Ghosts of Tsushima Review thread

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Casual Shinji

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Takezo the Unrivaled is... gonna be tough. Even with an auto-heal load-out the dude is able to cut me to pieces in under 6 seconds.

Also, I think Sucker Punch put a pretty broken skill in the game. At the end of the dual katana skill tree you have an ability that let's you counter blue spear attacks with heavy attacks. And I got this skill right before fighting an important story duel against a spear wielder. I pretty much just mashed the triangle button to victory. It's only against spear wielders and excludes red attacks, but still...
 

Bob_McMillan

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So apparently some gooner bloker bemoaned Yotei's main char isn't an Insta model with watermelon tits.

The response is pretty funny


I call BS. Cloud would absolutely have a tramp stamp.




Saving the best for last.

DOOM CHEEKS
I know it's just rage bait, but they literally just announced that it has sold 1.6 million units. And of course in the process of getting that number, I was treated to a dozen "Ghost of Yotei is a FLOP!!!" thumbnails. Ugh.
 

Casual Shinji

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A big Issue with the game I'm having is ironically the (very) fast travel. Pretty much every open-world game has this problem, where the developers feel the need to implement a means for the player to skip part of their game that is boring and cumbersome. (But then why even have it?) Though in those games the load screen at least could to an effect allow you to imagine the time needed for your character to travel back. And some of those games even factor in the time needed to travel back and adjust the time of day accordingly.

In Yotei the fast travel is so instant that it invalidates the size and believability of the open-world whenever you do it. The fast travel can be avoided by highlighting certain vendors in the menu and then setting up camp to invite them over, but when it comes to upgrading your melee weapons you HAVE TO travel back to your childhood home. And I get the thematic importance of Atsu using her father's old forge to strengthen the weapons necessary to avenge his deah, but unless you to travel back on horseback you're gonna completely break the illusion of being in this big, ancient Japanese setting everytime a weapon upgrade becomes available.

And I feel that in this particular instance an appropriate alternative was within reach. The game has a flashback button for certain areas, like your home, and we even see flashbacks to young Atsu forging steel when you make certain weapon upgrades. So why not just have a forge in every open-world area, and whenever she goes to that forge for an upgrade you can choose to flashback (fast travel) back to her father's old forge? The fast travel is instant enough to give it the sense of a memory suddenly popping up, and this way it keeps the illusion of the world's size intact.
 

Johnny Novgorod

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A big Issue with the game I'm having is ironically the (very) fast travel. Pretty much every open-world game has this problem, where the developers feel the need to implement a means for the player to skip part of their game that is boring and cumbersome. (But then why even have it?) Though in those games the load screen at least could to an effect allow you to imagine the time needed for your character to travel back. And some of those games even factor in the time needed to travel back and adjust the time of day accordingly.
I feel like the Spider-Man game nailed fast travel by making it on theme (taking the subway in NYC) and treating you to any number of funny loading screens while riding it. The sandbox isn't all that massive and web swinging is fun enough that you're tempted to just ignore fast travel, but if you do use it, it's a fair compromise.
 

BrawlMan

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(But then why even have it?)
For repeat playthroughs, or if you encountered a glitch and had to redo something without going through all the traveling again. It's not inherently a bad design decision. I love traveling the world, but if I need to use fast travel just to get home real quick after completing a long and tough mission, or to certain other spots I liberated, I'm going to use it. I don't see what the big deal is, and not worth complaining about. Use it or don't. No, one is forcing you to do so.

I feel like the Spider-Man game nailed fast travel by making it on theme (taking the subway in NYC) and treating you to any number of funny loading screens while riding it. The sandbox isn't all that massive and web swinging is fun enough that you're tempted to just ignore fast travel, but if you do use it, it's a fair compromise.
I would use a fast travel more often just to hear the hip hop and low fi beats in Miles Morales.
 

The Rogue Wolf

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I know it's just rage bait, but they literally just announced that it has sold 1.6 million units.
That's the funny thing. They're outright stating that the game would've done worse had it catered to them, because they didn't even bother checking the sales- they just assume it bombed because they didn't like it.
 

Ezekiel

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Finally bit the bullet.

Soulless and boring intro. Why can't devs copy westerns or the old samurai movies that copied westerns by saying so much by having the characters say so little?

I sneaked upright through almost the whole opening sneaking area with the boss lady, while she crouched low in front of me, because the low crouch walk offends me. At least they can't hear you upright, they can only see you better. When one soldier finally did spot me and I failed the linear scripted sequence, the game let me continue just ahead of where I failed.

Ultra wide wasted, just like in RDR2 and so many others. The black cutscene bars that are pointless in 16:9 mode stay in 21:9 mode, making the cutscenes much too wide and surrounding the characters with empty space. 21:9 could have been a way to maintain the aspect ratio of the cutscenes and NOT have the black bars. But dumb developers keep thinking players won't know the difference between gameplay and cutscene or that the black bars make it feel cinematic somehow.

No manual targeting system, which I know for sure will cause problems later.
 

BrawlMan

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No one cares, and no one asked you to buy and play a game you were never going to like. Congrats on wasting everyone's time. You played yourself.

Now a real actual thoughts and opinions, and not the parrots of grifters and nostlagia blind fakes.

This game keeps getting better and better. I finished the first two main quests, and probably going after the Oni or Kitsune next. I've built up enough skills for Atsu. I do need a bit more moves for her dual katanas though. Her single sword weapon stance is a great work horse weapon, and like the Dragon Ninja Sword, is the most versatile weapon in her arsenal. The side quests are addicting, and it's just relaxing and fund exploring the world and finding hidden clues and quest within the island of Yotei. The lofi hip hop I am never turning off now. I can't. This is how you do bonus features that to experience AAA developers and publishers who fuck this up, or nickle and dime the players for a few measly dollars.

The grifters, pawns of the grifters, and haters can all cry to their parents, guardians, or to their pathetic selves. No one gives an actual shit about them.

Sucker Punch does nothing, but win.

 

Brokencontroller

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No one cares, and no one asked you to buy and play a game you were never going to like.
Maybe someone is interested in the game, but didn't like it after getting it? Does that person not have a right to provide their opinions on the experience? Are you gatekeeping opinions now?

Disagree and move on instead of being a hypocritic asshole by telling people "no one cares". It's a forum for opinions, which apparently you can't handle when someone doesn't suck off the same dicks you like. Maybe let people enjoy the flavors of cum that they like, and stop shitting on people's opinions.
 

BrawlMan

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Maybe someone is interested in the game, but didn't like it after getting it? Does that person not have a right to provide their opinions on the experience? Are you gatekeeping opinions now?
Nope but I do have a problem with somebody who's hating on the second game, and yet still hasn't played the first one and is crying about it because it involves a woman as the main protagonist. Ezekiel is guilty of this so much. You've been away for a long time. I'm not surprised you don't know about his attitudes.Nor behavioral patterns. That said let's not make excuses for him.

His opinion on this game nor the previous game, don't count for crap when he already had an axe to grind to begin with and has a huge problem with some of the developers being part of the LBGTQ community or supporting them. You're going to wanna scroll back to about four or five pages, and you'll know what i'm talking about.

You have a problem with that? Then we have nothing left to discuss. Toodles.
 
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Brokencontroller

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Finally bit the bullet.

Soulless and boring intro. Why can't devs copy westerns or the old samurai movies that copied westerns by saying so much by having the characters say so little?

I sneaked upright through almost the whole opening sneaking area with the boss lady, while she crouched low in front of me, because the low crouch walk offends me. At least they can't hear you upright, they can only see you better. When one soldier finally did spot me and I failed the linear scripted sequence, the game let me continue just ahead of where I failed.

Ultra wide wasted, just like in RDR2 and so many others. The black cutscene bars that are pointless in 16:9 mode stay in 21:9 mode, making the cutscenes much too wide and surrounding the characters with empty space. 21:9 could have been a way to maintain the aspect ratio of the cutscenes and NOT have the black bars. But dumb developers keep thinking players won't know the difference between gameplay and cutscene or that the black bars make it feel cinematic somehow.

No manual targeting system, which I know for sure will cause problems later.
The biggest source of my bad opinions on this game stem from the lack of any growth from Tsushima, and I compare to other games like Horizon or God of War both of which had sequels that drastically expanded the experiences.

Yotei feels disjointed and bare bones. The story is all over the place, quite literally, as you have to go around to collect the story parts, and that means the player lacks investment in Atsu's motivations or even characterization. Who the fuck is this lady? I understand she's out for revenge of her family, and she mentions going to war sometime between when her family was killed and when we get to play her. But like....why are we not shown this in a way that gets us invested? How many hours can you sink into this world before stumbling across new bits of potential story pieces.

I also really don't like the lack of character build up from a player standpoint. Jin had to save people and earn his grappling hook, Atsu just starts with one. Jin had to earn his rep as the ghost in which makes his screams strike supernatural fear into the enemy. Atsu gets it in the first cutscene of the game. Which makes it feel like Atsu doesn't earn anything, she's just given shit for the sake of speeding up the game. Even when I went to get my duel katana's, there was no convincing the master to train us, we ask...he says no...we say please...he says fine. Then the training isn't missions or skill checks using the duel blades, it's just a couple mini games that you don't even have to be good at.

Which also points out that the playstyle of duel katanas doesn't feel any different. It's so transparently a rock/paper/scissor's system that it is just feels pointless. It's a new skin over the same stance system the last game had and it feels insulting. It's a new clown trying to convince me that he is a new clown, and honestly I would be less upset if the combat system got zero changes from the first game and instead just got new tools and refinements.

The open world activities are also the same, which I'm fine with, painting instead of haiku's are fine even if they're the same thing ultimately. The world is beautiful, but it sort of feels hollow this time around because I suppose it just lacks the looming threat of invasion that the first game had.

Tsushima felt like it had stakes and the fate of a whole country in it's hands. Yotei doesn't really feel like anything matters. If Atsu wins or dies, it doesn't feel like it will mean anything to anyone in Japan at the end of the day.
 

BrawlMan

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Atsu wins or dies, it doesn't feel like it will mean anything to anyone in Japan at the end of the day.
That's okay. This is a lower stake story here.So I don't know why you're this shocked nor surprised. It matters to her and the people who are enjoying or are intrigued by this game. It matters to her or those around her in universe, and within the game itself. I'm already starting to see the effects as I progress further with the story or certain side quests.

A reminder that Jin was also out for revenge two. Yes, it was a partial motivation factor but it was still there, but the main goal was to liberate japan from the mongolians. Don't forget about Noriko, the monk, and Lady Masako from the previous game. Both of their side quests delved into revenge and its after effects on the people doing them and those around them.

If you're not into any of that, then I can't stop you, but that doesn't make this game "boring" nor "pointless". If sucker punch did the second mongolian invasion, people would have complained or say they're just getting "lazy", and not doing anything different. Their change they gambled with paid off as far as i'm concerned in the rest of the world. Japan loves these games and you can't stop that either. That's the highest compliments SP can get. Especially if it's coming from the the director of the Yakuza games.
 

BrawlMan

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Also a majority of the people in Yotei don't like Saito nor his goons. So I have more than a funny feeling he wolf pack will get bigger and those bonds will deepen to fight against him, and his tyranny. So it most definitely does matter even though this is a smaller scale story. Some of the best stories are small scale or have just personal growth involved. You can't save the world all the time. That will also lead to boredom.
 

Casual Shinji

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Jin had to save people and earn his grappling hook, Atsu just starts with one.
Yeah, but that was REALLY fucking dumb. Tsushima acted like a metal hook on a rope was some crazy invention that only a specific blacksmith could make. It's bended metal on woven twine; I could make that shit when I was 9. Atsu just having it from the start made sense for a character who has experience forging metal... and for anyone with two hands and the ability to exert force.
 
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