Ghost of Tsushima may have been near-flawless, but an area of its design needs improvement in Ghost of Yotei and Sucker Punch has a trump card.
Details on the reference gathering trips that helped bring the studio's fictional depiction of Ezo to life.
I don't understand where this is coming from, they act like they failed in that department with the first game and that it was a massive issue for them when it reality they did so well on it a lot of Japanese devs praised it.
Are they scared western journalists are going to do the same thing they did for the first game where they don't outright say it but they give off the impression there's some sort of racist undertones with a game set in Japan being made by Western developers.
Well, you don't get a sea of pink sakura petals as shown in the thumbnail above.
I've literally been stood in an avenue of blossoming trees this week and, while you do get petals on the floor, it doesn't look like that. That thumbnail looks like someone spilled several cans of pink paint all over the floor.
I also took multiple photos.
Ghost of Yotei’s non-linear revenge tale risks feeling fragmented, but there are some options out there to give Atsu’s journey the weight it needs.
Since Ghost of Yotei seems to feature a time jump into its story, it could increase immersion by letting players experience that time jump firsthand.
The article raises a good point in that human settlements were really unimportant in the first game you did some trading and gear enhancement stuff here and occasionally triggered a side quests or main story line but it could absolutely be further enhanced. Navigating them was also a bit of a chore.
In the first game you were a lord and everyone approached you as such for the first half of the game until things change and I felt largely disconnected from the general population as a result in not sure how yotei is approaching this but I would like to see more of a rdr2 style system of random encounters being brought into the game to give more life to its cities.
There was random encounters in the game sure but they were largely limited in scope think rdr1 style wagon break down ambush scenes there was no large story chunks that could randomly appear and I think that really helps the games have extra depth in open worlds like in rdr2 which I call a gold standard of world building.
I don't think a time jump was needed in that regard. Even if they continued on from the original game and set most of the game on main land Japan I'm pretty sure if the story was crafted a certain way we'd have been able to visit some main land cities which obviously would have been a lot bigger than anything found on Tsushima.
I dont see a generational jump graphics wise, looks like a ps4 pro game.