French "YouTuber" Julien Shyz (Julien Chièze) talked with the creative leader Ghost of Tsushima Jason Connell (Jason Connell) and found out details about the Samurai action. One of Resetera users translated information from the video ShbEza In English. A few more details we fished out of the IGN conversation with the same Connell. We transmit information to you!
When creating "Ghost Tsushima" Developers from SUCKER PUNCH Inspired The Legend of Zelda And Shadow of the Colossus, especially in terms of decoration – the authors tried to make the game as bright as possible.
The studio did not want to saturate the action with an overly large number of animations that violate the pace of the game – therefore, for example, a protagonist Din can raise objects without getting off the horse.
The player can hunt for animals, but successful hunting will not give any gameplay advantages. [Supplemented May 29: In another material Connell He said that hunting is still not meaningless – resources for upgrades fall out of predators.]
Katana will be the main weapon of Jin throughout the campaign, but the game has other murder tools.
Large weapons, such as a sword or onion, are displayed on a character in any suit, and small devices are not: their study for different outfits would require too much effort.
In a recent gameplay demonstration, the authors showed two combat racks, but in fact there are much more. Different racks are needed for battles with different opponents.
You can get new clothes according to the plot, find in the open world, buy in the village or earned by completing the quest.
"Ghost Tsusima" – The largest game SUCKER PUNCH: She is much more than previous creations of the studio both in size of the world and the number of content.
Initially, the militant had only one composer – Sigar Umabayashi (Shigeru umebayashi; "2046", "Great Master"). The scale of the game grew, and in the end Umabayashi I realized that I could not do it alone. Therefore, the developers hired another composer – Ilana Eshkury (Ilan Eshkeri; "Stardust", "Count Monte Cristo").
The game did not introduce a moral system in the manner infamous – Developers wanted to show the development of Jin, and this would hardly have been possible if the character darted between good and evil at the bitation of the user.
IN Ghost of Tsushima There is no https://slots-n-play.co.uk/games/ class system that determines the style of playing all the passage – you are free to start stripping an enemy camp as a secretive ghost, and then join the battle. At the same time, your disposal will have a complete set of samurai skills.
Release "Ghost Tsushima" scheduled for July 17.
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Ghost of Tsushima
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Well, here is a stick about the two -edges. On the one hand, I completely agree with you, smacks of hull. On the other hand, all this excessive realism with a complete and detailed animation of everything and everything carries the first time for 20, after which, on the contrary, it begins to irritate due to stretching of a seemingly routine action. At least I had just such a feeling in RDR 2, when at first an incredible delight of going to the same store, and then just irritation from the fact that you once again need to slowly flip through, albeit very well -designed and detailed, a magazine, when all this routine can be accelerated due to the usual menu of goods.
The game of the format of the old AC, 5 years have passed with the latter RPG-ITERATION, people have bent on stealth explosion with beautiful animations and the ability to kill a mob from 1 blow, and not a phantasmagoria from Odyssey, where you cannot kill the sleeping!), who did not notice you at all, who is just a couple of levels higher.
Well, I don’t know, by the middle of the game I began to score on many things just because of protracted animations-a search of bodies, collection of herbs, cooking at the stake, cleaning the horse. I want to play the game, not sit for 15 minutes, fried every piece of meat.
There would be enough at least tombraid squats to raise objects, or a wave of a hand, or kicking with a foot. And so: a bunch of stones moved, and you think how authentic it is.
The studio did not want to saturate the action with an overly large amount of animations that violate the pace of the game – therefore, for example, a protagonist Din can raise objects without getting off the horse.
Immediately flashbacks about RDR2 with its overloaded animations, as the comrade correctly remarked above at the beginning, it entertained, after a few hours it was strained, and from the middle it was already beginning to enrage. I even put myself on a smartphone companion application to perform less unnecessary actions. I don’t understand how Rockstar did not think of it that it would be optional.
There is no class of classes in Ghost of Tsushima, which determines the style of playing all the passage – you can start stripping an enemy camp as a secretive ghost, and then join the battle. At the same time, your disposal will have a complete set of samurai skills.
This is pleasing, usually just like that.
If we consider GOT from the setting point, then the game, for me personally, is wildly attractive, although I, unfortunately, do not have PS4 itself.
But if you draw up an intermediate opinion on the gameplay that we were shown in May, then, well, I personally expected (straight from the ceiling) that it would be RDR, but with a more developed SLEST mechanics/mechanics, and as a result-Assassin’s Hunt, some kind of atmospheric adventure, albeit not ideal.
Interesting details. Although on the gameplay roller, the impression was that the game will be similar to the Assassins Creed series, small details have been coupled, drawing up, satisfied with an entertaining game, albeit not a breakthrough. I am waiting for a way out, it’s very interesting to see what comes of all this.
In my opinion, this squat (if I remember him correctly) would also look so -so in this game. And again, the extra animation that also needs to be anim. So it can be done, for that, it clearly saves time, but it would be good for them to have an explanation of how the main character can collect the loot by the power of thought and interact with objects, or even in the gempleplay used.
"• The studio did not want to saturate the action of an overly large amount of animations that violate the pace of the game – therefore, for example, a protagonist Jin can raise objects without getting off the horse."
In fact, cool, the same Horizon Zero Dawn tired this, there, for almost every action, it was necessary to clamp a button, and not just click once
Although the same RDR2 did not bother me like that at all, there it all fit into the game
Well, in RDR2 there was no idea to go to the store, there is nothing to buy there)
But the animation of raising jars from the shelves is delighted and after 100 hours of game
"• In heavy armor, Jin will become less dexterous."
And this is what I understood by the demonstration, quite logical, the more severe armor, the slower the hero moves
More than 300 hours in RDR2, but nothing is inflated, but at least straining, not noticed. Elaboration of everything and everything at altitude. Well, or we played different games.
Tel search – generally my respect. I and most of things in stores from shelves buy, and not leaf through the list, it is much more steeply immersed in the game. As well as watching time from pocket watches, for example. I even left a unique clock for myself, in the camp, everything was bought by that time.
P.S. I have one passing from the link from the mail now, or this is a common bug of an updated site?
I had enough ate for 15-20 hours, threw it just because of overloaded animations, I like games with a non-hasty pace, but in RDR2 the pace of slow-off was created by artificially stretched slow animations. With TLM Igor I am madly like, but to grate into it torment for me.
