Home Japanese values Ghost Of Tsushima 2: 5 things we would like to see

Ghost Of Tsushima 2: 5 things we would like to see


Ghost of Tsushima was (despite having no connection to the Ubisoft franchise) the Assassin’s Creed game that many were asking for. Set on the Japanese island of Tsushima during the 13th century Mongol invasion, the open-world title followed the adventures of Jin Sakai, a dedicated samurai who fights to defend his beleaguered homeland. However, the longer Jin fights, the more he realizes that his beloved order’s sacred codes of honor make the war unwinnable, driving a wedge between Jin and his traditionalist uncle as the former seeks more clandestine tactics. to defeat foreign invaders.

Ghost of TsushimaThe story of is one of its strengths, with the central tension coming from within Jin as he navigates between the way of the ghost and the way of the samurai. This struggle founded the story and gave it real substance. The game’s dense characterization, coupled with Tsushima’s phenomenal sights and some of the best combat mechanics around, made the 2020 release of Sucker Punch a contender for Game of the Year. With a sequel apparently in development and a movie in the works, Ghost of Tsushima 2 has the potential to be a truly phenomenal follow-up if he does the right thing.

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Breaking the AAA Mold

Games like Far Cry 6 Ghost of Tsushima

At this point, there can’t be many triple AAA players who aren’t a little tired of the typical open-world formula that has become so prevalent over the past decade. Far Cry, Assassin’s Creed, Watch dogs, Horizon Zero Dawnand even The Legend of Zelda and Pokemon follow the same basic pattern. All take place in an explorable open world, many have stealth elements, and nearly all have some form of crafting, collectibles, and fast travel.

Although there is nothing inherently wrong with the format, Ghost of TsushimaThe main problem with was sticking to it too tightly. Side missions only involved finding an item or killing generic enemies (often at the same time), while the essential AAA open-world model of most modern Ubisoft titles seemed to have been lifted and used directly by Sucker Punch, in security in the knowledge that it was a reliable fit. If the Phantom franchise is to forge its own identity, it needs to do something to deviate from a blueprint that is becoming increasingly generic tired and frustrating.

Don’t lose sight of the story

The story of Jin Sakai’s internal struggle between the traditional values ​​of his ancestral home and his emerging realization that he will have to break with those values ​​to defeat the dreaded Mongol invasion is one of the main reasons for the game’s undeniable success. Video games increasingly treat their stories with the care and attention once reserved for other media, and the maturity and emotional resonance of PhantomThe climactic finale is one of the finest in recent memory.

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The danger is that a sequel could undermine the story it so carefully crafted in the first game if it pays no attention to storytelling in favor of flashy visuals and fancy mechanics. If the next Ghost of Tsushima continues Jin’s captivating journey from honor-bound warrior to morally ambiguous savior of Japan, he must maintain the themes and conflicts that made his predecessor such an emotionally resonant work.

Adjust the fight, but don’t spoil it

Ghost of TsushimaThe combat is a triumph, feeling meaty, varied and exceptionally well-balanced. Using different stances can get a bit arbitrary over time, in the sense that each stance is designed to be effective against a very rigid set of enemy classes, but it’s a welcome touch of variety and authenticity to have. many other games fail to capture. The combat is cinematic, dense, and tactile, a blessed relief from lesser game systems, whose chunky, chunky mechanics often feel weightless, primitive, or downright boring.

Sucker Punch must recognize that PhantomCombat is one of its main strengths and treats it with immense care. Not changing things up at all would smack of complacency, but there’s always the danger of heading down a less satisfying path and ruining all the great work of the original. The developers need to address the combat’s main issues (namely that its target-locking system feels rudimentary and clunky and the camera can go haywire and take up unwanted or unnecessary positions) while being careful not to tamper with the core and the soul of the game.

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Make sure Tsushima has enough people

Jin on Iki Island

One of the main criticisms leveled at Ghost of Tsushima was the rarity of its open world. Visually, Tsushima is stunning, undoubtedly one of the most arresting games of its time. The island’s high snow-capped mountains, vast fields of vegetation and densely populated forests, all surrounded by an endless brilliant sea, are offset by charming villages, green groves and sunny orchards, superbly creating the illusion of grandeur without ever sacrificing intimacy or a sense of place of play.

The main problem with the island, however, is that there isn’t much on it. Aside from the lack of side quests and decent activities, Tsushima can feel empty of people or life, and while the land almost ripples as if living and breathing on its own, it could definitely benefit from a few settlements. , enemies and people to interact with.

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Give players more to do beyond the story

Ghost of TsushimaThe story of is one of its strengths, a harrowing tale of tradition, loss and internal strife, all played out through an epic fight for the very survival of a culture. When the game’s narrative is in full swing, it’s as engaging and emotionally resonant as the best stories games currently have to offer.

The problem with the game, however, is that while the island can be breathtaking, there isn’t much else to do outside of the games main story. For an open-world game, that’s a real shame, because a lot of the incentive to explore this incredible landscape should be in pursuit of things to do, enticing players to dig deeper into such a beautiful world. The Sucker Punch sequel should add substance to Tsushima’s considerable style and give players something else to do when they’re not pursuing the game’s central narrative.

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