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Thursday, September 3, 2020

Ghost of Tsushima

Ghost of Tsushima, perhaps unfairly, holds the title of being the "last" PlayStation 4 exclusive. The PS5 is looming in the distance - still shockingly without price at the time of this writing - and most future games will exist on both platforms. As I started playing, I desperately wanted PlayStation to go out on a high note. I wanted them to put a bow on an insanely impressive gaming generation.

How impressive you ask? Since I've gotten my PS4, I've reviewed 12 (!) exclusive titles, 8 of which got a 9+ score. Even more impressive is that 5 of those are new IPs and there's an additional 3 where I'd argue they are "substantial" branch-offs. And those aren't even all the PS exclusives there have been; some big ones I've missed because they're not really my style. I think that should soak in for a moment...PlayStation just had one of the greatest gaming generations of all time. And they did so while creating a ton of new IP that sets them up well for the future. The more I thought about it (and now that I have this review complete), I'll likely create a Rath Write-Up about it because it's just mind-boggingly impressive.

There's about to be a LOT of photos...
Ghost of Tsushima is an exclusive title to PlayStation and is based on new IP (meaning it's not part of a series or sequels, etc.). It comes from developer Sucker Punch that's known for more kid-friendly games like the Sly Cooper series or the fantastic inFAMOUS series. When I initially heard they were creating this game, I was pretty bummed because I desperately wanted a sequel to inFAMOUS Second Son. It was a big departure from the original games and gave you a character with multiple powers that - at the time - was one of the best superhero game there was. To see Sucker Punch repurpose themselves to something I wasn't initially excited about is exactly why new IPs are so risky...and valuable.

With Ghost of Tsushima, Sucker Punch has created their flat-out best game to date. For the storied PlayStation developer, that's saying something. It borrows a lot from games before it, but I found myself consistently becoming more and more impressed throughout my play through. Not since the excellent Horizon: Zero Dawn, had a new IP impressed me this much and engrossed me to this degree. After a lackluster opening (that had me worried), the game continuously drops your jaw and throws you into intense - and peaceful - situations that are some of the best you're likely to have on this system, now on the sunset of its life cycle. Who knew that some of my final PlayStation memories that I'll cherish would consist of writing haiku while overlooking a vista?
A duel in a field of red spider lilies? Iconic.
Death by vertical impalement
The main thing Ghost of Tsushima does well right away is that it builds its credibility and authenticity when it comes to nailing the historic time period. In all facets of the game, you can see how thoughtful they were with samurai culture, Japanese history, and honored traditions. A lot of it is in the details, which was something I drew parallels to the previous Assassin's Creed games. As much as I LOVE the new direction that series has taken, it sometimes feels like the historical aspects - while heavily researched - are surface level. With Tsushima (pronounced SHOO-SHEE-MAH) this culture is deeply ingrained in the game, much to its benefit. Sucker Punch has been working on it a long time (Second Son came out in 2014!) so it makes sense, and its created a game (and likely a series) with a very strong foundation for how to approach a historical era.

Ghost also eventually arrives at a very relaxed playthrough. It may sound strange to say, but it has a very distinct "vibe" that I became attached to. That doesn't mean it was easy necessarily, but it's a game where you get into a rhythm of exploring, participating in missions, fighting, and more - just like any open world game - but there was something here I can't quite put a finger on. Yet, it's what has elevated Ghost in my mind. After stressful play sessions with Modern Warfare or yet another ridiculous loss in Fall Guys, I found Ghost of Tsushima to be my respite. Part of it's because I'm quite good at the game, but there's also the game's "magic" that kind of sweeps you away. That said, I do think the game has some difficulty imbalances. I played through on Hard and I found the start to be very difficult and I was slow to make progress in the first 3-4 hours. But as I unlocked skills, attacks, stances, etc. (more on that later), I found the game almost became too easy until I'd progress further in the story with tougher enemies. Again, not unique to this game, but I think it's something worth calling out so they can tweak it for the *hopeful* sequel.
There are times where the visuals, wind, and plant motion will just drop your jaw
The gameplay of Tsushima is one of the shining stars too. Aside from some complicated button mapping for changing throwables (that I eventually got used to), it's phenomenal, particularly when you're in sword combat. As I mentioned, Ghost borrows a lot of things from a lot of games, but then melds them wonderfully with a samurai spin. Exploring and traversing is classic Sucker Punch (for better or worse) and the stealth is fine, despite what you may have heard, but the combat is a wonderful mix of Assassin's Creed with Arkham and can be challenging, but equally gorgeous. It's fair and your mistakes are your own, but it also allows you to fluidly move between stances, weapons, and throwables to dispatch your foes. The stances are a particularly strong example of how the samurai culture weaves itself into the game, but also adds to the gameplay. There are 4 in total that you must unlock, each with branching upgrade trees and actual impacts on combat. That last point is not to be ignored because too many times you play games where you unlock something "cool" and it actually doesn't do much for you, but here the stances are added strategy that you can/should change on the fly as you fight multiple enemies. Groups of enemies can attack together and also have ranged weapons so taking them out smartly (and violently) is important. Duels in particular are not only jaw dropping, but intense as you're fighting and surviving against a swordsman as talented as you. Ghost is a game where certain gameplay elements will shine brighter than others, but none of them get close to dropping the ball, meaning it's a tight, fluid, and fun game through and through.

This extends to a rewarding upgrade system and series of collectibles too. I personally find that games are a bit hit and miss with their upgrade branches and how invested in collectibles I am, but Tsushima nails it. The upgrades truly add significant gameplay elements to the stealth, combat, and aforementioned stances. I relied on some more than others, but I definitely was using every single skill at some point or another. It makes you want to keep playing and "leveling up" because you're not quite sure what awesome unlockable is coming your way. Ghost also has multiple mini-games that act as a majority of the collectibles that I found generally quite entertaining. Bamboo strikes, fox dens, pillars of honor, lighthouses, hot springs, and writing haiku are once again a wonderful example of weaving the culture into gameplay elements. These result in some cosmetic unlocks or actual upgrades to skills so they're important and exciting to find too. Jin (the main character) is highly customizable and I'm not sure I kept the same armor for more than 3-4 hours at a time. You'll notice in my pictures the various helmets, armors, colors, and face plates that I equipped him with. Yet another thing I'll harp on when it comes to melding the game with the culture with actual impact to how you play. Are you starting to see why this game sings so well now?

I do believe he's gone and lost his head!
The story - while it's nothing that will blow your socks off - is a traditional Japanese tale about various degrees of revenge, fighting for honor, defending one's land, etc. Jin is the last samurai after the Mongol invasion decimates his clan. Over the course of the long playthrough, you take back your land from the Mongols and build allies along the way. Amidst that drama, there's also numerous side stories going on (some better than others) that are enjoyable to follow. The core plot is well written and a dramatic, engrossing tale and I was definitely invested, just not all that surprised about where it decided to go. Still though, PlayStation as a brand continues to sign top talent for performances and Ghost is no different with Jin being a diverse addition to their growing exclusives roster.

Finally, we arrive at the visuals and sound. I'd be an idiot not to double down on my praise for the photo mode here (that has graced you with all these pictures). The PS4 really ushered in this concept and developers have done an incredible job incorporating it into their games. Ghost takes it to another level with particle addition, weather control, etc. that makes your pictures exactly what you want them to be. To say the game is stunning is an understatement. Some graphics are rough here and there, but others are downright generation-defining. The open world and landscape, although it takes entirely within Japan, is varied beyond belief and it becomes evident as you make your way through the country that there are distinct themes and ecosystems present. These lend themselves to gorgeous, colorful, and intricate visuals decorated by fauna that blows in the ever-present wind. The game would consistently blow my mind with how detailed and varied the environment would become when I'd open up a new spot, hence the 50+ pictures I took during my time with it. Not to be outdone is the sound design that not only features an incredible original score, but intense sound effects, particularly when sword fighting. Ghost doesn't shy away from blood and gore - Jin will often be soaked in mud and blood by the end of fights - and hearing swords clashing, then landing, and dismembering an arm or causing a geyser of blood to erupt from someone's throat is satisfying. It also uses the DualShock4 to play the sound of wind through the speakers as the wind is your guiding "pointer" to objectives with the simple swipe of the touchpad (a woefully underutilized tool this generation). 
Just. Wow.
I'm not surprised that I've written so many words to describe how awesome Ghost of Tsushima is and how much I adore it. Part of it is likely because of my admiration for the PS4 generation as a whole which has defined my young adult/adult age of gaming. But more significantly, it's because it's a tremendous game that doesn't compromise its vision or falter in any significant way. Sure, it borrows and owes a lot to other games, but it also stands distinctly on its own very easily. It represents a "best" for Sucker Punch in a franchise that I hope they continue and it's one hell of a way for the PS4 to shutter its doors on its last exclusive. 

CONS

  • Has some difficulty imbalance where I found it very difficult at the beginning but too easy during certain sections throughout
  • Awkward button mapping for switching throwables and ranged weapons
  • Stealth components are fine, but have some instances of really dumb AI
  • Lackluster opening
PROS
  • Visually arresting. The varied locales, fauna, climates, and colors lend to one of the most beautiful open worlds I've ever played in
  • Focus on samurai and Japanese culture, history, legends, and stories all make for a game that feels deeply intertwined with respect for the past. Does not feel shallow in this regard
  • Terrific, fun, and smooth gameplay. Sword combat is the highlight and is near-perfect. I felt like an elite samurai and the animations are stunning
    • Duels in specific are stunning blends of visuals, aesthetics, and challenging gameplay
  • Has a "vibe" that I can't quite place, but I loved it. The game comes together incredibly well and has a distinct feel
  • Compelling story with solid performances
  • Decision to go more mature (as compared to Sucker Punch's previous games) was a wise one. The blood and gore are one thing (and appreciated/can be hilarious) but the more mature thematic elements help this game shine too
  • Shocking length. This game is huge and there's a lot to do
  • Sound design that lets you hear ever sword clang, bird whistle, and wind gust through the trees. The use of the DualShock4's speaker was a nice touch
  • Loads of collectibles to find, often attached to diverse minigames throughout the world. Bamboo strikes and haiku were my favorite and the most unique
  • Speaking of collectibles, the variations to the armor choices are staggering and can create some lethal - or funny- looking samurais. Many have gameplay effects too
  • Awesome skill tree that urges you to keep playing and unlocking for more skills that will often significantly alter how you play, especially in early stages
  • The best photo mode I've ever encountered
  • Wonderful original score that supports the action and/or drama well
  • A somewhat unexpected but tremendous send off as the "last" PS4 exclusive. What a generation it has been...



Rath's Review Score | 9.5/10





Enjoy some additional screenshots from my playthrough!




























 

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