His deeds speak for the samurai: The developers of “Ghost of Tsushima” talked about the combat system of the last exclusive PS4

Official blog Playstation published a long lasting historical action movie post Ghost of tushusha, in the framework of which it was mainly a question of the combat system of the upcoming game, as well as various works by which the authors from the studio Sucker punch productions inspired when creating your new project.

Below we have collected the most important information for you.:

  • The central role in the plot of Ghost of Tsushima is played by Jin Sakai – a man who spent his whole life training and samurai – he is vigilant, attentive, disciplined and deadly. Jin is very fluent in katana, rides well and treats onions exactly. But even these skills are not enough for him to save his homeland from the Mongol invaders. This is what the story of the Ghost tells us.
  • Katana is, in a way, the primary foundation of the whole game. It was critically important for the developers to make this weapon look, sound, and feel correctly during gameplay. For this, the authors of the project spent a lot of time watching a traditional samurai movie. A 2010 remake of 13 Assassins staged by director Takashi Miike is also separately noted.
  • The main emphasis in the combat system was based on three main provisions – speed, sharpness of the blade and accuracy. And every aspect of the Sucker Punch staff came up with the most proper care.
  • Focusing on speed means that many of Jin’s attacks feel extremely fast, due to the small weight of his guns. The same applies to your opponents. At an early stage of development, the team of authors faced a big problem – the too fast attack speed of Dzin significantly simplified all fights, and the opposite actions from the side of the enemies on the contrary made the battles almost impassable. That is why all animations and behavior patterns were adjusted in such a way as to give real adrenaline from collisions – the first movements of your opponents are always easy to read in advance, while subsequent attacks that you are ready for can be completely lightning fast. We should not forget about our rear – the Mongols will not stand aside for fear of attacking at the same time, however, Dzin, albeit with difficulty, will nevertheless be able to repel several blows delivered in a short period of time.
  • The next of these principles is sharpness. Respect for Katana for a while for developers from Sucker Punch Productions has become a real mantra. Jin is armed with a heirloom, a deadly weapon aimed specifically at murder. For this reason, the sword should always be felt extremely sharp, which is why enemies lose their lives after several missed attacks. Otherwise, the whole illusion simply collapses. Similar rules apply to Jin himself – the Phantom can survive only a few injuries. This gives the players the feeling that they are just one step away from death, and every next mistake is a defeat.
  • Last, but not least, is accuracy. The accuracy of the attacks is incredibly important, Jin must always attack at the right angle and at the right time. The gameplay of Ghost of Tsushima fully follows this principle. The developers created a comprehensive animation system, but at the head of everything was the need to give players responsive management. You always control the situation, you can change the direction of Jin’s strike on the go or cancel the attack animation, even for the sake of realism. During the game, this feeling will only take root, for example, due to the development of the ability to block and fend off attacks, as well as various racks suitable for different types of opponents.

Release date Ghost of tushusha will take place July 17th just on Playstation 4.

See also: “Ghost of Tsushima” for the PlayStation 4 will be cleared of bugs with a patch of the first day – details have appeared.

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