The gameplay introduction of Ghost of Tsushima was completely impressive but abandoned players with a great deal of questions. Some of those were replied from Art Director Jason Connell throughout a livestreamed Q&A on Twitch.
Connell cites that choice of color palette stems from the simple fact that Japan is still a gorgeous place. The group might have created a ransacked, war-torn surroundings, but they needed to show the contrast between this beautiful place and battle and visceral battle.
The player will be able to explore a “major world. ” It’s not a “completely sunny experience” as there are storms on the horizon and much more. Anything you are able to see, you are able to travel to. The objective is to have the complete island available, said there are a great deal of “new locations ” that the programmers are putting into the game to ensure it is a really fascinating place to explore.
The team will be currently “super-inspired” by background, and their goal is to create a “fairly faithful homage” for this, but at precisely the identical time, the game is an “original experience. ”
He’s facing the enormous job to save the island against the fearsome invaders.
Jin’s traditional fighting fashion isn’t going to work in his new situation, therefore he must try new things, also it’s going to be hard for him. The purpose is to be able to appreciate both fighting and stealth. Progression will, obviously, be a part of the game, but Sucker Punch isn’t ready to talk about doing it.
The narrative that they’re trying to depict is about a samurai who has coached its life to be a mortal warrior and needs to go through a transformation.
Asked about the villain, Connell said that Sucker Punch attempts to create multi-dimensional and honorable enemies. They’re keeping that tradition alive with Ghost on Tsushima.