Ghosts of Tsushima Review thread

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BrawlMan

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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.
The more I see these type of criticisms from people like Brokencontroller make, the more I realize it's just people who don't like Atsu, or have such crazy ❤ love for Jin. I love the character, but even the actor admits that certain people are way too obsessed.And that a majority of people are going to buy and enjoy this new game anyway. So why bother crying this much?


 
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Brokencontroller

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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.
I've not unlocked anything that suggests she would be capable of doing anything but bad swords. Her father showed her a little, then he dies so who teaches her?
 

Brokencontroller

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The more I see these type of criticisms people like Brokencontroller make, the more I realize it's just people who don't like Atsu, or have such a boner for Jin.
The fuck you talking about. I never said anything about not liking Atsu specifically. I don't like the way the story is presented nor the overall story. Tsushima was a grounded game that told a really cool tale about a man battling his upbringing. It isn't out of the question to expect something on that level of story telling for the sequel.

I find it funny how you will defend a game you like to death and just insult anyone who has a problem with it. Why do you feel the need to defend anything that hard? Why do you always fall into some sort of insult. Are you not capable of having a normal conversation or discussion?
 

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Tsushima was a grounded game that told a really cool tale about a man battling his upbringing. It isn't out of the question to expect something on that level of story telling for the sequel.
No, but at the same time, you to have stay with realistic expectations. Sucker punch did the changes that were necessary.And if there's anything that worked before, why change it for a worse version of it? They're not dumb enough to do that.

Also, this game is pretty grounded too. So I have no idea what you're going on about. The groundedness of both games just goes in different directions. Nothing more and nothing less.


I find it funny how you will defend a game you like to death and just insult anyone who has a problem with it.
I never actually insulted you. I will apologize for the assumption, but that's it.
Are you not capable of having a normal conversation or discussion?
Yes. I proved that more times than I care to count. I don't have respect for people who follow or listen to alt-right gifters and hate a game just because it has a woman in it for the sequel.Yet never played the first game to begin with. Nor never cared about the male protagonists of the last game. Yet all of a sudden acts like he cares when he still hasn't played it. I'm not referring to you, by the way. You at least bothered to play the first game and judged accordingly. For that, you'll always have my respect like any other person that goes through a game for the right reasons.

And you are capable of posting without making a bunch of a million assumptions just because some minor words irks you?
 

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I've not unlocked anything that suggests she would be capable of doing anything but bad swords. Her father showed her a little, then he dies so who teaches her?
It's bent metal on a rope - Like, what's there to be capable of other than the basic abilities most humans posses?

Also, she upgrades her own weapons. She's the daughter of a sword smith. That's all the explaination we need. In Tsushima we see Jin take on dozens of dudes with a sword, yet the only explaination we get is a flasback where he spars with his uncle and the implication he was raised to be a samurai. And that's all we need. And the same is true for Atsu. Who taught her after her father died? Someone else. Maybe she kept at it by herself to keep the memory of her father alive. All answers the story doesn't need to give, because her father was a blacksmith and we saw her being taught by him. We don't need to see an official certificate to conclude that she herself can work metal.
 

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We don't need to see an official certificate to conclude that she herself can work metal.
Thank you for pointing out the double standard. You notice how most people don't go this far for questions.Whenever it's a male character and needing a "certificate" for their occupation or "badassery".
 
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Brokencontroller

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It's bent metal on a rope - Like, what's there to be capable of other than the basic abilities most humans posses?

Also, she upgrades her own weapons. She's the daughter of a sword smith. That's all the explaination we need. In Tsushima we see Jin take on dozens of dudes with a sword, yet the only explaination we get is a flasback where he spars with his uncle and the implication he was raised to be a samurai. And that's all we need. And the same is true for Atsu. Who taught her after her father died? Someone else. Maybe she kept at it by herself to keep the memory of her father alive. All answers the story doesn't need to give, because her father was a blacksmith and we saw her being taught by him. We don't need to see an official certificate to conclude that she herself can work metal.
Then give me some flashback where she makes herself these tools. Because even in the story the sword she uses is her father's masterpiece not hers. Which in gameplay you only hope to refine it but she's not makes new things. Which is fine because it serves the gameplay, but it's these lapses in the details of the story that annoy me considering how sparse the story's presentation is as it stands.

And it boils down to this for me.

The open world, the gameplay, the activities are all just fine. They don't do anything different than Tsushima, and they don't really need to because it all mostly worked fine in that game.

What this sequel needed was a great story that's worth telling to justify basically another romp through 15th century Japan (or whatever era it is).

Look at the Yakuza games, they are pretty much the fucking same game to game, but each one as a continuing storyline that is worth telling and fun and exciting to justify playing basically the same game over and over again.
 

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Then give me some flashback where she makes herself these tools.
You're more or less proving my point again right there. You don't see people going on about how we never seen Dante train from DMC3. When it's applied, he's already a weapons master, but we never once see any training from his childhood. Nor his brother Vergil. Funny how that works.

You have overly high expectations. You might as well just stop playing the game and go to something else at this point, since it bothers you this much.


same game to game, but each one as a continuing storyline that is worth telling and fun and exciting to justify playing basically the same game over and over again.
What works for Yakuza that doesn't work for everybody else, and you know that. Let's not be selfish about this.You'll expect another team to follow another developer's formula to the letter. It's ironic you say that, as the director and Japanese gamers love both of these games.
 
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Brokencontroller

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You're more or less proving my point again right there. You don't see people going on about how we never seen Dante train from DMC3. When it's applied, he's already a weapons master, but we never once see any training from his childhood. Nor his brother Vergil. Funny how that works.

You have overly high expectations. You might as well just stop playing the game and go to something else at this point, since it bothers you this much.
The obvious difference there is those are games routing in magic and fantasy. I don't care how a Final Fucktasy hero learns how to swing their dick because it doesn't matter, realism isn't a part of the presentation.

And yes HIGH EXPECTATIONS ARE GOOD TO HAVE. If you let developers please you with lazy slop, then that's all you get. Have some standards.

What works for Yakuza that doesn't work for everybody else, and you know that. Let's not be selfish about this.You'll expect another team to follow another developer's formula to the letter. It's ironic you say that, as the director and Japanese gamers love both of these games.
Now I know you must either be disingenuous or just purposefully ignorant, because that isn't at all what I said. So read what I actually said, and try comprehending it.

Then again looking at your history this is what you do, when you disagree with someone you simply twist all their statements to make strawman arguments that having nothing to do with what the person actually said.

Don't reply to me, I don't need to read more purposefully dumb statements from you.
 

BrawlMan

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And yes HIGH EXPECTATIONS ARE GOOD TO HAVE. If you let developers please you with lazy slop, then that's all you get. Have some standards.
I do have standards, but I don't make near impossible nor delusional ones. Once again called realistic expectations. You should learn that sometimes, instead of worrying about somebody else's " low standards". Learn to check your impossible ones. Check yourself before you wreck yourself.


The obvious difference there is those are games routing in magic and fantasy. I don't care how a Final Fucktasy hero learns how to swing their dick because it doesn't matter, realism isn't a part of the presentation.
Doesn't matter if the world is fantasy or not?A lot of guys in gaming still have a habit of doing this or ask for extra proof or some dumb or arbitrary reason when the character doesn't have a penis. All you're doing is just being the example, but in denial about it.



Then again looking at your history this is what you do, when you disagree with someone you simply twist all their statements to make strawman arguments that having nothing to do with what the person actually said.
I didn't make any straw man argument. That's just you assuming and getting upset because I called you out on something or pointed out a flaw with your criticisms. All you're doing is looking someone to blame for your own anger. Right now, you're being your own worst enemy.

Don't reply to me, I don't need to read more purposefully dumb statements from you.
You haven't really said anything smart nor thoughtful at all, so you definitely don't get to talk. I at least point out the good and what they accomplished.And have my expectations within reason. If you hate what I or others say that much, you can happily throw me on ignore, and that'll be the end of it.
 

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Now on to much more important business.



I love this quote from the youtube comments:
itsdantaylor

I like the game alot. it IS different than GoT and it took me a second to figure out 'how'. GoT is basically a Super Hero story, told in medieval Japan. Ghost of Yotei is, a western basically. The presentation, the story structure differences, some will appeal to more than others. I will say, the increased weapon variety, the QoL features such as being able to camp and 'summon vendors to you is a nice touch, and the game being more 'open' so you aren't railroaded to certain areas until certain story beats is NICE for gameplay but it kind of suffers because the original had a sense of 'rising tension' that is a bit lost in going about this way. Not a BAD thing, just different.
 

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Then give me some flashback where she makes herself these tools. Because even in the story the sword she uses is her father's masterpiece not hers. Which in gameplay you only hope to refine it but she's not makes new things. Which is fine because it serves the gameplay, but it's these lapses in the details of the story that annoy me considering how sparse the story's presentation is as it stands.
Yeah, I can't say I missed that. Atsu has regular game protag skills and items; climbing, crafting, infinite sprint, and a hookshot.

And it boils down to this for me.

The open world, the gameplay, the activities are all just fine. They don't do anything different than Tsushima, and they don't really need to because it all mostly worked fine in that game.

What this sequel needed was a great story that's worth telling to justify basically another romp through 15th century Japan (or whatever era it is).

Look at the Yakuza games, they are pretty much the fucking same game to game, but each one as a continuing storyline that is worth telling and fun and exciting to justify playing basically the same game over and over again.
This seems like mileage may vary. I'm finding the open-world and the story similarly tepid as they were in Tsushima, but a lot of people praised the open-world in that game. 🤷‍♂️ I would've wanted the open-world in Yotei to have quite a bit more dressing to give it a more believeable sense of world, but I've already seen videos claiming how well it does open-world.

And Yakuza is kinda unfair, that series narratively mops the floor with most games.
 
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Brokencontroller

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And Yakuza is kinda unfair, that series narratively mops the floor with most games.
True, which is why people need to be more critical of stories in games.

A good game is good and fun and all that. But an EXCELLENT game, has great gameplay built around an amazing story. And those things can sort of bend one way or the other right? Like amazing gameplay can carry a weaker story while an amazing story can carry weaker gameplay. Think Last of Us 1, and Witcher 3 examples of great narratives carrying weaker gameplay aspects.

Ghost's issue, probably with both games but it's more obvious in Yotei, is that neither aspect is excellent. Gameplay is okay, story is okay, and that's just not a remarkable game in the end. It's okay, it'll pass the time if you just want more mindless open world filler. This is kind of on par with Assassin's Creed games, those aren't bad games but they aren't great either...they're just...AC games 🤷

I was hoping for something more here and I didn't get it, but I figured they would cook harder on the sequel considering how much praise Tsushima got. I used God of war as an example before. Ragnarok is the same fucking game as Dad of War, but it's bigger, and more, which is enough to elevate it above the first game imo. Yotei could have and SHOULD have done that here. The gameplay didn't need changing but there had to be something more storywise to elevate it and I just don't think it pulls any weight in that aspect.
 

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True, which is why people need to be more critical of stories in games.
There are people that are, but they either go too far or complain and overly focus about the wrong thing.

I've had no problem criticizing stories for even games i do love and enjoy. Assuming the story was the entire point in the first place. As much as I love Asura's Wrath, the whole making rhe true ending d l c will always be known as a bad move. Part of it was because they were banking on a sequel.But the other reason was that the game flopped, and they knew it. So cyberconnect had to fix Capcom's screw up. Which is why that game should just get a re release with all the content and d l c on disk and be done with it.
 

Casual Shinji

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True, which is why people need to be more critical of stories in games.

A good game is good and fun and all that. But an EXCELLENT game, has great gameplay built around an amazing story. And those things can sort of bend one way or the other right? Like amazing gameplay can carry a weaker story while an amazing story can carry weaker gameplay. Think Last of Us 1, and Witcher 3 examples of great narratives carrying weaker gameplay aspects.

Ghost's issue, probably with both games but it's more obvious in Yotei, is that neither aspect is excellent. Gameplay is okay, story is okay, and that's just not a remarkable game in the end. It's okay, it'll pass the time if you just want more mindless open world filler. This is kind of on par with Assassin's Creed games, those aren't bad games but they aren't great either...they're just...AC games 🤷

I was hoping for something more here and I didn't get it, but I figured they would cook harder on the sequel considering how much praise Tsushima got. I used God of war as an example before. Ragnarok is the same fucking game as Dad of War, but it's bigger, and more, which is enough to elevate it above the first game imo. Yotei could have and SHOULD have done that here. The gameplay didn't need changing but there had to be something more storywise to elevate it and I just don't think it pulls any weight in that aspect.
Honestly, I feel a lot of story problems with Yotei could've been alleviated if it had more dedicated cinematics. So many scenes is just the characters standing still with the camera way zoomed out where you barely see their faces. It kinda creates a rift between the player and characters in the scene. But then Tsushima did the same thing, and people didn't seem to mind it there.

As for why it isn't more than what Tsushima was, I don't know. I don't know what Sucker Punch's standing is within Sony. Maybe they didn't get the budget necessary, or maybe Sucker Punch deliberately wants to keep their games comparatively small. Sucker Punch as a studio has never really stood out like Naughty Dog, Santa Monica, and Insomniac has, seemingly never really felt the need to strut its AAA-ness.
 

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Sucker Punch deliberately wants to keep their games comparatively small.
They more or less implied, and stated this in at least two interviews. I'm glad they did.


Honestly, I feel a lot of story problems with Yotei could've been alleviated if it had more dedicated cinematics. So many scenes is just the characters standing still with the camera way zoomed out where you barely see their faces. It kinda creates a rift between the player and characters in the scene. But then Tsushima did the same thing, and people didn't seem to mind it there.
I don't have a problem with the current cinematics. Nor most of the people whom reviewed this game positively. Yakuza has a similar issue, yet not many people complain about it unless they're already a fan. Talk about double standards, when people make these type of complaints or exaggerate them. Yours is at least more reasonable and grounded in reality.
 

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I don't think people appreciate how horrid this thing about the aspect ratios is.

First the cutscene is pre-rendered and therefore window-boxed on the 21:9 display. Merely bringing it closer would FILL THE SCREEN.



Then the cutscene is rendered in real time but with black bars at the bottom and top.



Finally, it opens up, to what it would have been if the pre-rendered portion was closer.



Three different kinds of framing in a few seconds. It sucks when Christopher Nolan does it too. Very distracting in The Dark Knight, which should have used narrower ratios for the 35 mm scenes.

If I made a game, cutscenes would be in 16:9. Played on a 21:9 screen, the cutscenes would have black bars on the sides. Players would just have to deal with it, because I wouldn't compromise the compositions and surround the subjects with unused space in a kind of fisheye effect for the minority of ultrawide users, especially since there would STILL be complaints from the crazy 32:9 users, who would act like everything is fine even with obvious mistakes that were never intended to be seen outside of their near peripheral vision. You have to pick an aspect ratio, and the vast majority of users have 16:9. This decades and decades old misconception that black bars make portions of the game feel cinematic causes problems and doesn't add anything to the experience.
 
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