I think it's to change the weather, bringing in the rain or something. one of the trailer mention that when the storm hits, they know the ghost is coming
I think it's to change the weather, bringing in the rain or something. one of the trailer mention that when the storm hits, they know the ghost is coming
Imagine how frustrating it must be if you want to Ghost an enemy camp but it's 10 in the morning. You have to wait until dark, god knows how long.
Akin to Big Boss' phantom cigar in MGSV.
lol that would be crazyI think it's to change the weather, bringing in the rain or something. one of the trailer mention that when the storm hits, they know the ghost is coming
Everyone should pay attention to this here, Umebayashi is an absolutely fantastic composer.
Excellent.We can reduce the shine effect on the items that we can pick up. He made a comparison with Red Ded Redemption which is for him a good and beautiful game but for Ghost of Tsushima they wanted the game to be pleasant as possible to play without having too many superfluous animations which break the rhythm and that is why Jin can pick up items on his horse.
That's not necessarily bad thing, Sony games tend to get a sale pretty quickly iirc so you could probably get it at 20-30% off about 2-4 months after release dateSo excited for this game, but I cannot play it before I've cleared my backlog, which includes the following:
Uncharted Collection
Uncharted 4
Lords of the Fallen
Rayman Legends
Journey
The Last of Us
Sherlock Holmes: Devil's Daughter
Dragon Age
AC: Black Flag
I don't think I'll be getting GoT on release day. Arf.
If you they give us options like that then I bet they have alot other options as well.Excellent.
I disliked the shining hud thing and I am really glad it is unlike Redemption 2. Gameplay is the thing that matters.
Yes yes yes! I hope they are well-written. I'm so ready.
- There are a lot of side stories in the game where you can build more or less strong relationships with different characters to learn more about their stories but it's up to the player's freedom and you can miss them.
Most likey we seen him on his horse with his sword out in the story trailer.
DOnt have the exact source SP did say it at E3 2018
Not me Kaiserstarky did all the workThanks for summing up all of the new info Loudninja !
Sounds awesome, just wondering how the combat feels to play now and how much depth it'll have. The multiple varying stances are interesting.
Nope they where impress with it besides the water.More stances? Hell yes I am even more hyped!
BTW has digital foundry confirmed any downgrade at all?? Loudninja ( I don't think it's downgraded though)
More stances? Hell yes I am even more hyped!
BTW has digital foundry confirmed any downgrade at all?? Loudninja ( I don't think it's downgraded though)
He many more stances so it sounds like you can switch them out.Looks like we'll probably have four stances if the two shown at SoP are any indication of the UI.
I'm glad you can turn down the shiny trees. That was my only visual complaint in the demonstration.
Now change the balls.Looks like we'll probably have four stances if the two shown at SoP are any indication of the UI.
I'm glad you can turn down the shiny trees. That was my only visual complaint in the demonstration.
Even though we saw someone slicing through enemies in the State of Play, I assumed that this player was very skilled, and that the eventual gameplay will be way harder on us. Nate completely agreed with me. "We are trying to make a grounded game in that sense, so a couple blows from the enemy will kill you. The game is very challenging. We have three words to describe the combat: Mud, blood and steel. We absolutely honor the lethality of the sword. We watched samurai movies and people go down with one or two strikes, and that is embedded inside of the combat. Beating the Mongols in battle will be hard, but it's that challenge that makes it feel alive and the victory rewarding. You can't just run into a camp and fight 5 people at the same time, you will get overwhelmed and die."
Engaging combat and succeeding won't be easy, and you probably have to use everything you got to win a fight, and most importantly play smart. Sucker Punch wants to honor this trait from old samurai movies, by introducing one-on-one stand-offs against other swordsman, that will prove to be very challenging. "One thing we didn't show at State of Play which I wish we had, was that the game features duels against other expert swordsman. This is classic samurai stuff. Those fights are incredibly difficult and they're driven from personality and get solved in the most cinematic way possible, which is also true to fantasy. You need to study your opponent and understand how they attack in order to win."
"What you saw in the presentation was some side action in the game. It was not part of one's particular story. The map has Mongolians everywhere, and the main part will be Jin's transformation from being a samurai to overtime becoming the Ghost. Next to that story you will meet people that try to survive in the world, with stories that will branch of off the main one. That is what the body of the game is made up off."
"By not following Jin's story and going after your curiosity, you will definitely become stronger than by just following Jin's story in one line, but more importantly, you get a way more varied and interesting experience. There are all sorts of hidden stories and items you get acces to by following your curiosity. This is why we didn't add markers on the map. We want you to get lost in Tsushima, that when you are heading to a hill, you suddenly hear a bird you think, maybe I will follow that instead. Just get lost from the one thing to the next, and we want to give you the tools and freedom to do that."
I like that they made looting instant. With RDR2 I just stopped looting bodies as the animation took too long.
missable stuff or just miss it because it's not write with a giant exclamation mark into the map ? I really don't like missable stuff.... even more in open world game.
Right now I'm more hyped about this game than TLOU2. All of this sounds excellent.Combat is very difficult
Ghost of Tsushima Creative Director says combat is very challenging - Interview
Jin has to become the Ghost as one of the last samurai.nordic.ign.com
Combat is very difficult
Ghost of Tsushima Creative Director says combat is very challenging - Interview
Jin has to become the Ghost as one of the last samurai.nordic.ign.com
"The map we showed during the State of Play was VERY zoomed in", Fox explains. "That was just a little portion of the starting area, the actual map is huge." Fox goes on to say that It's the biggest thing they have ever done at Sucker Punch, and it's also a lot more diverse. "Tsushima Island covers the biomes you can find on main land Japan, from snowy mountains to bamboo forests, to waterfalls and rolling grasslands, it's all there." Even though the map is very big, Sucker Punch made sure it won't feel empty. "We want to give enough stuff to keep it electrifying for the player. We didn't want to make a huge map and have nothing on it. So it's packed with people, items and stories to explore."
Combat is very difficult
Ghost of Tsushima Creative Director says combat is very challenging - Interview
Jin has to become the Ghost as one of the last samurai.nordic.ign.com
Reading the various things about the combat really goes to show how poorly they showed that aspect in that State of Play. I look forward to seeing more in-depth videos on that, later. I still don't feel like I understand the tennis ball thing in practice. I need to see it implemented.
Reading the various things about the combat really goes to show how poorly they showed that aspect in that State of Play. I look forward to seeing more in-depth videos on that, later. I still don't feel like I understand the tennis ball thing in practice. I need to see it implemented.
Reading the various things about the combat really goes to show how poorly they showed that aspect in that State of Play. I look forward to seeing more in-depth videos on that, later. I still don't feel like I understand the tennis ball thing in practice. I need to see it implemented.