Ghost of tsushima open world: How Ghost of Tsushima Solves the Open World Problem

How Ghost of Tsushima Solves the Open World Problem

Open world games are a huge part of modern gaming. But the genre has many persistent problems, mostly having to do with  bloat, i.e., unnecessary features and time-wasters that add nothing to the experience. But every so often, an open world game bucks the trend. In 2020, we saw a standout example in Sucker Punch’s Ghost of Tsushima.

Whereas so many other open world games are stuffed with time-wasters, you can finish Ghost of Tsushima while still wanting more. Let’s look at the design of this game and see how it stays fresh all the way through.

Open World Games

Wikipedia defines an open world game as one that provides a ”a virtual world [in which] the player can explore and approach objectives freely, as opposed to a world with more linear and structured gameplay.” In other worlds, open worlds are about freedom and exploration. You aren’t stuck on a predetermined path or map, and you can usually reach most parts of the landscape. There are no traditional game levels. Instead, the gamification of open world games is designed to enable missions.

The concept has been around for a long time. But it was Grand Theft Auto III that made it popular and set the standards that have been followed ever since. In fact, Grand Theft Auto V is the second-best-selling game of all time—right behind Minecraft, also an open world game. Over the years, the genre has gradually proliferated and diversified. Some games, like Fallout and The Elder Scrolls, which predate Grand Theft Auto III, emphasize roleplay. Others, like Assassin’s Creed, emphasize action and missions. Still others, like Saints Row, follow Grand Theft Auto in emphasizing the player’s freedom.

Too Much of a Good Thing

Open world games have an intrinsic problem. Instead of following the predetermined rails of linear games, a player must expend a lot of time and effort exploring an open world. And it’s no fun to have a big open world to explore if there’s nothing to do in it (i. e., if it’s closed). So designers must spread tasks and activities throughout the world to keep us interested. Otherwise, we get bored—fast.

Nor can story missions be the only means of engagement. An open world is about freedom. If you give players a giant world but prevent them from doing anything but follow a scripted story, then all you’ve done is add wasted travel and downtime between stretches of actual gameplay.

Most open world games are strewn with collectibles, sidequests, and interactive events. At their best, these are at least as fun as the main story, and players are often encouraged to pursue them instead of the main plotline.

In the early days of the genre, the novelty of an immersive, well-crafted open world was enough to hold our interest.

As the genre grew, though, things changed. Players began to want more than just a big, pretty world to explore with a few collectibles and side missions. We wanted a world that felt alive, well-crafted, worth their time and money. Perhaps as we reached adulthood, the current generation of console gamers began to better appreciate the value of the money we were spending on $60 games.

Many developers responded to this desire in an oddly off-point way. Some did create living, breathing worlds. But the AAA titans seemed to interpret the requests primarily as a longing for longer games. These developers assumed that for players, a game worth their money was one more time-consuming than their workweek.

Now add the increasingly poor treatment of developers by AAA companies and the increasing focus of these companies on quantity over quality, and you have a recipe for disaster. After all, the executives didn’t care whether the extra hours resulted in more fun. Nor did they have any very clear idea of how much time and effort goes into game development, nor how the demand for extra content put unnecessary pressure on their employees, making it more likely that they’d have to put in many unpaid extra hours to finish a game by deadline. I can’t imagine that such exigencies ever enhanced the quality of the final product.

The bottom line is that many open world games became bloated. Exhausted and underpaid developers filled their open worlds with tasks designed only to eat up time. Tasks that were rarely fun.

Playing open world games no longer felt like an enjoyable exploration of their beautiful ability to foster the agency of players. More like a tedious grind full of busywork.

Four Solutions

Not every open world game fell into the bloat trap. Some avoided it by following one of four main routes.

The first is combining a quality world with creative density and flexibility. This is the approach of The Legend of Zelda: Breath of the Wild. Every corner of its world feels unique and fresh. No matter how many times you pass the same old road, you can always find something new and fun to do.

The second is emphasizing total freedom. Great examples are Crackdown and the Grand Theft Auto series. These games encourage you to immerse yourself in chaos, just wander around and cause trouble. Great stress relief. And you don’t have to do jail time later.

The third is enabling craft. This means letting you shape the world in meaningful ways, as in Minecraft.

The fourth? Well, that brings us back to Ghost of Tsushima.

In Life, Variety. In All Things, Excellence.

On paper, Ghost of Tsushima has more in common with open worlds done badly than with any of the stellar exceptions listed above.

But what Ghost of Tsushima does differently has a huge impact on quality.

This game gives players many things to do in its open world. You can travel dangerous or confusing landscapes to reach ancient shrines, track a playful fox through brush and rocks, liberate settlements from Mongol invaders, compose haiku while admiring nature. Whereas games like Assassin’s Creed fill the corners of their worlds with stale collectibles and tasks that feel like lazy reskins, the sidequests and collectibles of Ghost of Tsushima are unique. Each feels like a different kind of diversion from the main gameplay loop, striking different notes for different folks and providing a varied experience that is more life real life.

Within each kind of sidequest, even the individual entries feel unique. One haiku is never like another, and each fox you chase follows a different path. Some settlements give you a chance to play with explosives, others to strike from above. Then there are the big shrines. From swamps to forests to coastal mountains, an enormous breadth of experiences is available.

This is especially evident in the Tales of Tsushima, the game’s more traditionally styled sidequests. Each tells a unique and affecting story. They may leave you inspired, laughing, or uncomfortable. But you will never tune out because you’ve “seen it before.”

The world of the game has the same abundant variety. Each segment of the island is vividly different. And in each of the main game’s three areas, individual prefectures are unique and intriguing—different from anything we tend to see in video games, let alone in open world games. You can find bamboo forests near dank swamps while also encountering stunning rice paddies. The game also integrates this variety into the gameplay. The continuous sensory novelty reduces the possibility that the game will feel repetitive. Sometimes all you need is new background.

In part, then, Ghost of Tsushima partly breaks the mold by giving players genuine variety in their open world instead of stuffing it with time-wasters that feel functionally identical.

But the quality of this game is also responsible for its success.

In crafting it, the folks at Sucker Punch were apparently exhaustive in their creative fidelity. It seems that they treated every single design, kind of sidequest, and individual sidequest with the same attention and respect as they lavished on the main story. The developers made sure the core design is good and fun to play, then that each iteration is unique and conforms to the same high standards.

Although quality and variety are the most important reasons that this game so good, two others are also worth mentioning. The first is the consideration given to how much time must be invested in each sidequest and collectible. The time you spend in each case feels proportionate and appropriate given where you find an element and how many instances of it there are in the world. For example, bamboo cuttings are extremely quick, but populous. So they break up monotony without feeling like a distraction. Same with fox shrines. But longer sidequests often come with a warning or are found at the edges of the map, where you clearly had to seek them out.

Then there’s distribution of elements. The designers have a good sense of where to place things in such a way as to break up the experience without making them feel tedious or distracting. No part of the map is barren. At the same time, you don’t feel as if you’re going to be stuck on one mountain for three hours trying to complete every task. You’re always changing location before anything can get dull.

Finally, the game’s stellar story, characters, and writing also play a big part in fostering your emotional investment in this world. But that’s a big enough topic to require its own article.

Conclusion

Ghost of Tsushima lacks the mechanical flexibility of Breath of the Wild, the chaotic freedom of Grand Theft Auto, the craft of Minecraft.

What Ghost of Tsushima does have is a wide variety of well-crafted activities that are fun to do but brief enough to preserve your sense of freedom if you decide to do them. The world of this game doesn’t come with an endless to-do list, just lots of with fun things to do.

Here is a model for more traditional action-oriented open world games. No, Ghost of Tsushima doesn’t quite break the mold. It simply does what many other games have been trying to do—and does it exceptionally well. Well, that’s plenty.

Ghost of Tsushima is an extremely streamlined open world with squeaky clean user experience. : patientgamers

I went into this game blind, barely knowing that it was an open world game. I was curious about playing another samurai centric game since I had beaten Sekiro a few months ago. The beginning of the game felt very cinematic and extremely contained. I could instantly tell that I was supposed to stroll through the key sequences and would have to wait a bit for the world to open up. Once it did open up, I felt like I was playing a newer spinoff of the Witcher 3. I’ve heard it be compared to Assassin’s Creed many times before, but I had not played any of those games besides 3 and not even to completion.

The pros:

This game is gorgeous and is the only game that actually compelled me to use the now popular photo mode. The story, though tepid in its pacing at times, does have some very nice twists and an excellent ending which wraps up the adventure well. The game also does an excellent job at translating a typical HUD to work with more natural concepts, like fireflies helping you find collectibles or the wind guiding you to your next destination.

The cons:

I cannot explain exactly why, but I found it very difficult to feel immersed in this squeaky clean world. By squeaky clean I mean that every area, character, cliff, enemy, and sound effect felt superficial. The best way to explain it would be like listening to a remastered version of the song Lucy in the Sky With Diamonds. Lennon’s voice sounds more clear and cleaner, but the song loses its organic feel. It suddenly sounds like a radio edit. Of course, Ghost of Tsushima is an original work, but I couldn’t help but compare the experience to other games of similar genres like Witcher 3 or Spider-Man. Another gripe I had was the tiresome amount of useless collectibles that made most quests feel like nothing but bread crumb trails. Following a bird or a fox gets old after the tenth time. That was the overall feeling of the game, where most of the stuff I did felt scripted and I rarely felt like I had much control over the outcomes. One of the first things I did was turn the difficulty up to hard, since I could tell the fighting mechanics were similar to the ones in Sekiro, which I had become experienced with. Even then, the only real satisfaction I got were from the one-on-one battles with certain strong enemies. Though the player is given several weapons and skills to spice up gameplay, most of the variety felt tacked on and mostly unnecessary, lending more to the underwhelming feeling of combat and stealth. Most battles could be quickly trivialized with just the kunai, which felt overpowered.

Conclusion:

I feel Ghost of Tsushima would have worked better if it had not been open world. Its similarities made it difficult not to compare to other games that I enjoyed much more, such as Witcher 3, Spider-Man, and Breath of the Wild for world, and Sekiro for combat. Granted, I cannot think of a better way to recreate the island of Tsushima than in an open world setting, which I do appreciate. However, I still feel the game felt very superfluous and repetitive.

Why do players love Ghost of Tsushima? — Games on DTF

How a game without original ideas became the Game of the Year

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Sucker Punch released a very controversial game a year ago. Its inconsistency was not in plot twists and flirting with the LGBT community, as is the case with The Last of Us Part II, but in the absence of fundamentally new ideas. It was another open world, made according to a long-known formula. But something strange happened. The game, in which many saw mediocrity, became a real hit. Ghost of Tsushima sold well, won The Game Awards 2020 audience vote and has a Metacritic score of 9.2 points.

While some were happy about the new Sucker Punch project, others saw obvious flaws in it. They attributed their enthusiasm for the game to the scandals around The Last of Us Part II and the lack of good games that year.

Now a year has passed since the release of Ghost of Tsushima. Therefore, I propose to discard everything related to the temporal context, and try to find an answer to the question: why did the players like Jin’s story so much?

Open World Manual

If you look at Ghost of Tsushima as objectively as possible, then we have another open-world without interesting ideas and ideas. From this angle, it is understandable why a number of players disliked the game.

The hero travels through a completely empty world where it is unlikely that any memorable story will happen to him, as, for example, in Red Dead Redemption 2. The maximum that you can stumble upon while traveling through Tsushima is a Mongol patrol passing by.

The map is sown with «questions» that have already bothered everyone. At the same time, their diversity is unlikely to surprise anyone, because most of the local points of interest have the same principle. So «approach the pillar and pick up the reward» is not much different in terms of gameplay from «follow the fox and pray at the altar.»

But the opportunity to stroke the fox, of course, does not cease to please even at the 30th hour of the game

There are even beacons that look a lot like typical towers from Assassin’s Creed. And outposts now do not surprise anyone at all. At least some interest is caused only by temples and training grounds. In the first case, the player will have to overcome a number of simple obstacles in order to climb to the temple, pray and look at the wonderful view. The training ground is a mini-game where you need to quickly press the right buttons. Again, you can not call it something original, but the gameplay dilutes perfectly.

Another type of activity is side quests (here I will limit myself to the tasks of the inhabitants of Tsushima). In terms of gameplay, they are all made according to the same algorithm: we take the task, inspect the scene, kill the Mongols. The lack of variety in missions is sometimes really depressing and creates a feeling of routine.

In fact, we have an open world, made according to patterns that have long been bored. At first glance, there is nothing here that could interest the players. But here Sucker Punch makes a very important statement: «Lack of originality can fix the quality of performance!»

Japan at its best and more

In order for people to be interested in clearing another open world, they need to be properly motivated. Often, each point of interest is rewarded for passing, which encourages the player to continue to explore them. But this is not always enough, for example, in Assassin’s Creed Odyssey there was so much loot that it was very unpromising to explore Ancient Greece for this purpose. Developers from Sucker Punch decided to go a little different way, adhering to the principle «journey is more important than the result.»

From the very announcement, Ghost of Tsushima impressed with its picture. Only by turning on the photo mode, we already have excellent desktop wallpapers. This is surprising considering that compared to other Sony games, Ghost of Tsushima is far from being the most technologically advanced game. All this is possible thanks to the competent work of artists who made every frame in the game look amazing. Fields of red flowers, snow-capped mountains, autumn forest and other equally beautiful places in Tsushima do not cease to amaze until the very end of the game, and the photo mode is always ready. All this creates the right atmosphere of relaxation, which turns routine trips from one question to another into a kind of meditation.

Even the minimalistic interface is designed to keep the player focused on the scenery. The wind that shows the hero the way, instead of a minimap or a compass, is a rather original solution that fits seamlessly into the setting. Thus, Jin believes that the wind is his dead father, who thus helps his son on his journey.

But that’s not all. The atmosphere needs to be maintained. So, all points of interest are stylized as something absolutely Japanese and appropriate. Pillars of honor, temples, altars, hot springs and, of course, haiku are simply bound to attract the attention of a tired samurai who wants to restore his strength, strengthen his spirit and calm his mind. Haiku is probably the most relaxing activity in the entire game, in which the player is given the opportunity to admire beautiful views and, based on them, compose a “philosophical” three-verse on their own.

Ghost of Tsushima is literally imbued with respect for Japan. Even a separate Kurosawa mode, which turns the game into a film by a great director, speaks of the developers’ love for Japanese culture. Although the game does not stand up to criticism from the side of historical authenticity, and the image of the samurai is taken exclusively from romantic ideas about them, but the stereotypes used with love will always resonate with both the bearer of culture and a person alien to it.

The Sucker Punch project shows not only the beauty of Japan, but also the horror of the disaster that has befallen it. The developers show this both with the help of brutal scorched earth landscapes, and with the help of the already mentioned additional tasks. Despite their gameplay monotony, almost each of them tells the story of an ordinary man in the war, small and powerless. Some residents will tell Jin about evil demons that kill and rob peasants. True, the demons always turned out to be either the Mongols or the robbers. People simply did not want to believe that such things could be done by the same person. There are also more classic stories here, such as those about unsuccessful partisans or about a father who had to choose which of his sons to die. All these stories, if you try to comprehend them, give an idea of ​​the nightmare that the civilian population experiences in the war.

The choice of the main character also does not raise questions. Jin is not just an ordinary soldier, but a samurai and heir to these lands. His goals are not limited to saving his uncle and killing the evil khan. He wants to free his native land from the invaders. He even violates the samurai code in order to save ordinary peasants. When playing for such a hero, the fact that he is already destroying the fifth outpost of the Mongols does not cause dissonance, because this is his goal — to exterminate all the invaders on the island. When the next peasant asks for help, Jin will naturally want to help his people deal with their problems. All this creates an organic nature of what is happening.

But only a beautiful picture and atmosphere will not be able to keep the player for a long time. Fortunately, the combat system here also did not let us down.

Samurai Action in the Best Traditions

The entire combat system of Ghost of Tsushima is based on two elements: stances and parries. In this regard, the game is akin to a symbiosis of Nioh and Sekiro: Shadows Die Twice. Only if in Nioh stances were not always a necessity, then in Ghost of Tsushima each stance suits a specific type of enemy, and it would be a big omission to neglect their constant change. Parrying here is much easier compared to Sekiro, although it still requires a good reaction.

Unlike the above games, Ghost of Tsushima is much simpler. Even at a high level of difficulty, the game does not cause problems. With just a little understanding of the mechanics, you will already become a professional samurai. But at the same time, the health of the main character decreases as quickly as that of the opponents, which keeps the player on their toes during the fight. Of course, there are determination points that allow you to restore health, but they still need to be activated in time.

Thus, we have a game with an interesting, but easy to learn, combat system that keeps the player in constant good shape. Yes, this is indeed a samurai action movie!

All battles are very fast paced. The enemy, like the protagonist, has a relatively small amount of health. Thanks to this, the battles do not feel drawn out, but exciting. This is facilitated by Jin’s excellently animated attacks. Watching the hero’s sword pierce another enemy is a pleasure. It is enough to enter the flow of battle, and now the player destroys the Mongol patrol in the most beautiful way. Sometimes there is a sense of rage in battles, which is facilitated by the special Ghost Stance, which allows you to kill several opponents with one blow.

In Ghost Stance, the world turns black and white, and enemies start to fear Jin

If the player wishes, Jin can challenge the invaders and start a confrontation where the player needs to release the button on the gamepad in time. It’s very similar to those famous duels that samurai movies and westerns are famous for. Having pumped, the Ghost will be able to kill several enemies at once, which is not only effective, but also spectacular.

Slightly apart from the usual fights with several opponents are real samurai fights. The game shows a stylish, albeit repetitive, cutscene of preparing for battle, choosing the most attractive angle and increasing the difficulty. All such duels take place in beautiful locations, which allows you to fully appreciate the beauty of such duels.

If you don’t like open encounters, then the game has stealth. It is elementary and created to diversify the gameplay and make life easier for the player. The Mongols do not impress with ingenuity, which on the one hand is bad, but on the other hand it does not irritate. So the obligatory stealth moments in the game pass quickly and do not require constant reloads from the player, and the stealth elements themselves are important for the overall plot of the game.

Rogue Story

The plot in «Ghost of Tsushima» lacks stars from the sky. There are no really unexpected twists or complex scenario constructions. The whole history of Jin can be described in one sentence: the homeland of the samurai was attacked by enemies who can only be defeated by rejecting honor.

Jin Sakai’s transformation into a Ghost is fast-paced, and the player is rarely allowed to know how the protagonist feels. The story of the protagonist is not given as much time as we would like. Often, story missions are assignments that rarely affect the character and do not reveal him from a new side. The only surprising thing here is that despite all the disadvantages listed, the script works as it should!

Jin himself is a very pleasant character to follow. He is restrained and reasonable. Does not panic even in the most dangerous situations. He always helps his comrades, but when they cross the line, he is ready to cool their ardor.

As a child, the future Illusive Man became afraid and blames himself for his father’s death. Therefore, the player is not surprised when a diligent-looking samurai discards all his beliefs in order to protect his people and his uncle, the last native person.

Jin and Samura’s relationship is probably the best part of the Ghost storyline. Samura as a true samurai strictly follows the code of honor. The numerical superiority of the enemy and his meanness is not a reason for assimilation to him. It is better to face a fight and die than to win by cunning and live as a coward.

In turn, Jin puts people first, not honor. He is ready to poison the enemy army if it will help save the lives of the soldiers. His main weapon is not a sword, but fear. Instead of looking the enemy in the eye, he would rather stab him in the back. But at the same time, having discarded honor, he did not forget his principles: to protect the weak, to help his own. The Illusive Man’s methods are explained less by anger than by their effectiveness.

The conflict is not even uncle and nephew, but father and son, saturated with regret. Each of them wanted everything to be different, but they understand that this is impossible. Shimura cannot accept the Illusive Man’s methods based on dishonor and fear. Jin, on the other hand, cannot forgive his uncle those sacrifices that could have been avoided by acting more cunningly. But despite their different paths, they have one goal — to save Tsushima. Therefore, at the most crucial moment, they are ready to forget insults and unite to destroy the enemy.

The Ghost himself transforms from an ordinary person into a true symbol of resistance over the course of the story. It inspires and unites people, gives them hope that the horrors of war will someday end and the invaders will be punished. Around Jin, an army of loyal followers is formed, and people whisper about his future campaign in the homeland of the Mongols. But in the course of the story, the protagonist realizes that his actions lead to sad consequences. So, the poison that he used against the Mongols, they also use against the Japanese. People who admire the Ghost begin to imitate him, which sometimes leads to sad consequences. And the symbol created by Jin gradually begins to live without his will.

Ghost could not have saved Tsushima alone. He is always helped by loyal comrades who have their own motives for fighting. Each of them is a mixture of cliches that we have seen more than once: a teacher whose student turned away from him, a mother avenging the death of her relatives, a monk whose faith will undergo a transformation, a thief protecting her brother, and, of course, a cheerful rogue selling sake. But despite their clichédness, the characters seem not hackneyed, but rather familiar. At the same time, almost every story has its own unexpected twists, and the ending of some of them may even hurt the living.

They all have one thing in common with Jin — they are outcasts. Some became them even before the events of the game, others were changed by the attack of the Mongols. But at the time of the end of the story, none of the heroes will be able to return to normal life, like the main character himself.

But besides the stories of the present, there are stories of the past. The player will sometimes meet the musician Yamato, who is always happy to tell another legend about the heroes and villains of antiquity. In fact, this is another type of side quest, which is accompanied by beautiful stylized cutscenes and a special reward. The tasks in these missions are very diverse. It can be either a routine cleaning of villages from enemies, or interesting gameplay mechanics. For example, the player will have to climb a snow-covered mountain. All this is complicated by the fact that at some point Jin begins to freeze, and you can only warm yourself by the fire. The task itself is simple, you just need to find the right path and not turn off, but it is surprising that there will never be situations in the whole game where the main character can freeze to death. These one-shot mechanics and interesting context make these quests memorable.

So why did you love Ghost of Tsushima?

In my opinion, people have missed the old parts of Assassin’s Creed. There haven’t been many games out lately where you can just relax while clearing the map. The latest Ubisoft games are increasingly moving towards MMOs: levels from opponents, donations, events, etc. Ghost of Tsushima, on the other hand, takes a classic approach, albeit a little outdated. At the same time, the developers have created an excellent combat system, striking in its effectiveness. And as it turned out, people are ready to continue running from one point of interest to another, if the process is addictive and nothing interferes with them.

At the same time, the plot in «Ghost of Tsushima» turned out to be simple, but surprisingly catchy. The players will not argue whether Jin is right or wrong. It is unlikely that they will remember all the allies of the Illusive Man for a long time. But the story of these characters keeps here and now. And the ending turned out to be beautiful and poetic in its own way.

But all of this wouldn’t carry such weight without Ghost of Tsushima’s signature style. It is the visual component that distinguishes the game from similar open worlds. Jumping around the field, fighting the Mongols, making haiku, praying in the temple — all this works as it should, because the developers from Sucker Punch have created an amazingly beautiful world that you want to explore not because something fundamentally new and interesting will come next, but because you want to know what beauties await you next. Cleaning the island turns not just into a routine, but into relaxation. Changing weather always changes the atmosphere, so the same locations look and feel different at different times of the day.

Another thing is that not everyone will like this. For some, the magic of Ghost of Tsushima just won’t work. Then these people will see the game as just another open world without original ideas. I can only give you one piece of advice: catch your rhythm. Do not rush to clear the entire map, so you turn the game into work. Better try to get everything she has to offer you. Explore the world, take photos and play for fun. I played Ghost of Tsushima for six months, because whenever the game started to bother me, I immediately switched to something else. But I always wanted to return to such a beautiful island in order to once again ride through its beautiful fields, once again fight the Mongols, listen to simple but touching stories and feel like inside a samurai action movie.

It so happened that the developers from Sucker Punch did almost all the elements in Ghost of Tsushima well, and one element — the style, is simply amazing. This is what helped Ghost of Tsushima become the main game of 2020 for many.

Now the success of Ghost of Tsushima is hard to deny. The high ratings of the players, good sales and awards prove that the story of Jin still became interesting to the mass audience. Sony has repeatedly noted that it is pleased with the success of Sucker Punch and is even preparing a film based on the game. In Japan, the game was so loved that the executives of Ghost of Tsushima became permanent tourism ambassadors for Tsushima. At the same time, it was largely thanks to the fans of the game that funds were raised to restore the gates to the sanctuary on the island of Tsushima. And on August 20, the Director’s Cut is released, which adds not only improvements for PS5, but also a new location with its own history.

Ghost of Tsushima may not last long, but the legend of the Ghost of Tsushima has been a good story to revisit.

Ghost of Tsushima: Sony showcases the open-world beauty of Ghost of Tsushima in 18-minute gameplay video | Page #3

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At 23:00 Moscow time Sony unveiled the beauty of the open world of the upcoming grand game from Sucker Punch .

In the new issue of State of Play, the developers showed the world map, locations, combat system and special moves of « Ghost of Tsushima «.

Original (4K, Russian subtitles can be included):

Russian version (1080p, video quality is worse):

Ghost of Tsushima will go on sale exclusively on July 20, 204.

Impressive development of the game world:

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