Lol. Thought the same thing after I read your post, but didn't bother to explain. Hardly get Toshiro Mufines and Tatsuya Nakadais anymore.
Lol. Thought the same thing after I read your post, but didn't bother to explain. Hardly get Toshiro Mufines and Tatsuya Nakadais anymore.
was it stated she’s a Samurai? She looks more ninja/outlaw to be.First game had a hot guy, but of course the woman has to be plain. Why is she wearing men's clothing? Female samurai is historically inaccurate. Seems to her benefit to dress like a woman. Would confuse them. She would get shit for dressing like a man everywhere she went.
Would also hope that western music isn't in the game.
Friendly reminder that the setting is a hellhole for exiles and rogues. Would they care about any of that?It's dumb as fuck because it has zero consideration for social norms of the time, making the setting more pointless. In every public place she'd have to explain it again. The agenda doesn't care about logic
Great narrative reason to cut down some assholes then!First game had a hot guy, but of course the woman has to be plain. Why is she wearing men's clothing? Female samurai is historically inaccurate. Seems to her benefit to dress like a woman. Would confuse them. She would get shit for dressing like a man everywhere she went.
I get what you mean, but I'm excited for whatever may come. I'm just happy we have a sequel in general.I am still exited but I can’t help but be a bit disappointed by the setting. The 1600’s are the common Samurai era while Ghost set itself apart by being set in the 1300’s. Also Kamakura city as a setting would both be thematic for Jin and set itself apart from the rural Tsushima.
Don't see too much problems with the clothing as it is about a traveller on horse trying to hide among common folk. You wouldn't see clothing primarily meant for indoors or, worse, court.First game had a hot guy, but of course the woman has to be plain. Why is she wearing men's clothing? Female samurai is historically inaccurate. Seems to her benefit to dress like a woman. Would confuse them. She would get shit for dressing like a man everywhere she went.
Would also hope that western music isn't in the game.
I also liked that the first game picked such an early time and not Sengoku or Edo like nearly everyone else. But they still couldn't hold back on a lot of samurai tropes that would be way more at home later and they still had to focus on swords, thwarting my plan to have my character primarily be a horse archer with occasional polearm use. So close. But i guess you can't go too far against public expectation.I am still exited but I can’t help but be a bit disappointed by the setting. The 1600’s are the common Samurai era while Ghost set itself apart by being set in the 1300’s. Also Kamakura city as a setting would both be thematic for Jin and set itself apart from the rural Tsushima.
She carries samurai weapons and wears men's clothing, which is enough.was it stated she’s a Samurai? She looks more ninja/outlaw to be.
Doubt Hokkaido at that time would have treated women much differently than almost anywhere else in the world.Friendly reminder that the setting is a hellhole for exiles and rogues. Would they care about any of that?
Suck it up. Lady Masako and Yuna, both say hi. Both of them kicked plenty of ass. Jin even learned some of his fighting techniques from Masako. As stated and implied in the story.But I heard that first game was full of strong women already. I don't like these people.
What, you mean like by wielding two swords and having a rifle?I expect her to fight big men like a man too, rather than make up for her limitations as a woman in other ways, because the agenda doesn't care about logic.
She is presumably an Onna-Bugeisha or Onna-Musha. They were martially trained and fought alongside Samurai, including in the 1500s and early 1600s when this game is set. Women with the title 'samurai' would be inaccurate; women trained in martial weaponry and fighting alongside them is factually not.was it stated she’s a Samurai? She looks more ninja/outlaw to be.
lol, you can't complain about historical accuracy and then say something so enormously historically illiterate.She carries samurai weapons and wears men's clothing, which is enough.
Yes. Yes, we are.Jesus Christ, we're here again, huh?
In the US' broken system, realistically speaking there are only two political choices right now.Used her position to promote Harris and Walz, who represent the duopoly/uniparty, not the peasants.
Don't go looking up someone's Wikipedia page if you don't want to know about them.Sure she does/is. Like we needed to know.
Sucker Punch Creative Director Jason Connell shared an interesting insight onto what the studio is thinking about in improving what they did in Ghost of Tsushima onto Ghost of Yotei.
As reported by WCCFTech, Connell shared this revelation in a recent interview with the New York Times:
“One challenge that comes with making an open-world game is the repetitive nature of doing the same thing over again. We wanted to balance against that and find unique experiences.”
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We certainly wonder if those of you who did play Ghost of Tsushima felt that it was particularly repetitive. Perhaps Connell isn’t talking about Ghost of Tsushima in particular, but making an observation about the open-world game genre in general.
And on that end, we can see how opinions may vary on games being repetitive. On a more abstract level, repetition is a core tenet of game design. If a player can see that certain challenges can get more and more difficult, but can be beaten with more familiarity, that engenders a sense of achievement when you do meet that challenge.
On the flip side, it’s also true that variety can help make a game be more interesting for the player. That is, unless you have loaded them with too many things to think about that it becomes overwhelming. FromSoftware fans who enjoyed the harsh but simple game loops of a Bloodborne, may not be as willing to meet the challenge of learning the complex piloting and upgrade systems of an Armored Core 6.
And repetition and variety can both appear on the same game. But what Connell may be referring to here is developing emergent gameplay for Ghost of Yotei. These are ideas that sound fun and great on paper, but are not as easy to pull off when you’re deep in the roots of game development.
We know you know of a lot of The Legend of Zelda: Breath of the Wild players who were not as eager to engage in the building mechanics of The Legend of Zelda: Tears of the Kingdom. The players who liked them seemed to really like them, so this system seems divisive. But it’s also the natural next step to the sandbox that Nintendo conceived of.
It may be that the divisiveness of this idea alone is why many critics and peers chose to pass The Legend of Zelda: Tears of the Kingdom over for GOTY awards for the harsh tabletop game ruleset of Baldur’s Gate 3. So that’s how important it is to nail these game design decisions when developers choose to commit to them.
But that’s just speculation on our part, and maybe Atsu will be up to something else. Maybe Sucker Punch genuinely has something cooking that will make Atsu even more beloved than Jin Sakai. If you think about how many fans spoke out about wanting to return to playing as Jin, then you can see just how ambitious Sucker Punch is in wanting to ‘defeat’ those sentiments with an even better game.
I remember when a bunch of angry, dismissive, and apathetic (white) gamers would use that on people who wanted more diversity in games back in the late 2000s. Welp, it happened in the indie scene, and bitchy white gamers throw the biggest hissy fits now, or seeing a POC, woman, or trans person gets their panties in a bunch, because they're being "replaced" (not really). They can't take what they dish out.Alternatively, "make the game you want yourself"