Ghost Of Tsushima
Finding the beauty in bloodshed
Ghost of tsushima explores the dichotomy between beauty and bloodshed. This startling contrast is ever-present in the upcoming Sony exclusive. The beauty of its sprawling environments compelling you to stop at every opportunity, its breathtaking visual design as good a reason as any to take a second to pause for air. Although that serenity is easily shattered in this brutal portrayal of Feudal Japan, with your surroundings as likely to be stained with the blood of your enemies as it is your own in any given moment.
Ghost Of Tsushima tells the story of the island of Tsushima, of its native samurai and their attempts to repel an encroaching Mongol invasion before the land is engulfed entirely by the flames of war.
This is what happens when Sucker Punch is given the space to leave Infamous and the grunge aesthetic behind it, taking its expertise in open-world game design into a more vibrant and naturalistic setting. The results are impressive for all to see. Tsushima is stunning, an action-adventure game that pits you – Jin, one of the last remaining samurai – against an army of thousands, evolving your skills and proficiencies in an attempt to adapt to the shifting environment and face down an impossible threat.
Listening to Sucker Punch tell it, the game has been built around three core tenets: mud, blood and steel. All of this is clear to see once the demonstration begins. Beneath the billowing clouds of smoke that mask the horizon and the flitter of tall grass in the gentle winds is the thick, sickening mud. Tsushima’s
pristine environments trodden by the hordes of
Mongol fighters patrolling the island, the grime and dirt splashing all over Jin as he dances between their sweeping blades. Your feet make an impression in the ground, though so too does the blood once it begins to spill by your steel.
There are a lot of unanswered questions about Tsushima, namely as to how its combat will scale between large groups of enemies and its intricate one-on-one duels. It doesn’t look as haphazard as the sword-fighting presented in early Assassin’s Creed games, nor does it seem as precise and considered as the combat seen in For Honor – only time will tell on this front.
With the game positioned for release in 2019, it’s going to be (sadly) hands-off demonstrations for the time being. But we’ve seen enough of Tsushima to know that Sucker Punch is delivering something the likes of which we’ve never before seen in gaming. A beautiful and bloody portrayal of 13th-century Japan that feels as authentic as is it does cinematic, an adventure that we can’t wait to lose ourselves in.
“HAVING EVERYTHING MOVE, IF IT CAN MOVE MAKE IT MOVE, WAS A VERY AMBITIOUS GOAL FOR US FROM THE VERY BEGINNING. AND WE’RE ACHIEVING IT! YOU WALK AROUND THE GAME WORLD AND YOU’LL BE LIKE OH MY GOD, EVERYTHING AROUND ME IS MOVING!”
JASON CONNELL, ART DIRECTOR, SUCKER PUNCH