Still, you can also roll or run away from an enemy, or get closer to strike the final blow. Parrying is important, and you’ll likely rely on it more than in other games. You gain resolve through parries and by defeating enemies, and it unlocks special attacks and weapons. There are two main gauges to keep track of, your health meter, and your resolve. You will, however, see all types of enemies right from the start, so the beginning of the game is a bit more challenging than you might expect. As you progress in the game and take down Mongol leaders, you’ll unlock new stances that help you battle different enemy types. Time a block right, and you’ll be able to parry an attack. Most of the combat, especially early on, is of the sword-to-sword variety. Nailing parries, figuring out how to best an opponent in a duel, and pulling off combos all feel immensely rewarding. I couldn’t spend all my time traveling or taking photos, and the gameplay and combat did not let me down. Photo courtesy of Sony Gut-punching combat However, The Last of Us Part II has specific controls for different actions, and more customizable visual cues. They also make it easier to see projectiles, for example. These controls make it easier to press buttons in succession or tap once instead of holding a button. It’s nice to see this kind of consideration again, though Ghost of Tsushima’s options are not as wide-rangi ng. The Last of Us Part II sported many choices to make the game playable for gamers of varying abilities. On a more inclusive note, Ghost offers respectable (but not class-leading) accessibility options. This feature is now common in console games with top-tier graphics, but Ghost of Tsushima offers more options than I’ve seen before. Luckily, you can switch back and forth as you please, as the mode can be flicked on or off through a simple menu and doesn’t require that you reboot the game.Īll of these features, combined with an already impressive world, are easily captured in Photo Mode. Unfortunately, it’s not the most useful look for combat and much of gameplay, and I doubt you’d want to play the entire game with Kurosawa mode on (though it’s possible). It’s clear a lot of care was put into this setting. The sound mimics that of an action movie. Projectiles and foliage floating in the wind are multiplied. This visual setting is special, as it doesn’t just convert the picture to grayscale. You have the option to turn up the contrast, or turn on Kurosawa mode, which aims to replicate the look of black-and-white samurai classics. Still, Ghost of Tsushima otherwise takes the idea of a “cinematic game” to a new level, drawing specific inspiration from cinematic auteur Akira Kurosawa. I understand that it makes travel less cumbersome, but added details, like bending the foliage away, would have felt more immersive. I was surprised to find I could walk straight through fully grown bamboo, giving a new meaning to the “ghost” of Tsushima. While traversing the world is magical, the game sometimes lacks environmental details. Photo courtesy of Sony A truly cinematic game You can experience the game in full without feeling rushed to get on with the main story. You can compose haikus or meditate on specific issues, for example.Īll of this made exploration, which some open-world games turn into a chore, into a key pillar of the game. Ghost of Tsushima includes small tasks to improve individual stats, which felt well-incorporated into the game. The game offers supplies and collectibles throughout the landscape, along with small bands of enemies you can take down to improve your standing. Every mountain is scalable, and often worth climbing. The world feels truly open as you can enter each building, climb their rooftops, and explore without fatigue. The varied environments feel very reminiscent of Legend of Zelda: Breath of the Wild, but Ghost goes a bit further. The world shows off varying landscapes, from rolling fields to snowcapped mountains. The world feels truly open, as you can enter each building, climb rooftops, and explore without fatigue.
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