Ghosts of Tsushima Review thread

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Satinavian

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The lack of children in these games is always bizarre.
Yes. They are difficult to make with all that growing up going on so even games that have them make them all the same age. And they always introduce risks of getting child abuse images/videos all over the internet, damaging the brand.
 
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Ezekiel

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Yes. They are difficult to make with all that growing up going on so even games that have them make them all the same age. And they always introduce risks of getting child abuse images/videos all over the internet, damaging the brand.
I mean, images of video game adults being raped can damage the brand too. Oh wait, nobody cares.
 

Satinavian

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Well, that is the world we are living in. Also with child abuse i primarily meant violence, not sexual abuse. Which is something way easier to show in most engines and gets completely ignored whendirected at adults.
 
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BrawlMan

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Ezekiel

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Well, that is the world we are living in. Also with child abuse i primarily meant violence, not sexual abuse. Which is something way easier to show in most engines and gets completely ignored whendirected at adults.
Oh, I thought you were talking about video game models showing up on porn sites, not acts in the game. They should do it anyway. What's Jack Thompson's successor gonna do, complain that you get an immediate Game Over for cutting a child? You can't hurt civilians in this anyway.

The lack of dismemberment is also weird in a realistic looking sword fighting game like this. Sony obviously doesn't shy from intense violence, looking at Last of Us.
 

NerfedFalcon

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Some more Japanese stuff I noticed:

-'Ezo' is an archaic name for Hokkaido that was used until 1869, when Emperor Meiji took power.

-A 'tsuba' 鍔 is, as you may have guessed from context, the handguard of a katana. These were often decorative, and sometimes made to be detached and reattached to different swords. At least, I read that somewhere once.

-When Atsu swears revenge at the gravestone she puts up for her family, in English, she says she will 'bring them peace' before 'joining them in death'. In Japanese, it's the other way around: she directly swears to get revenge for them, but then says 'I will go to where you are'.

-Archers in the original game would shout at their allies to get out of the way, both in Mongolian and in English/Japanese. I don't know about the English dub, but in the Japanese one they say 'kurae' 喰らえ, literally and idiomatically meaning 'eat this'. Funny how that's the same in English and Japanese. So is 'get lost' 失せろ.

-When the Saito outlaw says that "she's a demon", the Japanese term he uses is 'mononoke' もののけ. Literally, it's a catch-all term for 'monster', but you might recognize the specific term from something else. It's not an uncommon term in Japanese, and it's seen in a lot more places than just that one.

-The Matsumae samurai that shows up the morning after the battle makes it much clearer that he's only temporarily letting Atsu off the hook for her vigilantism. The word 'kyou' 今日 lit. 'today' comes up in his reply to Kojiro's peace-making efforts.

-'Hankyu' 半弓 lit 'half-bow' is the term used for the bow, and 'yumi' 弓 lit 'bow' for the longbow. I suppose the former were either more common or used for longer in Japan, if that's the regular one and the shorter bow is the one compared to it. Also fun to note that you can buy the bow immediately if you found both money stashes in Atsu's old house.
 
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BrawlMan

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Takashi Miike named a sword in Ghost of Yotei after a moment in 13 Assassins.


 
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NerfedFalcon

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As an aside, a thought that I've had is that not enough media has art within the art, or at least not good art. Art's one of the things that makes us human, after all, so it only makes sense that humans within stories should be making art too. But most of the time, when you get a 'show within a show', it's usually either intentionally low-effort in order to parody something else, or it's just not given enough attention to stand out on its own. There's two things that got me thinking about this: the sumi-e (墨絵 lit. 'ink picture') paintings, and the bounty posters. Having looked up some actual sumi-e paintings on Google Images, I can definitely see the influence of the movement in the ones made by Atsu, and while I'm not exactly a strong judge of such things, I think her paintings are better than Jin Sakai's poetry (he tries, though). As for the bounty posters, it's impressive how menacing they manage to look in monochrome drawings, while most games with a bounty mechanic tend to either use actual pictures of the targets or simply don't bother showing you, the player, anything like that.

I don't know, but what I do know is that those two things stood out to me. This game is beautiful, and it's not just in terms of environments; having these people actually make art, and not just the usual 'show within a show' sort of thing but actual good, high-effort art, is beautiful in and of itself. (Though I do expect to be using photo mode to capture a lot of those environments myself, like I did for Tsushima. Maybe I'll post a link to my 'vacation album' once it's done.)
 
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Ezekiel

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It treats the player like an idiot and constantly breaks its authenticity, the ridiculous summoning of the horse that way for instant gratification because they didn't have enough confidence in their game. Cowardly design. There's a lot to be said about the awesome button. Too much for a video like this.
 

BrawlMan

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I did stop the video just before he hit the spoiler section. His opinion doesn't change how I feel about the game, and I am loving every moment of it. It never did for the last one as well. He can have fun complaining.All he wants. Really, only his fan base in the usual boot lickers who never played either game, cares at this point.
 

Ezekiel

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Him: "That's because if they made it a real forest you would get annoyed playing at having to go around so many trees."

Me: "No, it's because they can't render that many trees, thanks to DUMB priorities. I don't expect to take a horse everywhere in a properly wooded open world game, although trying to take it through the denser forests could be engaging."

Him: "I don't think we know that. I think we do know though that it would be annoying to avoid all the trees when you're trying to run."

Me: "Why would adding obstacles to your escape or chase, objects to weave around as you fight and the emergent game design of an enemy's sword getting stuck or you having to fall back to your wakizashi until you can get your sword unstuck or pick up another be annoying?"

Him: "It's open world not linear. You cross through whatever forest we're talking about whenever you want not necessarily as part of some scripted chase event."

Me: "Why do you need to go in a straight line? I thought the point of adventuring in action-adventure games was adventure?"

Him: "You don't need to go in a straight line."

Okay, then fuck open world if this is the reason. (It's not.)
 
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BrawlMan

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Congratulations, even Japan doesn't care because they're having fun with both of these games. Get over yourself. Also, historical fiction. You want 1000% accuracy, then go back to Red Dead 2.

Pfft…have you seen those Saint Denis coppers in action? Them’s a healthy dose of comical satire right there.
 

Ezekiel

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I don't know if I'm gonna make this part of a second video, if I'll even play the game enough to make a second. Still have to show you the Unlisted clip in case I don't make another video. This is what making everything automatic did to action games. This is the awesome button. I wanted to strike the archer, but he leapt off the cliff onto a swordsman who wasn't even on camera.