1 review liked by MichaelStuhlman


The open world format in gaming is no longer as revolutionary as it once was, and it is slowly becoming a tiresome formula. It is not even so much to do with the formula itself, but in how the developers are presenting it to the players, what they are doing with the said formula. The open world concept is traditionally a great idea since it does not railroad players in any one direction and gives them ample room and opportunity for exploration and discovery. It can be quite a magical experience. The issue that we see nowadays boils down to an argument of quality over quantity. The larger the map or the more repetitive activities (acting as filler in empty spaces) does not equal good content. I feel like the most prime examples of this are the Assassin Creed games. Most of the time, the gameplay in those games is magnificent, but the maps are large purely for the sake of being so, and the activities that act as filler become repetitive and boring. It also doesn’t help if you are not really that invested in the story of the game either, like I am with the AC games. Some of the best open world games have learned to provide a sense of variety, and condensed quality content. It needs to be more about the content than the map itself. Witcher 3 is one that comes to mind in that the story and lore of the game is what fuels the player’s direction. While it is technically open world and any or all could be explored (although certain areas are level restricted, not by a lack of permission but by a warning of danger), the quests which are some of the best ever designed in a game lead the player around the map in a meaningful and purpose driven way that is not simply go to point A to begin mission.

With that said, I think Ghost of Tsushima is the best and worst of both worlds. On one hand, the quests or “tales” as this game calls them, are overall uniquely designed and meaningful, but on the other hand, the map is large and filled with so many repetitive collectible type locations that act more like distractions from what is important. During my first few hours playing the game, I was in love and ready to declare it the GOTY right then and there. However, as the game went on, the dreading sense of repetitiveness took over and the game itself lingered on for too long. Normally I wouldn’t claim a 50-60 hour game as overlong if the content justifies it, but if it seems stretched out with the purpose of prolonging the journey, then it can damage the overall experience. I think Ghost of Tsushima just barely crosses that threshold of being slightly overlong. Granted, I know in a story related manner, it is not going to be something quick and easy to overcome an entire mongol army when you are outnumbered and need to utilize guerrilla warfare tactics. At the same time, some of the side quests were repetitive with a plot that appeared in some form or manner involving a peasant enlisting your help in finding a relative and either rescuing them or avenging their killers. Those quests could be drastically diminished without harming the overall content.

The story really shined in the character related tales, even more so than the main quest line. This is where I begin to understand the criticism of the main protagonist Jin Sakai and his overall lack of charisma or defining characteristics. Jin is sort of plain and a standard trope of overcoming adversity against all odds, even sacrificing one’s own integrity. He just seems one note, and doesn’t really undergo any sort of development other than the transition in his fighting style. Speaking of which, while I know the topic of fighting style is important to the code of a samurai and the idea of honor they hold so dear, the game does railroad you into that predicament. This is less of a criticism and more of a “what could have been” moment. While the game does have two endings, the decision of which is made at the very end with no real consequence one way or the other, what if the later half of the game could have been divided into two arcs, one which follows the way of the samurai and one of the way of the ghost. That freedom of choice and consequences based on that choice would have made the game far more interesting.

I diverged off topic with my explanation of Jin, but it is highly possible that Jin feels like the weakest link in terms of characters because the rest of his supporting cast is so magnificent. The character tales especially were an interesting type of quest line, allowing the players to get to deeply know each person and the development behind their character. Lady Masako and Yuna were among my favorites, but I also like Sensei Ishikawa and the story arc involving his one time pupil Tomoe. Even though she was briefly in the game, Yuriko also left an incredible impression and honestly some of the most emotional segments in the game, which I do believe was lacking overall. Norio, the warrior monk, was also a great addition and had the persona of being an extremely likeable guy. Aside from them, the mythical tales were also some of the game’s best content. Each one derives from a piece of Japanese folklore, beginning with a hand drawn style piece of animation as each tale which is sung by the musician/ quest giver.

The main story feels fairly standard and predictable, and thus the game relies on its other functions to come out ahead, including incredibly fluid gameplay. The combat and platforming were major highlights in the game, and their level of entertainment did not die off quickly. Other notables are the game’s luscious colors and graphical designs. Every piece of environment is picturesque, and when combined with the combat, we get the stunning duels that are the game’s cinematic high points. Regarding cinema, the Kurosawa mode was a bit of a disappointment. It seemed fun at first, but I felt cheated out of the games vibrant colors and graphics. I admire its inclusion the most and its intent. If anything, it will achieve name recognition for the cinema giant amongst casual movie watchers. It is also fun to utilize during duels and cutscenes to really obtain that classic samurai flick visual. The mode just does not work the greatest during normal gameplay, as it also makes it more difficult to see. especially when trying to go stealthy during any night sequences.

Ghost of Tsushima hits many of the right notes for me, including its setting of feudal era Japan, which is my bread and butter, at least when it comes to watching classic Japanese cinema. I love the look of the game, how it encapsulates the player in this specific moment in time in Japan, Everything about it felt very authentic and meticulously applied. It provides that escapism that we all seek from any form of entertainment, and transports us to fill the shoes of a samurai and it captures that feeling. For all of its shortcomings, regarding its length, its repetitiveness, and uninspired main story/character, they felt like nothing compared to everything else the game had to offer. While it is not “the” GOTY for me, there is no denying that it is one of the best games of the year, and it deserves its praise.

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