Nuevos detalles de Ghost of Tsushima (Official PlayStation Magazine)

Ghost Of Tsushima steps into the light
You can take on Khaaaaaaan and his Mongol Horde from 26 June

Developed by Sucker Punch, already known for the slick-to-navigate open worlds it created for the Sly Raccoon and InFamous series, Ghost gives you the whole island of Tsushima to explore while you attempt to repel a brutal Mongol invasion, based on real-life events.

If you’re not a history buff, fear not: this is far from a dry lesson. Sucker Punch is dedicated to bringing the drama of an epic samurai movie to the game, with the team citing the likes of Akira Kurosawa as inspiration. Shigeru Umebayashi is on the team as a composer – if you don’t recognize his name, you may well know the scores for House Of Flying Daggers, Yumeji, and Fearless. He’s a master of Asian cinema soundtracks, and the game sounds great.

ISLAND GETAWAY

Again nodding to realism, you explore the island’s lush environments without the help of waypoints, choosing where to explore next using landmarks and your knowledge of the world. Sucker Punch is no stranger to creating open worlds, but the fairly minimalist nature of the environments is a bit of a departure for the developer. Time in the story will pass as you explore, with titles telling you how much time it’s been since the invasion began.

Exploration might be pretty free and easy, but once you reach groups of enemies things become much more focused. Clashes are swift and decisive, whether you choose to tackle a situation head-on like a samurai or sneakily like a ghost. Quick iaijutsu strikes with your sheathed sword can spill enemy blood. Likewise, you can use a grappling hook to sneak through enemy camps unseen, dropping down to attack people or sneaking up on them from behind (even stabbing them through closed folding screens). Jin also has his gadgets: sticky bombs and fire arrows that can help him spread disarray through an enemy camp.

SETTLING THE SCORE

Just as the way the world unfolds depends on what you want to do, so does the story – to a point. As you wage your one-man war on the Mongols you ally with several characters, and how you decide to deal with situations can determine the strength of your bonds. Shimura’s none too impressed with your spectral approach. Makoto, an expert archer and just as handy with a sword, can be one of your best allies, helping to spread the legend that you’re a vengeful ghost, but if she disagrees with your actions you may end up crossing swords.

So far the plot looks tense and gripping, with some fantastic tech behind the cutscenes (we’ve been especially impressed with the blood splatter – Ghost is going to be a grimy game in the best of ways). As he’s torn between his upbringing as an honorable samurai and the guerilla warfare approach of the Way Of The Ghost, Jin’s experience is going to be reflected in more than different skill trees. A real conflict goes on inside his heart over the course of the game as he struggles with doing what is right for the people of his island, and what it means to be their protector.

Que jugazo dioh mio, esa ambientacion es demasiado bakan :banderas:

1 me gusta

Huele a flop

puede que se retrase tambien

Sopa ql gringo :clint:

Igual es problable, quiza algunos no le toman el peso a la wea, pero si se descontrola esta wea en gringolandia nos vamos a la b un buen rato :cryi:

Este juego se ve como un >90, o pueden ser los valores de producción nublando la apreciación, pero se ve como que es EL proyecto de amor de Sucker Punch, si no saltan con este van a quedar como estudio ni fu ni fa siempre.

No me genera mucho lo que he visto, la ambientación se ve encachada pero ojalá no se quede sólo en eso.

Lo único que espero es que tenga interiores, porque los Infomes son puro pasear por la calle :zippyemo:

1 me gusta

resumen con harta info del juego, interesante que no hayan waypoints en un open world, a puro aperrar con el mapa no mas supongo

Main stuff:

  • It’s an open-world samurai adventure.
  • The game is grounded and realistic. There’s no supernatural elements in this game.
  • The game is a original work of fiction they are not rebuilding history stone by stone.
  • Ghost of Tsushima is huge – the biggest game Sucker Punch has ever made by a wide margin.
  • You can play the game with a Japanese voice track. Even with a cast of mostly native Japanese speakers, they still have a dialogue coach for the game for authentic ancient Japanese.
  • No branching narrative
  • The game launches July 17th
  • The Game does have a photomode

Story
Jin was raised and trained in the ways of the samurai. When the Mongols handily defeat the samurai forces, Jin’s world is shattered. He is faced with the most difficult decision of his life: honor the tradition and customs of his samurai upbringing and maintain a fight he cannot win, or deviate from his samurai path to protect the island and its people by any means necessary. In his quest to reclaim Tsushima, Jin must seek the guidance and support of old friends and new unlikely allies. He must break away from tradition, become a new kind of warrior, and protect what’s left of his home at all costs.

The World:

  • There a lot of stories in the game that you may not find them all.
  • The game will feature NO waypoints
  • There are many side characters in the game, most which have sidequests.
  • Jin will learn new things from NPC quests
  • Each area in the game has a different theme. That reflects to different stories and narrative themes for each area. The name of the area on the demo is “The forest of no return”. Features betrayal stories with darker tone
  • You will roam vast countrysides, explore billowing fields, and tranquil shrines to ancient forests, villages and stark mountainscapes,bamboo forests to the urban center of ornate castles
  • They want to give players alot of navigational options ,we seeing horse riding, parkour and Jin swinging with the grappling hook so far
  • Dynamic time of day and weather , we seeing snow, and rain areas so far
  • Simulated clouds. All dynamic, not painted, never going to be seen twice
  • Procedural skies and procedural sun break tech
  • If you roll around a lot in the mud you will be completely cover. If it starts raining it washes away all the mud and blood
  • “Movement” is the environment theme, expect everything to move - blowing trees, windy fields, falling leaves
  • If you see something and you expect to be able to climb on it, then we want you to be able to climb on it
  • The trailer with Masako from E3 was a side mission

Combat:

  • The theme of the combat is “mud, blood, and steel”. They want a feeling of intensity and danger in the combat

  • Combat system can scale all the way up from a one-on-one combat with a worthy opponent all the way up to dealing with a horde of Mongols

  • Master the bow to eliminate distant threats with lethal precision

  • Develop stealth and deception tactics to disorient and ambush enemies with surprise attacks

  • An adaptive landscape and organic approach to combat makes Tsushima the perfect playground for mixing and matching skills, weapons, and tactics to find the perfect combat blend for your play style

  • As Jin’s story unfolds, versatility and creativity will become your greatest weapons.

  • You can customize your katana

  • They want every swing to feel real, so every hit that connects leave a scar.

  • There is a progression system. Jin has learned to use a grapple hook but this is not part of his samurai training. He’s had to learn new tricks to silently kill the Mongols

  • Duels in the game is going to be very narrative base they want to build the tension, each duel will be around some unique element like the red tree

  • The square button will swing your sword

  • You can kill an enemy with a single strike from the blade if you hold the triangle button and release it at the right moment

  • You parry with L1

  • You can clean your blade with a button

  • Τhe chain assassinations we seen in the trailer you must hit the button at the right time to go to the next one there is a time period

  • Assassinations are one of the tactics you can use. There’s a fear factor here. If you do successfully assassinate someone then it stuns the other enemies around you and gives you an opportunity to perform follow-up attacks

  • You can perform horseback assassinations

Suena bastante prometedor.

Suena la zorra y se juega con voces japos :bravo:

2 Me gusta

Todo suena muy bonito pero igual me preocupa lo escueto que ha sido lo mostrado y el marketing de este juego estando tan cerca la salida.

Suena a la típica exageración de que todo es perfecto e increíblemente detallado para generar hype, ver para creer

1 me gusta

Efectivamente hay que esperar los review, el combate me tinca un poco tieso, por notas yo cacho que va a estar en los 8X y tantos

Suena todo bonito, pero Sucker Punch no se a destacado por crear mundos vivos y/o interesantes, el mapa de los inFamous no puede ser más fome, el del Second Son es una wea muerta, de verdad que parece maqueta, es más que nada por eso que este juego lo miro con cautela y no me hypea mucho la verdad, y ojo que me gustaron los dos primeros inFamous pero las cosas como son.

Supongo que si no tiene waypoints tampoco tendrá viaje rápido, en ese caso espero que tenga un buen equilibro entre tamaño del mapa y cantidad/variedad de misiones

Nadie tenía en alta estima a guerrilla tampoco, y cuando los dejaron hacer lo que querían hacer salió horizon, este juego tiene que demostrar que suckerpunch se la puede, si no nunca saldrá de la línea “b” de sony

1 me gusta

Yo le tengo fe, aparte que la ambientacion ya me lo vendio pero nica de estreno, se viene el tulon 2 (recuerdo que tulon antes estaba censurado :risaql: ) y nioh 2 primero :cryi:

El papel aguanta caleta :cryi:

Hay que esperar no más.

Dolar rq :fuckyou: