Review

Ghost Of Tsushima Review - You Khan Do It

  • First Released Jul 17, 2020
    released
  • PS4

Ghost of Tsushima has some dull edges, but strikes a lot of highs with its cinematic stylings.

If a youthful obsession with Japanese samurai cinema and an audiobook version of Musashi have taught me anything, it's that if you want to be a great swordfighter, having a connection to nature is important. Skill with a weapon isn't purely driven by physical strength and technique, but also by the acuity that comes from observing trees, mountains, and rivers. Something like that.

While I can only make guesses as to how inspirational the rural areas of feudal Japan would have been, the scenic island portrayed in Ghost of Tsushima, an open-world 13th-century samurai epic, is one that often stirs something inside me. Beyond being a game centred around flashy sword fights and the journey of Jin Sakai to becoming a proto-ninja, Ghost of Tsushima invites you to lose yourself deeply in its grasslands, forests, and mountains. And though the tasks you're given often aren't as brilliant as the colour of the leaves, there's certainly something wonderfully humbling about just riding your horse through this beautiful environment and taking it all in.

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And what an immediately beautiful world it is, full of bold, saturated colours, grandiose weather effects, and an overabundance of windswept leaves, petals, butterflies, and other small particles that make every location feel alive. The island of Tsushima is a painter's palette; vibrant red and yellow forests sit atop inviting green hills by day, blinding sunsets soak everything in a deep orange. At night, bright white moonlight glistens off dark blue lakes and waterfalls to illuminate everything around you. The game has an option to turn everything black and white in order to mimic the samurai films of Akira Kurosawa, but using it forgoes Tsushima's own distinct visual identity.

At times, it almost feels as if art direction is trying a little bit too hard to draw attention to itself. And Ghost of Tsushima certainly makes a concerted effort to try and absorb you into its radiant world even further with its deliberate lack of navigational information. There's no option for an on-screen minimap or a compass to see which way you're going, and objective markers are barely there. Instead, the game features an in-world device called Guiding Wind, in which the game's plethora of organic particles will subtly fall towards the location of whatever objective you need to reach. A swipe of the DualShock's touchpad will magically and visibly summon a strong gust that kicks up even more particles in an almost comically self-indulgent way, which acts as a more obvious nudge in the right direction.

It's a great system. Without anything to draw your eyes away from your character and the world, the Guiding Wind pushes you to pay more attention to your surroundings, to let you more quickly internalise key landmarks that help you to get your bearings more easily later on, or just to feast your eyes. Other in-world devices, like plumes of smoke, flying songbirds, foxes, Torii gates, talkative non-player characters, and more help to guide (or rather, distract) you toward new activities.

A lot of these activities also work in service of making sure you see Tsushima's good side. Foxes will invite you to follow them down charming paths to nearby Inari shrines. Torii gates will lead you to simple but daring-looking platforming challenges that reward you with spectacular vistas. Haikus ask you to sit down and reflect on your picturesque surroundings. Singing crickets will unlock songs for Jin's flute, which let you magically command the dramatic weather at will. You get equipment early on that helps you track down the game's myriad collectables through the Guiding Wind and controller vibration, and some convenient touches like a generous and very quick-loading fast travel system help make Tsushima be an incredibly pleasant place to move through, especially when armed with the game's robust photo mode to take screenshots with.

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While you do need to enter a menu-based world map if you want to go somewhere specific, without a marker to constantly signal your next objective's location, you definitely get a little less obsessed with taking the most direct route, and feel more naturally inclined to just follow winding roads around mountains and along river banks. Guiding Wind creates a flow that gives you plenty of opportunities to drive your own curious exploration. As an open-world device, it also succeeds in masking the feeling that you're simply being strung along by objective markers, even though that's still exactly what you're doing.

That feeling does still come up, unfortunately, when Ghost of Tsushima's quests (referred to as Tales) take hold of the reins. Tales fall back on rote open-world quest structures, where you do things like follow a quest giver to an objective, perhaps having a chat on the way, and veering off the assigned path here isn't allowed. Sometimes you'll be asked to survey or examine an environment, activities which have the ability to devolve into meticulous hunts for interactable hotspots. Some early Tales have you chasing macguffin after macguffin to the point of being silly, making you wonder if anything is going to happen at all. Anytime you're not engaged in combat, a lot of these quests, especially side quests, can feel like a drag.

The cutscenes that host conversations between Jin and other characters, which give context to these Tales, largely feel stilted, which further underscores the tedium. That's not the fault of the acting--Ghost of Tsushima has some passionate and strong-sounding Japanese voice work, at least to my non-speaker ear, though there is a visible disconnect with character lip-syncing, which retains the mocap performances of the (notably all-Asian) English cast. Even though I preferred the Japanese voice audio, the two tracks do offer some differences in regards to their overall tone.

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The voice work is largely let down by a noticeable lack of bodily expression in the almost motionless character models, meaning you're basically just watching a couple of talking heads most of the time. That's not uncommon to see in titles of this nature, but it is a significant low point in a game that otherwise hits so many stylistic highs. The cinematography, which frames the characters in pleasing ways within the gorgeous scenery, instead does the heavy lifting to make sure these regular moments are at least somewhat pleasing to the eye--though wide shots do draw more attention to the fact that two conversing bodies are standing perfectly still. This means that a lot of the game's emotional arcs and vibrant characters don't hit as hard as they should. Ghost Of Tsushima clearly aims to evoke golden-age samurai cinema in many ways, but it doesn't manage to capture even a tiny amount of their vigor when it comes to exposition--Mifune-level gusto is completely out of the question here.

There are some exceptions to this. The primary story quests give the characters involved a bit more freedom to move, and naturally benefit from hosting the more interesting plot threads: that of Jin's inescapable metamorphosis from a by-the-books samurai square to something a lot more unscrupulous for the greater good, and how this change affects the relationship with his loving but uncompromising father figure. The combat encounters here also benefit from some great set pieces, heightened by a strong musical score that helps construct those rousing blockbuster moments that always seem to be able to pull at your emotions, no matter how impartial you're trying to be.

Character-specific Tales have a little more to offer too, and see Jin assist his closest allies with their own dire issues. These multi-part questlines can feel like wild goose chases, especially at the beginning of the game, but they all offer their own interesting (and violent) stories of familial bonds, one of the game's major running themes.

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Mythic Tales are Ghost Of Tsushima's most interesting quest offering, though they are few in number. These are explorations into the slightly more supernatural elements of the world, featuring their own special animated introductions. They attempt to pull away from the direct point-to-point structure of the other quests by asking you to do things like look at a hand-drawn map and use your own deductive exploration to find the objective location, or perform an activity with a simple mechanical twist. They can still feel like wild goose chases, but the rewards for the more involved nature of them are significant--aside from the main questline, this is your other avenue for earning new types of weapons, armour, and abilities, usually after a climactic one-on-one boss duel.

Those duels, and Ghost of Tsushima's combat in general, is where the game does successfully evoke samurai cinema. Jin's katana remains your primary weapon throughout the whole game; it can fell enemies in a few quick slices, but likewise, Jin can also die quickly after a few good hits from opposing blades. This means blocking, parrying, and dodging are the main skills you need to learn how to both use and overcome properly, and though there is more leeway than something like Sekiro: Shadows Die Twice, battles can still be over in seconds if you make blunders. This gives every fight in the game a degree of heart-pounding tension, from the game's first fight to its final, whether it be a lowly bandit or a master swordsman, even in the otherwise rote quests, and no matter what difficulty you're playing on.

Combat does a fantastic job at approximating the highly-stylised version of one-versus-many sword fighting as seen in films like Harakiri or the Samurai trilogy, where long standoffs and quick, flourished movements mark the ebb and flow of suspense and excitement. Most encounters can be initiated by triggering a one-on-one standoff, a tense game of chicken where you need to wait until your enemy has committed to an attack and then counter it in the split second afterward, dispatching them in one quick fell swoop. Once that formality has passed, enemies will often try to surround you and attack in tandem, and decisive success often depends on patiently waiting for a clear opening for attack, lest you get interrupted by a follow-up blow. Perhaps you might need to wait for an advance so you can perfectly deflect it and counter, or break someone's guard to stagger them with some decisive heavy strikes--indiscriminate flailing will see you thrown off balance quickly. A Resolve meter, charged by defeating enemies, earns you opportunities to perform devastating special attacks or heal yourself, creating small risk-reward decisions to think about. Regularly changing your active fighting stance (each unlocked after encountering enough enemy leaders) to better handle the different kinds of weapons your opponents are wielding adds to the many considerations you need to make, as do ranged opponents and the extra tools you'll eventually have at your disposal as Jin begins to learn more deceitful methods of combat.

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Unlike the game's quest cutscenes, Jin's suite of animations, along with the gore and foley associated with combat, do a lot to make the act of sinking a katana into flesh feel meaningful. Flourishes like how Jin returns to stance after a kill, and the graceful movements that accompany a successful parry give everything an observable flow. Switching stances (which slows down time) just before dodging a hit and responding with an advantageous technique feels really good. Taking a step back and watching a video of a good fight you might have just recorded can be like witnessing a well-choreographed action scene. In addition to exploring the world, combat is where Ghost of Tsushima's most transcendent moments lie.

But it's not without flaws; combat is sometimes let down by a couple of major factors. When fighting on uneven terrain like staggered rock formations and inclines, the tightly-interlocked cause and effect of parries and blows starts to unravel, resulting in holes where animations occur but their effects are not passed on. The camera can also be an issue; it should be noted that Ghost of Tsushima does not feature an enemy lock-on function as part of its toolsuite. Presumably, this is because enemies are constantly attacking from all directions, and you should always have the ability to react quickly. But continually having to worry about the camera in order to keep an eye on every enemy within attack range, while also thinking about parrying, executing attack strings, switching stances, dodging ranged projectiles, and keeping your health up so you don't die on the next hit can sometimes be a little much--your right thumb will be moving back and forth between the analog stick and the face buttons more than usual.

When you're fighting in an open, grassy field, and the camera actually pulls back a bit to frame the dozens of enemies closing in on you, Ghost of Tsushima's sword fighting is absolutely sublime. But conditions aren't always perfect. The biggest camera issues regularly arise when fighting in tight spaces indoors, or in cluttered areas like enemy encampments (of which there are many) where tents, fences, crates, and other such environmental objects exist. Too often you will find yourself in a situation where a solid object will be blocking your vision of Jin, your enemies, or more importantly, your enemy's weapons. All enemy attacks have a visible tell, and in the case of stronger, unblockable attacks, they have distinctive red glints moments before they occur. But much like Ogami Itto's Suio-ryu Wave Slicer in the Lone Wolf and Club series (which begins with Itto lowering his sword beneath water--please bear with me here), if you can't see what your enemy is doing with their weapon, there is very little you can do to prevent your imminent death--and that can be incredibly frustrating.

To be fair, you'll also kill people without them ever seeing what you're doing. When Mongol invaders turn up on the coasts of Tsushima, Jin and his honour-stricken samurai cohort find that their new enemies don't play by their overly-formal rules of warfare. Jin very quickly learns to accept that he'll need to adopt more deceitful and vicious tactics to combat the overwhelming occupation of the island, meaning he'll have to get used to hiding in the shadows, stabbing people in the back, and using a variety of tools to give himself an unfair advantage--warfare tactics that were reportedly unheard of in 13th-century Japan.

A viable option in most scenarios, stealth is a relatively uncomplicated affair in Ghost of Tsushima. Enemies are often placed in convenient locations and are hard of hearing (nearby neutral NPCs will, hilariously, react dramatically to your actions while enemies stand motionless). In the beginning, it also feels basic to a fault--I remember lamenting the fact that there was no way to hide bodies, even though guards are alerted upon discovering them.

But as you quickly earn new Ghost Tools to use and upgrade your Tanto blade for quicker takedowns, it becomes clearer that it isn't a stealth game focussed on barely slipping by unnoticed (though there are a number of annoying instant-fail stealth and tailing quests), but one where you want to see how quickly and viciously you can take down everyone in the vicinity. That ended up justifying the inability to hide bodies, on top of explaining why Jin's footsteps are silent to begin with, and how he managed to already be a fearless climbing master. Even after I had completed the game's main quest, I gained a lot of enjoyment from using the remaining enemy encampments as playgrounds to terrorize soldiers. I'd get creative with distraction tools, use more environmental kills, turn enemies against one another with hallucinogenic darts, and hone my super long-range grenade throwing arm from the safety of a dark rooftop I clambered onto with a grappling hook.

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Ghost of Tsushima's story hits hard in the game's third and final act, and ends in spectacular fashion. It left me with the same kinds of strong emotions I felt at the end of all my favourite samurai film epics, and had me eager to watch them all again. The game hits a lot of fantastic cinematic highs, and those ultimately lift it above the trappings of its familiar open-world quest design and all the innate weaknesses that come with it--but those imperfections and dull edges are definitely still there. Ghost of Tsushima is at its best when you're riding your horse and taking in the beautiful world on your own terms, armed with a sword and a screenshot button, allowing the environmental cues and your own curiosity to guide you. It's not quite a Criterion classic, but a lot of the time it sure looks like one.

Ghost Of Tsushima is featured as one of the best PS5 games.

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The Good

  • A stunning open-world environment with navigational mechanics that help to further absorb you into it
  • Stylish combat successfully mimics the iconic samurai sword fights of cinema to great effect
  • Keen cinematography heightens many moments
  • Swift stealth mechanics and Ghost Tools make it fun to toy with enemies

The Bad

  • Rote open-world quest structures often feel dull
  • Cutscenes lack a degree of life that betrays the game's cinematic strengths
  • Unfortunate camera positioning and environmental objects can regularly ruin you in combat
  • Japanese-language performances don't line up with character mouth movements, creating a jarring disconnect
  • You can't cut down bamboo trees, which is just an utter travesty

About the Author

Edmond isn't Japanese but regularly gets mistaken for being so, and thinks you should watch and/or read Lone Wolf and Cub. He spent about 30 hours in Tsushima before writing this review. Code was provided by the publisher.
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zakpat

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how is this only a 7? playing it right now, the game's amazing

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deactivated-679b72f9bb8a2

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@zakpat: Just came back here to check the original review after my 2nd platinum, and this review is simply wrong. Yes, its an opinion piece, but still wrong. You don't have to give it a perfect 10, only Zelda games get free passes like that, (though I bet Horizon -both- scores were bloated too) but it is at LEAST a 9.

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drinner

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Edited By drinner

This goofy reviewer dude Edmond Tran, actually gave it a somewhat lame rating... partly because you can't cut the damn, Bamboo trees down... seriously Bruh?! You're going to go after a game as incredibly beautiful, cinematic and dynamically-action packed as this one (like NO other game makes me feel this bad-@ss!!) and give it a low rating partly because it doesn't have some silly anime trope as part of it's experience?! The game shows a great deal of respect to the history and the culture of ancient Japan! Maybe in Japanese culture, running around and cutting down every bamboo tree you see in the forest isn't very respectful for all we know... c'mon man. To each their own and all, but that particular "negative" reason for why this incredible game is getting a mediocre, "7" rating when it deserves at least an 8.5 or something, seems extremely silly and lame to me.

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Aurelius

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Almost skipped this game because of the review.. then just saw today it wins adventure game of the year.. from Gamespot... ???

6 • 
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deactivated-679b72f9bb8a2

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@aurelius: That makes you an idiot then. Make your own decisions on what games you play.

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Aurelius

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Edited By Aurelius

@BIG_BOSS_927: My guy, I sincerely hope you figure out how to fill the emptiness inside you that made you dive into a comment on a 4yo review to send this gem of a response.

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antonogl

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Gamespot gives it a 7 then nominates it as Game of the Year. Makes sense...

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GalvatronType_R

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Two problems with Ghost Sushi:

-the game makes a great first impression but it cannot sustain its momentum. A big event happens after the first act (about 33% into the game), at that time you have likely learned all four fighting stances, and the game is pretty much over by then. The gameplay becomes way too easy, I didn’t even bother with stealth due to how OP I was, and the standoff mechanic’s large and overly generous reaction window needs to be drastically curtailed.

- I played this concurrently with the Witcher 3 and compared to that game, Ghost Sushi doesn’t have a lot of depth or intricacy. Ghost SushI feels like remedial training wheels open world game that holds the player’s hand way too much while the Witcher 3 has a lot more variety and gives more freedom to do what you want.

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deactivated-679b72f9bb8a2

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@GalvatronType_R: yYou played it wrong then. Turn up the difficulty or turn off battle hints, lessen timing window, etc. Its near perfect, setting, tone, execution, pacing, its got it all.

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PeterRoberts123456

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i thought this would be a generic samurai game but its game of the year for me. Utterly beautiful. The best sword combat of almost any game. Equal to souls. The story is fantastic and everything is just awesome.

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drinner

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@peterroberts123456: I can NOT agree more with what you said... but... I mean, you can't cut the bamboo trees down, sooo yeah, I guess the game sucks a little bit according to Edmond Tran...

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Berserk8989

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Meh, pretty generic open world game in a beautiful setting. 6.5/10 from me - meaning still above average and slightly below good.

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9cyph

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Yeah, the thing that trips me out about reviews like this when they try to justify is, I don't care if they have a harsher standard overall, but all that goes out the window when you see some of the other games given 7, 8, 9, and 10 that Ghost is WAY better than.

Look, when the game first started even I was a little unsure having just coming off the polish that was with TLOU2. Initially I thought the combat was going to be not that good and even the stealth didn't seem as great. But this is one of those games where the more I played it the better it got, and it gets HARD to put down. The world sucks you in and soon you start learning about parrying, switching stances mid combat, the various outfits and charm buffs, the added weapons like shuriken etc. And then as you level up the Ghost abilities and be able to use the multiple assassinate ability, the wind chimes, smoke bombs etc you start to kick ass as the Ghost as well. Not to mention the HUGE plethera of upgrades and skill trees, customizibility, and the way the game encourages you to explore the beautiful world where you can just follow smoke to a camp, follow the wind to new destinations, follow the foxes to shrines, follow the birds, gateways and other environmental clues that makes it feel so much more natural. I also felt the side quest were MUCH more engaging and interesting than many other open world games. And of course the most obvious thing, the game is just freakinf stunning with some of the best art direction I have seen in a game in a LONG time. A score of a 7 is a TRAVESTY and just seems like click bait to distinguish themselves from other reviewers with high scores. And this is coming from someone that is not a big fan of open world games and generally perform more linear story focuses single player experiences. This game is a Masterpiece. 9 is a MINIMUM.

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drinner

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@9cyph: WORD. You nailed it. Totally agree!

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Hesham52

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This rating is extremely harsh, and the listed reasons are a bit silly. It's a great game. I give it 9/10.

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drinner

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Edited By drinner

@hesham52: EXACTLY!

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naasum

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2.7 million units sold in 3 days. good to see people still doesnt take western game journalism seriously. gamespot is delusional.

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drinner

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@naasum: LOL! No joke... couldn't agree more!

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Radnen

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GameSpot has had too many low reviews lately. Everything has been 2 to 3 points behind many games. I'm talking destroy all humans, TLOU2, spongebob, story of seasons, Mario: origami king, etc. GameSpot is hardcore mode.

To be fair, they are saying something. There is an issue going on in the games industry, I think games are not as polished as GameSpot wants them to be, and they are trying to set the bar higher for quality with their voices. They are telling the games industry to hustle and fix their processes.

The other alternative is that they are no longer in the zeitgeist of American gaming and gamers, and they are failing to tap into what makes a good game in 2020. Though, I don't think this has to be the case. It's just that 'review draught' doesn't always have to happen - and for so long.

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DL_gamer

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This review is insane and obviously from someone that doest appreciate these kind of games.

I just "Platinumed" the game and can say this is easily a GotY and one of the top 5 games of this generation.

Aside from some minor flaws such as AI positioning when on stealth and some repetitive side quests, I can say this game shines with an amazing and emotional story, fluid-stylish combat and gameplay, detailed and beautiful scenario and landscapes and a great music that follows the mood. Some of the main missions are breathtaking and resembles a samurai war movie with many warriors fighting together on the screen, with fire arrows flying around and the music playing an important role bringing the momentum to climax.

Don't take this review seriously, this game is a 9/10 at the very least.

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drinner

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Edited By drinner

@DL_gamer: 100% agree!!

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duffmanth

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I can't believe this game got a 7/10 on here lol!? Easily 9-9.5/10.

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christhunder34

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I laughed out loud at the title as I knew a guy called Khan from a job and often joked that he 'Khan do it'

But anyway this game is freaking incredible, the graphics and scenery are gorgeous and the game highlights it so well, so many times I just stopped to admire the view and looks amazing on 4k.

The gameplay is the area which needs to be explained, first I'll say the combat ''starts'' quite frustrating, for the first hour or two you learn there is no lock-on to enemies and dodging feels really unresponsive, this improves definitely however there is still a little bit of a input-lag.

When I started I honestly wanted to put this game down due to frustration, what kind of game doesnt have a lock on?!.. but it actually 'works' for this game as you discover as you upgrade your gear and skills, particularly using the right stance will make the job much easier. It is cleverly designed and not brainless button mashing. You actually feel OP around mid-game on so I highly recommend to stick with it, or upgrade your armour/katana/stances quickly to enjoy combat more.

There are a few areas which are more 'technical' things that could be improved, like ladder climbing in lighthouse/watchtowers needs to be fixed and sometimes Sakai feels very stiff when moving.

But if these small technical areas could be improved/fixed, this game is definitely a 8.5-9 easy. It is a very stylish, fun and engaging open world samurai game. I am so hoping for DLC's or more content for this game. Definitely dont be put off by the 7 score and give this game a go you will have a ball, or stream it for a while and see for yourself :)

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Lizard_King89

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Edited By Lizard_King89

I don't understand how this site could give The last of us 2 an 8 and this masterpiece of a game a 7. This game is at least an 8:or a 9.

Anyone on the fence about picking this game up do yourself a favor and play this game. It's game of the year material.

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staarboo

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This review is #fakenews

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off3nc3

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Edited By off3nc3

7/10 ?" You can't cut down bamboo trees, which is just an utter travesty"

To anyone still taking this website seriously in regards of news or REVIEWS , lmao yea good luck with that.

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drinner

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@off3nc3: EXACTLY how I felt. Couldn't agree more! These comments need a facepalm emoji for stupid nonsense like that "bamboo trees" reason for a negative rating.

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Grabberflesh50

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Edited By Grabberflesh50

i completely disagree with this review...Ghost of Tsushima is a beautiful engaging video game and i myself have had just very minor problems with the camera...a definite 10/10 for me....excellent job Sucker Punch!!!

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DEVILTAZ35

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Edited By DEVILTAZ35

This is one of the few times i agree with Gamespot. This game is a big disappointment. From a technical standpoint it has terrible animation for climbing or walking up and down stairs and character clipping in scenery to a degree i haven't seen in quite a while for a big budget game. Add in glitchy AI and although it is a truly beautiful open world to explore it's just not really much fun doing so outside of admiring the view.

I enjoyed Day's Gone far more than this. I was sad too as i love the setting just not the implementation. Why can't i pet the horse? lol. It's a small thing but a big thing as well.

Also it said i was stuck with the same horse throughout the adventure and then literally in the open area where another horse as it let me ride it instead.

Points to sound design though which is amazing. If only they could program animation and fix the AI , add more variety to missions and i dunno make it interesting like The Witcher series then they would be onto something.

As it is it felt a bit too much like Ryse son of Rome too often.

The biggest issue by far is the camera though that often has you fighting to see through trees as there is no transparent mode during a battle. Surely this will be patched?

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Alandave39

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Edited By Alandave39

Sucker punch !

You made one hell of a awesome game!

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THEBIGWORM420

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Only an 8 for me. Its good, and would probably be a 9 for me if there was a targeting system and you didn't have to manually control the camera to keep it out of the way while you're fighting. Like I really don't understand the lack of a targeting system. Like what is the point of having different stances if you cant focus that enemy type in battle. Id prefer to switch to spear type, then kill all the spear people, then switch to diff type, etc. Not switch every time the game decides to auto refocus to a different enemy. And not to mention the mission where hostages are about to be executed and you cant even focus the mongol that's about to kill them.

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Kintaro_Oe_25

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Edited By Kintaro_Oe_25

@thebigworm420:Maybe the game gets harder later (only 7-8 hours in) but I haven't struggled with the camera or environment obstructing my view.

My opinion is probably in the minority, but I prefer it, gives the combat a unique feel and forces me to stay more engaged.

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johnrare

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forgot one more bad: cant skip cutscene

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jtsice

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While I wouldn't say it is a 10 Ghost of Tsushima is not a 7. He does have good points in his review but he keeps referring to Samurai movies and it seems judging that for the game to be good it has to be identical to them. While they should be a good idea of what the game may be like it's a separate medium and shouldn't be equated on a near 1:1 scale. Would it be nice if it was almost identical to a actual Samurai movie? Sure. But each needs to be judged on it's own merits and it seems (IMO) it affected the score. Of course everyone is entitled to their own thoughts.

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blkgsr

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Man I haven’t commented on a review in awhile but this one kinda made me mad. Its not a perfect game but i would rate it 8.5/9 I love the fill of the swordplay and have been playing it everyday since i picked it up, even taking out the last of us 2 and haven’t put it back in. And man the game can be very beautiful at times plus there’s plenty of upgrades and play style options. Anyone turned off by this review give the game a chance im sure most will like it.

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morness

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I have noticed in the past couple years, GameSpot has been unusually harsh in many of their reviews. This is no exception. This game is clearly a masterpiece. I'm a game developer (programmer) and have been making games for over 20 years -- no connection with Sucker Punch. This game is a very welcome and refreshing alternative to the Assassin's Creed games. The combat and pacing is exceptional, visuals and cinematography stunning. While some reviews make fun of the stealth, it seemed to work quite well. This game is a minimum 9/10.

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morness

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@morness: Once I entered act 3, the game got too easy. I was so powerful, there was no more sense of danger. I've only been playing on hard.

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MUAHAHA_21

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I can't believe you only gave this game a 7... what does a 10 even look like in your world?

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Kintaro_Oe_25

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@MUAHAHA_21: The average user scores on the major sites speak for themselves. This game is very good, a 7 is an outlier. Hopefully people don't see it and pass because they are missing out.

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DEVILTAZ35

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@MUAHAHA_21: Not this over-hyped nonsense obviously.

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off3nc3

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@deviltaz35: You never played it so you have no voice dude.

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