Samurai embarrasses the Assassins. Ghost of Tsushima is radically better, more beautiful and larger than I thought - review

Well, it does not impress, it does not captivate - I commented watching the official presentation of Ghost of Tsushima together with friends. The game looked like a typical representative of the action genre, without a distinct imagination or claw. Today, after spending several days with this title, I have no doubt: they should fire the people responsible for that show. Ghost of Tsushima is the best Assassin's Creed in years!

When I reviewed The Last of Us Part II for you a few weeks ago, I wrote that although objectively most of the elements are better than in the previous part, I didn't feel the same attachment to the character and story. I am all the more glad that Ghost of Tsushima turned out to be such a surprisingly good, addictive and beautiful game. I didn't expect it at all. A new, obligatory expense has just appeared in the PlayStation 4 fan calendar. If not for the premiere, then necessarily in the future.

Ghost of Tsushima embarrasses the Assassin's Creed series.

If I were to compare the debut Spirit from Sukcer Punch studio, I would point to the latest installments of the Assassins adventures: Origins and Odyssey. Ghost of Tsushima is more beautiful, more personal and more artistic. Even more importantly, Tsushima offers a significantly, significantly, significantly better combat system. Samurai duels on PS4 prove that opponents do not have to line up politely, comically waiting for their turn.

Fighting is one of Tsushima's best elements. The game orbits around high risk, high reward assumptions. Nobody here has an excessively long life bar, and the mistake that you make costs a large portion of your hit points. Thanks to this, every attack carried out matters. When the opponent falls from three accurate cuts, the clashes do not bore or tire. I realized that even after a few days of fighting games give me fun. They are happy then more than at the beginning! The main reason for this is the hero's development system.

During the adventure, we gain better armor and equipment. We also learn new attacks and sequences. The samurai from the beginning of the game and the one from before the end credits are basically two different characters. The first is impetuous and inexperienced, the second is terrifying among the enemies by the very sight. I'm not exaggerating. The Mongols retreat and fall, seeing with their own eyes the Spirit - the killer, which they whisper in every Mongol garrison.

Samurai or killer? This is a well-constructed dilemma.

In Assassin's Creed, we easily juggle the roles of a silent killer and fearless warrior. The creators of Tsushima add the right depth to this process. When we behave like a shadow killer, other samurai call us a thief and a criminal. The code implies an honorable fight, always facing the opponent. However, it is up to the player to comply with this code.

Manufacturers do not draw a banal divide between the noble samurai path and the vile path of the spirit. The honorary code often turns out to be too rigid to meet the demands of the Mongol invasion. Samurai themselves are not always as noble as they might seem at first. Tradition versus adaptation. Pragmatism against the rules. Honor or victory. These are very interesting dilemmas, and the producers play well on them. It is a pity that they do not do it more often, and our decisions do not have a strong impact on relations with allies and the appearance of the world.

Personally, I chose the samurai way more often. I entered the enemy camp through the front gate, challenging the strongest opponent to a duel. Then I dealt with the rest of the occupiers. However, I did not do it because of honor or love of tradition. The reason was much more prosaic: an extremely satisfying fight. I always had a great time cutting my katana. Sneaking and silent elimination of targets don't give you so much fun, even after getting a rope with a hook.

Being in combat, the special face-to-face mode is absolute mastery.

Two deadly enemies face each other. You and the other one. You are in the cutting range. Each of you is motionless like an obelisk. Until the first twitch. If the opponent raises his hand to the player. We respond with a fast cut, killing the enemy on the spot. Regardless of whether it is a ragged bandit, a Mongol shield or captain of hostile troops. One cut. Either your enemy falls or you get massive damage, starting the battle on the verge of death. These types of duels are amazing. Asian equivalent of the western and gunslingers.

In addition to face-to-face sequences that resolve one cut, we also have boss fights. The camera changes the perspective then, in turn we feel almost like in SoulCalibur. The opponent has his own life and endurance bar. We exchange the assassination assassination, fighting only using blades, without the help of gadgets or alternative weapons. A pure duel of characters, through which battles are carried out with characters relevant to the script. Such fights are not easy. I have flown a few times in them and it was only when I got to know the palette of my opponent's moves that I was better able to win.

I have no doubt that Ghost of Tsushima is one of the prettiest generation games.

During the presentation, the title seemed strangely harsh to me. Sterile even. It was only during my own exploration of Japan that I discovered that Tsushima is not only a sea of ​​meadows, here and there interwoven with small woods. The title offers amazing views. One of the prettiest in modern video games. A golden temple hidden in the midst of an orange forest with its autumn leaves, a hazy forest full of ruins and tombstones, or even banal arable fields - everything looks amazing. The variable 24-hour weather cycle only turns up the views, allowing you to discover previously known places in a completely new way.

At the same time, Ghost of Tsushima is an extremely artistic creation. The authors consciously combine the sterility of green meadows with thousands of fluttering leaves. Country houses contrast with richly decorated temples. The harsh mountain hills reveal unusually detailed plains that stretch underfoot. Manufacturers play with this visual landscape in an incredible way. They combine poverty and luxury, economy and wealth, content and form. The final effect will make lovers catching screenshots have their hands full. Like a game, but a postcard.

Staying with the visual layer, the Ghost of Tsushima managed to make producers extraordinary art: the navigation interface was almost completely abandoned. There are no minimap or large green arrows pointing to the destination. The main character is led by ... nature. Wind. The direction of the swaying branches and tree crowns. Birds. Butterflies. Lisa. It is this type of omens that lead us to important places in the story. It works great in practice. I don't miss the mini-map at all and I would like more games to have such an intuitive system in the future.

Unfortunately, Ghost of Tsushima suffers from open world gaming diseases.

Above all, the diversity of tasks hurts, especially the side ones. Some of them are really great, interesting and inventive. Like the ones that get new sequences of blows or special attacks. Most of the additional missions, however, are based on worn-out and washed patterns: attack the enemy camp, defeat all enemies, free the prisoners, conquer the area. Classic classics. Tedious routine. Only these most important story tasks have the appropriate emotional and narrative charge. Thushima offers some pretty good twists and climatic scenes.

The new title for PlayStation 4 adds up to a terrifying amount of activity. This is definitely not a game for a few evenings. You have to approach it with a large budget of free time, because there is always something to do in it. However, most of the time the player organizes his own fun: encounters new places in the open world, looks for treasures, saves villagers or collects raw materials for armor improvement. This is not a title in which the game catches your face and pulls you from one movie sequence to another. You must be aware of this.

That is why a comparison to Origins and Odyssey. Ghost of Tsushima is modern, modern Assassin's Creed. It's just that with more beautiful graphics, a significantly improved combat system, meaningful character development and an artistic note. I thought the title would not impress me much. After passing it, I have no doubt: it's one of the best exclusive games for PlayStation 4. An unexpected gift that gave me many dozens of hours of great adventure. I keep my fingers crossed for the next installment of the series and without a doubt I recommend it to every fan of action games with an open world.

The biggest advantages:

  • One of the prettiest games on PlayStation 4
  • Great fights, they never get bored, I love them
  • A great face-to-face confrontation mode
  • A great range of player options
  • He plays for several dozen long hours
  • No minimap, almost no interface
  • The best contemporary Assassin's Creed

The biggest disadvantages:

  • Mostly template, lost side missions
  • Most NPCs are wordless and imaginative
  • Don't play if you don't like Odyssey and Origins

You need to play Ghost of Tsushima. Just to know how the best new Assassin'c Creed works.



Samurai embarrasses the Assassins. Ghost of Tsushima is radically better, more beautiful and larger than I thought - review

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