![]() There is no understating how many times Ghost of Tsushima impresses with its environments. Even the moonlight shining on the marsh lands takes your breath away. Lighting is perhaps the catalyst for this beauty, and at a whim the player can control it through a lovely flute melody. It's cinematic to say the least and astonishing more often than not. Every scene is a perfectly taken photograph of the most dramatic sunrise and sunset, lightning soaked skies, sun rays peaking through the clouds onto long grass or yellow autumn leaves falling onto your path. The world has been meticulously crafted and is just as much of a character as the characters themselves. It's hard to argue that there is a more beautiful, stunning and awe inspiring game during the generation than Ghost of Tsushima. It's a rather damned if you do, damned if you don't scenario the context of the island, politics, class structure, supporting characters and some of the mythology are all bettered by many of the quests away from the main storyline, but it does remove some of the urgency and the drama of keeping the main story's pace. Ultimately the sacrifices Jin makes or doesn't make leads to interesting relationship dynamics and an ending the carries much more weight than the revenge story against the mongols. Defending the history, the culture and the breathtaking scenery at whatever the cost. ![]() ![]() The island of Tsushima is the ultimate story mechanic here, it is why Jin is doing what he is doing. There are some special side quests that result in a special piece of gear or skill that do just as much to flesh out the mythology of the land. While most of the side quests deal with your companions tie directly into the story there are plenty of one off quests that do nothing to add to that narrative except to further the legend of the ghost. It also doesn't interfere with the style of gameplay that you prefer, with either style lending to Jin's arc. Sucker Punch wants to tell you a specific story and luckily it pays off. It's a linear tale in the sense that the player's choice makes no impact. While the freedom to stop any quest right in the middle of it and start another one, free roam or really do whatever you want allows for great freedom it can hinder the storytelling.ĭespite the free approach to the primary narrative, Jin's journey is quite compelling. Many of the side quests build directly into the main story or at the very least expand character depth for the companions that will help you on your quest to take back the island but Ghost of Tsushima is guilty of allowing the player to lose the plot. ![]() Like all open world games it can be difficult to keep up the pace of the main narrative. Ghost of Tsushima succeeds on nearly every level even if it doesn't provide anything ground breaking the genre hasn't seen before. Sony has let many of their first party studios branch out from their franchises that built them and while Ghost of Tsushima isn't a huge departure from Sucker Punch’s previous open world fare, the genre and aesthetic couldn’t be more different. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |