Co-founder Sucker Punch Productions Brian Fleming told on the blog Playstationwhich way did the studio go when developing Ghost of tushusha. In 2014, the team released Infamous second son and First light, and in general, over nine years, three large and two small games in this series were released.
“PS4 was then a fashionable novelty, and we realized that it was time to move on. We were looking for an idea for a new game, but had no idea what the final product would be. They took a step towards the unknown … ”, Fleming says.
The developers did not immediately decide what the new game will tell. Their vision quickly took shape when they decided that it would be a large-scale project with an open world and a close combat system. But with the setting there was complete uncertainty.
“Pirates? Rob Roy? Three Musketeers? We considered all possibilities, but again and again returned to feudal Japan – to the story of a lonely samurai. ”
As a result, the plot was decided to build around a lone warrior, the only one who survived the first battle with the Mongols.
The most difficult thing was to convey the scale of the ambitious game.
“The size of the world, the placement of trees and grass, the number of dialogs, tasks and characters has increased many times. 5, 10, 20, sometimes even 40 times. ”
Sucker Punch believes that the clarity of the original concept helped them “survive these six years.” She in Ghost of Tsushima, unlike previous studio work, remained virtually unchanged throughout the development process.
“Sometimes the task seemed impossible. Sometimes the game eluded us; it’s like we were fighting an octopus. We had difficulty even tracking what the game is like right now, ”recalls Fleming.
Making changes, the authors of Ghost of Tsushima did not always understand what impact they had on the project. Testers came to the rescue, providing invaluable assistance in creating the game.
“Has the game become better? This is a simple question, but in order to answer it, you need to cancel all meetings, sit down and start playing. ”
Now, after the release of Ghost of Tsushima, the studio calls the game its best creation and is proud of what has been achieved.
“It was a big project and a serious test of our creative abilities. We have learned to trust ourselves and the players. And today, with joy and pride, we present to you the “Ghost of Tsushima”. This is the best creation of our studio, and we hope that your acquaintance with it will leave only positive impressions! ”
Ghost of Tsushima was released on July 17 on the PS4. You can find our review here.
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