprise.

As Jin becomes the Ghost he becomes this larger than life figure and the Japanese people start to hear about the Ghost and they view him as the Savior, even if they don’t know who exactly is and the Mongols start to believe that the Ghost is some sort of boogieman.

This is not a game about loot drops. It is a game about story and exploration.

There’s absolutely side quests that don’t involve combat...The people that you get to know through side quests are the people of Tsushima, and how they’re dealing with this hardship. Then you get to use your tools in your imagination and how to solve those problems.

Source
 
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Yoboman

Member
I dont understand why the Mongols have camps. Weren't they historically famous for constantly being on the move on horseback?

I hope they pay as much respect to getting the mongols right as the samurai
 
I like where this is going, but I wouldn't hold my breath. Side missions never were the strongest point from Sucker Punch games. I clearly remember getting bored at some point with all InFamous games because the side missions were dumping my enjoyment little by little.

The best way to approach their games is clearing that one area from the control of *insert_enemy_faction_here* and doing all the side content there before going to the next area, or else you be flooded on repetitive side content by the end of game.
 
I like where this is going, but I wouldn't hold my breath. Side missions never were the strongest point from Sucker Punch games. I clearly remember getting bored at some point with all InFamous games because the side missions were dumping my enjoyment little by little.

The best way to approach their games is clearing that one area from the control of *insert_enemy_faction_here* and doing all the side content there before going to the next area, or else you be flooded on repetitive side content by the end of game.
That is true. Guess we'll see. They had a lot more time this time.
 

sublimit

Banned
There are predators in the world that will hurt, both Mongol and Samurai alike. They’re out to eat, and the game is a dynamic simulation so we don’t really dictate where they go or what they do

tenor.gif
 

SleepDoctor

Banned
I'm doing a black and white, samurai only with no ghost, Japanese voice track run. And I'll always challenge to duels 100% of the time lol.


I might mess with the black and white filter but not the whole game. But im definitely doing a samurai playthrough just walking around saying "fight me" to everyone lol. Then I'll be the boogeyman for a playthrough.
 

Hobbygaming

has been asked to post in 'Grounded' mode.
Feels like they wanna get last of us 2 out of the way and out of the spotlight now with all this ghost news we're getting suddenly.
They know TLOU Part II will do really well, Ghost of Tsushima will too but they wanna maximize its potential
 

IntentionalPun

Ask me about my wife's perfect butthole
I dont understand why the Mongols have camps. Weren't they historically famous for constantly being on the move on horseback?

I hope they pay as much respect to getting the mongols right as the samurai
Nomadic people still had encampments.
 
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Kayoba

Member
But as far as how the story reacts to the choices you make, I’d rather not tell you because I don’t want to ruin the surprise.

Thought this was a linear story game, but I welcome this. I love games with different branches based on the players actions.

This is not a game about loot drops. It is a game about story and exploration.

I'm wondering how this will play out as the trailer did show a lot of different armor types.

Hopefully this means that we don't have to repair our weapon or armor.
 
Even for a PR talk it doesnt sound that amazing. I hardly doubt the side quest will be amazing and I'm pretty sure half the game will involve busy work type of exploration. I'm still day one on this but you guys should lower your expectations. The devs track record isnt amazing to begin with and just because its set in Japan doesnt mean its insta great.
 

Danjin44

The nicest person on this forum
Even for a PR talk it doesnt sound that amazing. I hardly doubt the side quest will be amazing and I'm pretty sure half the game will involve busy work type of exploration. I'm still day one on this but you guys should lower your expectations. The devs track record isnt amazing to begin with and just because its set in Japan doesnt mean its insta great.
Maybe for you, but I personally really liked most of Sucker Punch's games, is my biggest reason why I'm excited for this.
 

GeoramA

Member
Even for a PR talk it doesnt sound that amazing. I hardly doubt the side quest will be amazing and I'm pretty sure half the game will involve busy work type of exploration. I'm still day one on this but you guys should lower your expectations. The devs track record isnt amazing to begin with and just because its set in Japan doesnt mean its insta great.
Sucker Punch has never made bad game. WTF are you talking about?
 

Nice to see this confirmed from a few different sites. 1-2 hits and you die on top difficulties.

love this quote they talked about the combat

“Mud, blood, and steel.”

I posted this in the “everything we know” thread but that thread seemed to die

Almost wish the OT could go up early for this one as juicy tidbits keep dropping
 
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Bartski

Gold Member
“One of the challenges of creating a game like this is that, if you’re a samurai fan, or you watch a lot of samurai movies, you know, people die quickly,” Connell explains. “Like, really quick – in some cases, super instant kills, and everybody’s dead before anybody moved a muscle. And so, that’s challenging, because if you just had a game where that was it, then it would be over very quickly.

“So, we want to make sure that you have moments like that, like in standoff, where people die very quickly when they come at you. You’re just still as a statue, and then suddenly you burst out into a flurry of blood and blade.

“Now, the person that played in our combat section [in the State of Play presentation], in the middle of that camp, he is very good at our game. He’s one of our QA testers. He’s played our game for a very long time. He’s probably one of the better players that we have at the studio. And so, that is great, because it shows off this beautiful, elegant, effortlessly pulled off style of fighting, but maybe it was almost too good, because it doesn’t really show him getting hit. If that was me playing, I’d have gotten hit a few times. I’m not as good as he is. And it’s pretty challenging at times. You could potentially get surrounded.”


To perform this dance, you must switch between different stances to combat certain enemy archetypes. You can also parry incoming attacks and dodge – each of which has a window where you can pull off a perfect riposte, slowing time and unleashing a counterattack of your own. Then there’s the ‘Ghost’ aspect of the game, where you can adapt non-traditional tactics that the samurai frown upon, using subterfuge, stealth and cunning to get the upper hand.

from vg247 interview

How does this not sound absolutely amazing and fresh to some people is beyond me. Can't wait!
 

Terenty

Member
I dunno, they most likely balanced the game around casual crowd difficulty wise, so hard will be either unfairly hard ala Uncharted or not hard enough. We will see
 

The game will have difficulty levels

“So, first of all, we do have difficulty,” Connell said. “If the game is too easy and you want it to be a much more challenging experience, you can take it up a notch. If you find the game is a little too hard, you can take it down. Again, this is an effort to try to get as many players as possible.”

Connell also said that Sucker Punch have tried to strike the right balance between the game being too easy and too challenging, because in either of those two cases, they could easily turn away a lot of players very quickly.

“t can’t be so hard that you give up in the first 15 minutes,” he said. “That would be very frustrating for a lot of people who have a lot to gain from playing the game because they love this medium or this genre. But it also can’t be so easy that there’s no challenge to some of our biggest, most hardcore fans.”
 
I dunno, they most likely balanced the game around casual crowd difficulty wise, so hard will be either unfairly hard ala Uncharted or not hard enough. We will see
Crushing on Uncharted is always overturned in some parts. Seriously, there are always two sections so hard that makes me wanting to pluck my hair off.
 
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