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Ghost of Tsushima - open world game set in feudal Japan

Markman

da Blitz master
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Serpent in the Staglands Codex USB, 2014 Shadorwun: Hong Kong
Looks good but I wasnt expecting pure Twitcher/AC copy gameplay wise so that was a suprise.
Could get it on sale. World looks empty tho. Could be current console limitations.

Also some of you fuckers seem to lift up Sony exclusives to heavens like its second coming. They are good games but not omfg good.

Spiderman is family friendly version of Arkham games, Horizon is collectathon third person Farcry 3 with lamer story and characters, TLOU barely counts as a videogame ffs. Plus you have to play em with a fucking dualshock controller, thats minus from the get go.
 

Sentinel

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At first I was a bit interested in the game because I heard that they were going with 0 waypoints philosophy, but then I learned that you can just press a button to summon magic winds that tell you where to go anyway, so what's the point? It's exactly the same as a waypoint. They fucking pussied out.
 

Rahdulan

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Also some of you fuckers seem to lift up Sony exclusives to heavens like its second coming. They are good games but not omfg good.

Spiderman is family friendly version of Arkham games, Horizon is collectathon third person Farcry 3 with lamer story and characters, TLOU barely counts as a videogame ffs.

They are exactly what majority wants, though - reliable degrees of familiarity wearing different skins. Sadly that's the popular development mindset in reaching the mythical "mainstream audience". When was the last time anything with such enormous budget surprised you in the gameplay department, for example? They're largely just tried and true, designed by committee affairs at their core.
 

sullynathan

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They are exactly what majority wants, though - reliable degrees of familiarity wearing different skins. Sadly that's the popular development mindset in reaching the mythical "mainstream audience". When was the last time anything with such enormous budget surprised you in the gameplay department, for example? They're largely just tried and true, designed by committee affairs at their core.
Metal gear solid 5, breath of the wild, shadow of mordor.
 
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Sentinel

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Death Stranding turned out to be a giant meme
I wouldn't discard Death Stranding if I were you. You'll probably like the game if you ever decide to give it a chance.

No thank you. "Kojima Writing" should be something taught in Psychology 101, as a mix of extreme Dunning-Kruger and mass delusion.
I'll be waiting for your "i was wrong" post when you pirate the PC version and find yourself enjoying it.
 

Sentinel

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It's funny how all those Sony exclusives I thought will make me buy a PS5 are dropping by the wayside one by one. Nioh came to PC, Horizon Zero Dawn is coming to PC, God of War is rumoured to come to PC, Death Stranding turned out to be a giant meme and Ghost of Tsushima oozes a "been there, done that a 1000 times" feeling.

What's left? Bloodborne and Project Awakening, with the latter still being largely a mystery.

Where did you hear Bloodborne and God of War coming to PC? I'm very interested in that.
he is talking out of his ass:lol: they are never coming to PC. god of war is 15years old series and every year there are fake rumors about pc port cause some retard posted on amazon wrong pages. you can forget about bloodborne, god of war, persona 5, last guardian,days gone, shadow of colossus, spider man, ghost of tsushima, uncharted or last of us. these are either system sellers or sony´s first party video games and they are not leaving ps4. you do not lose much since bloodborne and GoW are probably the only exclusives that are worth something. yakuza series is great but it is slowly getting ported to pc:positive:
I wouldn't bet on that. With the advent of streaming, companies like Sony and Microsoft will bet more and more on building their brand across a wide range of markets rather than platform exclusivity. Xbox has already done this with Xbox Game Studios (TM) and the game pass. PlayStation has been doing it for some time, first with Remote Play and now with PlayStation Studios and Horizon coming to PC. I would not be surprised at all to see older Sony exclusives hit PC as their relevancy fades.
 
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sullynathan

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Dark Souls money is chump change to what the AAAs want. Preferred 20+ million, no less than 10 desired. And even that is pretty weak when they see Rockstar, Mojang, and Nintendo selling 50+. Wasn't NUmb Raider considered a disappointment at 4 million, which is equal to or greater than any Souls game? Unfortunately for them, making as easily consumed a game as possible is not a guarantee, it's a (seemingly logical, but never empirically verified) precaution at best. I give them the benefit of the doubt that they are not special enough to think they can roll with any of the developers I mentioned, but I doubt they'd be happy with FromSoft sales.

EDIT: Hmm, from what I can find, SP's last game was in fact in the Souls sales range. Maybe they have more humble expectations then I assumed, but I still can't help think they are eyeing Santa Monica with envy.

There's also that thing with the setting. Despite all those loud proclamations about how wonderful a Japanese Assassin Creed would be the reality of life is that Kwans and Yurofags are always more willing to splurge on games set in Yurop or the US. That is obviously the main reason why has Ubisoft been avoiding AZN settings like a plague.

Despite the formidable Sony hype machine I fully expect Ghost not only to fall below expectations but to outright lose Sony a pile of money.

Souls 3 actually sold 10 million copies

https://www.bandainamcoent.co.jp/pd...asses 10 Million Units in Sales Worldwide.pdf
 

AwesomeButton

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That's my impression. I'm struggling to think of anything new this is bringing to the table after looking at the demo. Maybe farting in the wind to be guided to the next location?
How come? The wind giving you directions is your witcher sense. If farting in the wind worked as fast travel, then it would have been innovative. Yes... and then eating beans turned rice would charge your fast travel ability.
 

Latelistener

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Pretty much how I expected it to be, with witcher senses and boring open world. Oh well...
 

Silva

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sullynathan video got me optimistic. If the AI is as challenging as in, say, Metal Gear 5, it could turn out good. But if you can melt shit like butter in Popamole's Creed fashion, it will be disappointing.

I hope it surprises me positively, as the aesthetics is really well done. The music is beautiful and that samurai cinema mode sounds cool.
 

Sentinel

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"The game does feature three levels of difficulty—Easy, Normal, and Hard. On Hard, the game is fair, but very challenging. Mongols are more aggressive, and players must be precise to pull off extraordinary moves. By comparison, Easy is for players who want to explore the island, enjoy the story and still be occasionally tested by a worthy opponent.

No matter which difficulty players choose we never increase the health of enemies; this is to maintain the lethality of the katana. Our combat is all about the player’s skill."

Nate: Some have watched the State of Play footage and concluded that Ghost of Tsushima is an easy game, which isn’t the case. Combat is designed to be lethal both ways, not just for the player versus enemies. Jin’s foes can definitely take him out quickly, too.

The gameplay we showed was captured by one of the test leads on Ghost, and he’s very skilled with the katana. Plus, Jin had some abilities unlocked that he doesn’t begin the game with. We wanted to show what combat can look like when the player has mastered the controls and abilities — when Jin is at his best. We think most will find the combat satisfyingly challenging.
https://blog.playstation.com/2020/05/29/ghost-of-tsushima-your-questions-answered/?ref-cat=249748
 

Zlaja

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Sooo it is asscreed in japan lol that looks like shit. Tho it looks like very beautiful shit. The gameplay is terrible and boring.

That's my impression. I'm struggling to think of anything new this is bringing to the table after looking at the demo. Maybe farting in the wind to be guided to the next location?

Ghosts of popamole

Ghost of Tsubisoft.

Ghost Of Fukushima. :smug:
 

Pegultagol

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Wish I could play as a rampaging Mongol, establish a Khanate in Tsushima and spread the sacred ritual of Mongolian beef everywhere.
 

Zlaja

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Wish I could play as a rampaging Mongol


Members-of-Tsagaan-Khass--051.jpg
 

Sentinel

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https://blog.playstation.com/2020/06/23/ghost-of-tsushima-mastering-the-katana/

How swordfighting, samurai cinema, and real-world reaction speeds influenced katana combat.

Chris Zimmerman, Co-Founder, Sucker Punch


Our goal with Ghost of Tsushima has always been to capture the heart of the samurai fantasy — to transport you back to feudal Japan, to live through the beauty and danger of Tsushima Island under attack. Our hero, Jin Sakai, has trained his whole life in the samurai way — watchful, precise, disciplined, deadly. He’s a master of the katana, a confident horseman, and skilled with the bow… but those skills aren’t enough when faced with thousands of Mongol invaders. He needs to be something more than the perfect samurai if he wants to save his home. That’s what Ghost is about.

Our hopes of achieving our goal, of creating the time machine we were after, rested on capturing the right feel for the katana. Without katana combat that looked right, sounded right, and felt right, Ghost wouldn’t succeed. We could look for inspiration in the great combat examples in classic and modern samurai movies — my personal touchstone is the 2010 remake of 13 Assassins — but the things that work in movies don’t always work in games, so there was work to do.

In the end, we ended focusing on three things: speed, sharpness, and precision.

First, speed. We wanted your attacks to be fast. Katanas aren’t heavy — roughly two to three pounds — so quick slashing attacks are at the center of most katana fighting styles. All the attacks in the game are captured on our in-house motion capture stage, so they represent realistic movement speeds. Those realistic speeds created an interesting problem — they were too fast to react to.

Human reaction times are slower than you think — it takes about 0.3 seconds to respond to a visual stimulus, no matter how simple the stimulus and response are. That’s just how long the nervous system and your brain take to figure things out. This time doesn’t vary much from person to person — we’ve done lots of internal tests, and everyone’s pure reaction times are about the same.

A lot of the design work we did on katana combat was dancing around these limits. There’s no problem with your attacks being fast, of course — the NPCs can react instantly if we want them too. We actually ran some experiments with NPCs having more realistic reaction times and it looked totally wrong. That’s probably because our ideas about how a sword fight looks are driven by watching movies, not real sword fights, and in a movie everyone knows the choreography ahead of time. (We actually watched real sword fights with blunted weapons during development, and they’re way sloppier than we wanted the game to be.)

So your attacks can be arbitrarily fast, but Mongol attacks can’t be faster than the player can react. That created imbalance early on — just hammering on the quick attack button defeated most enemies, which was certainly not the deep combat experience we were aiming for. It would have been nice to have solved this before Hideo Kojima visited Sucker Punch and tried Ghost combat, since that was the first thing he tried. Sigh.

We changed a couple of things to fix this. First, we realized that while there’s a limit to how fast players can react, there’s no limit to how fast they can anticipate. If an enemy launches into an attack string, we need to give the player enough time to react to the first attack in the string, but since subsequent attacks can be anticipated, they can happen arbitrarily fast. One of our Mongols uses a five-hit combo, for instance; the first attack is slow enough to react to, but the others happen fast.

We also realized that we could overlap enemy attacks. While one enemy attacks, another enemy can be winding up. We tune things so that Jin has barely enough time to deal with each enemy attack as it lands, just like in the samurai movies that inspired us, but there will often be two or even three attackers in the middle of an attack sequence at once.

That combination — really fast player attacks, overlapping enemy attacks — created the intensity we were after, the sort of intensity we saw in 13 Assassins. No enemies standing around waiting to be attacked, just unrelenting aggression. That’s great, because we wanted players to be just a little bit nervous about jumping into a fight. Ideally, players leave fights a little bit exhilarated, because that’s how Jin feels. Barely in control, barely alive, but moving forward nonetheless.



The second big focus area for us was sharpness. “Respect the katana” was one of our mantras during development — Jin’s family katana, the Sakai Storm, is a meter of razor-edged steel, wielded with malice, and we needed to respect that. In the samurai films that inspired us, a handful of cuts is enough to fell the toughest enemy. We couldn’t stray too far from that — and when we experimented with letting enemies absorb more damage, when they could take too many hits before falling, the sword no longer felt sharp.

Obviously, that would create imbalance if Jin wasn’t subject to the same rules. The Mongols keep their weapons just as sharp, and Jin can’t ignore cuts any easier than the Mongols can. That helps balance things. The speed and intensity of combat help, too — Jin spends as much time defending as he does attacking, and that slows down how quickly he can ladle out damage. And late in development we had success building in more defensive tactics for the Mongols — blocking, parrying, dodging — which sidestepped the damage problem.

Sharp weapons and aggressive enemies mean that death is always nearby. That sense of danger, that you’re never more than a few mistakes away from dying, is crucial to Ghost of Tsushima’s tone. Players have plenty of techniques to defend themselves, and even more ways to attack. If you concentrate, if you stay focused, you’ll survive the fight. If you lose focus, you’ll die. We’re trying to put you in Jin Sakai’s footsteps; those are the rules he is forced to live by, and they apply equally to you.


Our final big focus area was precision. The katana is a weapon that rewards precision — a lifetime of discipline and practice to make exactly the right cut at exactly the right moment. It was important that the player got the same sense of precision — and those same demands of discipline and practice.

That starts with responsiveness, making sure that Jin reacts instantly to the player’s input. Quick attacks happen quick. We work hard to make our animations fluid, to flow naturally between movements — but if forced to make a choice, responsiveness wins out over physical accuracy. Jin does have slower, more powerful attacks, but they can be instantly cancelled at any point, leaving Jin free to respond to unexpected events, like the shout of a Mongol charging in to attack. Starting a high-level attack only to cancel it when circumstances change is an important part of high-level play.


We also wanted to reward the player for precise execution of Jin’s abilities. Take Jin’s ability to block most incoming attacks. Basic execution of blocking is simple — hold L1, block the attack. But there are levels beyond that. Waiting to press L1 until the attack is about to hit changes the block into a parry. The attacker isn’t just stymied, he’s spun past you, vulnerable to a counter-attack. And Jin earns a little bit of Resolve, Ghost’s measure of the samurai spirit that lets him push through the pain and injury he sustains. With the right upgrade, a third level of success opens up — press L1 just as the attack is landing, and the parry becomes a perfect parry, stunning the attacker and leaving him open to special, devastating counter-attack, and earning Jin a big dose of Resolve.


That precision carries over to the player’s decision-making. Jin can attack his enemies in dozens of ways, but choosing exactly the right attack at the right moment is crucial. Jin is forced to evolve beyond the lessons he was taught, to incorporate what he learns from closely observing and fighting the Mongols. These lessons are distilled into new Stances, collections of new attack techniques, which the player can switch between at any point. Each Stance is designed to be particularly effective against a subset of the dozens of enemy types Jin faces; switching between Stances based on who Jin faces amplifies his deadliness.


Here’s a video clip that shows the player switching stances as they move between enemies. Jin uses Stone Stance to quickly finish off a swordsman — Stone Stance is his ancestral style, developed to fight other swordsmen, so it works well against Mongol swordsmen — then quickly switches to Water Stance to create an opening against a shieldman. Jin devises Water Stance in frustration after the techniques he’s practiced for decades prove ineffective against the Mongol shieldmen.



All of these things — speed, sharpness, precision — combine to produce an experience we think players will love. More precision means a more effective player, which means things can go faster and get more deadly to match. We hope you’ll choose a difficulty level that really challenges you as a player — because the focus and discipline and practice it will take to meet that challenge is exactly what is demanded of Jin Sakai.

It’s a dangerous world, but Jin Sakai is a dangerous man.
 

cvv

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I don't know, they're describing the combat as complex, with switching stances and shit, but from the 30 mins gameplay they showed it boiled down to what the AssCreed combat used to be - mobs waiting in line to hit you while you parry-OHK everything.
 

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