Ghost of Tsushima: Perfectly Executed Unoriginality | GoT 1 Year Later
Ghost of Tsushima launched worldwide a little over a year ago, and with the new Iki Island expansion coming in just a few days, it felt like the perfect time to revisit one of my favourite games of last year- what worked, what fell flat, and what subtly tainted its reputation on release. We’ll get into Ghost of Tsushima’s Combat, World Design, Difficulty, Structure, Ideas and much more, and even touch on how I feel the game could have been improved (and hopefully will with any sequels)
Ghost of Tsushima has already launched a multiplayer add-on, Ghost of Tsushima Legends, and only a year after it’s original release we’re getting Ghost of Tsushima: Directors Cut, so if that’s any indication, Sucker Punch Studios seems to be all in on this new franchise, which makes subsequent titles pretty likely. As we look back at the vanilla game, let’s also hope that Ghost of Tsushima 2, whenever that comes, will not only be as beautiful and airtight as the first, but will also include more original ideas and twists on a classic formula.
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0:00 complisults
3:03 the forehand
4:00 the forehand- Combat
7:50 the forehand- Open World
10:36 the forehand- World Cohesion
12:50 the backhand
14:11 the backhand- Repetition and Side Quests
15:49 the backhand- A Minor Tweak
17:34 the backhand- The Importance of Uniqueness
19:24 disrespectful praise
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