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New Ghost of Tsushima details from the Official PlayStation Magazine (May 2020)

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News

Hey guys, as some of you may know that Ghost of Tsushima was featured in the Official PlayStation magazine. Apart from reinforcing the June 26 release date (fingers crossed!), the magazine also shared a few details. While we already know most of this information, it is good to get some reinforcement -- especially the no waypoint mechanic.

Here are the details for those who don't have access to the magazine (I have highlighted the important ones). Please avoid if you want to go completely blind. Enjoy!

________________________________________________________________________________________________

Ghost Of Tsushima steps into the light

 

You can take on Khaaaaaaan and his Mongol Horde from 26 June

 

Developed by Sucker Punch, already known for the slick-to-navigate open worlds it created for the Sly Raccoon and InFamous series, Ghost gives you the whole island of Tsushima to explore while you attempt to repel a brutal Mongol invasion, based on real-life events.

If you’re not a history buff, fear not: this is far from a dry lesson. Sucker Punch is dedicated to bringing the drama of an epic samurai movie to the game, with the team citing the likes of Akira Kurosawa as inspiration. Shigeru Umebayashi is on the team as a composer – if you don’t recognize his name, you may well know the scores for House Of Flying Daggers, Yumeji, and Fearless. He’s a master of Asian cinema soundtracks, and the game sounds great.

You play as Jin Sakai, trained in the way of the samurai and taught to fight with honor by his uncle Shimura, Lord of Tsushima. Jin’s beliefs are sorely tested when he fights on the island’s beaches, trying to repel the invading Mongol Empire fleet. After the initial attack, Tsushima’s forces are devastated, making him one of the last remaining samurai on the island (we know Shimura, at least, lives beyond the initial invasion). Narrowly escaping death, he realizes that to fight back against overwhelming odds might require him to use more than his samurai’s honourable skills. He must master the Way Of The Ghost, ninja-like skills that will enable him to take on a skilled enemy that heavily outnumbers him.

The mantle of The Ghost turns you into a vigilante-type figure, battling for the oppressed people of occupied Tsushima. Which, of course, puts you right at the top of the Mongols’ most-wanted list. Their forces are led by Khotun Khan, a fictional analog of Kublai Khan (who led the Mongols at the time of the real invasion and went on to become the first Yuan emperor of China). As Jin carries Tsushima’s last shred of hope, if the Khan and his forces can snuff him out, Tsushima will fully fall to despair.

 

ISLAND GETAWAY

 

Again nodding to realism, you explore the island’s lush environments without the help of waypoints, choosing where to explore next using landmarks and your knowledge of the world. Sucker Punch is no stranger to creating open worlds, but the fairly minimalist nature of the environments is a bit of a departure for the developer. Time in the story will pass as you explore, with titles telling you how much time it’s been since the invasion began.

Exploration might be pretty free and easy, but once you reach groups of enemies things become much more focused. Clashes are swift and decisive, whether you choose to tackle a situation head-on like a samurai or sneakily like a ghost. Quick iaijutsu strikes with your sheathed sword can spill enemy blood. Likewise, you can use a grappling hook to sneak through enemy camps unseen, dropping down to attack people or sneaking up on them from behind (even stabbing them through closed folding screens). Jin also has his gadgets: sticky bombs and fire arrows that can help him spread disarray through an enemy camp.

 

SETTLING THE SCORE

 

Just as the way the world unfolds depends on what you want to do, so does the story – to a point. As you wage your one-man war on the Mongols you ally with several characters, and how you decide to deal with situations can determine the strength of your bonds. Shimura’s none too impressed with your spectral approach. Makoto, an expert archer and just as handy with a sword, can be one of your best allies, helping to spread the legend that you’re a vengeful ghost, but if she disagrees with your actions you may end up crossing swords.

So far the plot looks tense and gripping, with some fantastic tech behind the cutscenes (we’ve been especially impressed with the blood splatter – Ghost is going to be a grimy game in the best of ways). As he’s torn between his upbringing as an honorable samurai and the guerilla warfare approach of the Way Of The Ghost, Jin’s experience is going to be reflected in more than different skill trees. A real conflict goes on inside his heart over the course of the game as he struggles with doing what is right for the people of his island, and what it means to be their protector.

 

SAMURAI BUT DIFFERENT

 

While playing as a samurai is hardly a new concept for a videogame, few have really captured the idea of what it meant to be one of the noble warriors beyond combat. By allowing you to follow your own plans and come up with angles of attack, in Ghost Of Tsushima the experience will feel a lot more legitimate than simply playing a character who has samurai fighting skills. Your journey across the island and your iterations, are just as much a part of being a samurai as the fighting. So far it’s looking like everyone’s journey is going to feel like their own, which is exactly what we want from a samurai game – and we don’t have to wait long for it.

 

Ghost Of Tsushima lands on PS4’s beaches 26 June. It’s almost here.

 

OTHER TIDBITS:

  • The Mongols aren’t just setting up camps, they’ve captured some castles.
  • Sucker Punch says its ethos was “mud, blood, and steel”. All three are stunningly rendered
  • A good old-fashioned stab from behind is only the tip of Jin’s array of Ghost skills, which can see him devastate a camp full of invaders singlehanded.
  • Beautiful green vistas (sadly occasionally on fire) make Tsushima easy to explore. You just want to see it all.

[automerge]1586705037[/automerge]

interessante la meccanica del tempo che passa.da capire se ha degli effetti sul gameplay oppure no.

così come l'esplorazione senza luoghi d'interesse segnalati :nerdsaw:

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Ospite Utente cancellato 113

Un gioco Jappo fatto da americani e' sempre un bel rischio :asd:

 

infatti nn è un gioco giappo ma un gioco con un setting giapponese.

se fosse per i giappi avremmo l'ennesimo titolo con spadoni,mostri,magie ed esagerazioni varie in quel contesto.

se abbiamo un gioco con ambientazione giapponese " verosimile " lo dobbiamo proprio ai nn giappi.

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infatti nn è un gioco giappo ma un gioco con un setting giapponese.

se fosse per i giappi avremmo l'ennesimo titolo con spadoni,mostri,magie ed esagerazioni varie in quel contesto.

se abbiamo un gioco con ambientazione giapponese " verosimile " lo dobbiamo proprio ai nn giappi.

 

Intendo che il setting deve essere coerente. Per fare un esempio stupido, uno shogun non e' un generale della Us army

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Intendo che il setting deve essere coerente. Per fare un esempio stupido, uno shogun non e' un generale della Us army

Hanno lavorato a braccetto con vari esperti e studiosi dell'epoca proprio per assicurare e mantenere una fedeltà storica, da quel punto di vista starei tranquillo.

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La cosa più importante è che, mi sembra di capire, esca il 26 giugno! :sisi:

Ci si mette la mano su fuoco?

No:sisi:

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New Ghost of Tsushima details from the Official PlayStation Magazine (May 2020)

renderTimingPixel.png

 

News

Hey guys, as some of you may know that Ghost of Tsushima was featured in the Official PlayStation magazine. Apart from reinforcing the June 26 release date (fingers crossed!), the magazine also shared a few details. While we already know most of this information, it is good to get some reinforcement -- especially the no waypoint mechanic.

Here are the details for those who don't have access to the magazine (I have highlighted the important ones). Please avoid if you want to go completely blind. Enjoy!

________________________________________________________________________________________________

Ghost Of Tsushima steps into the light

 

You can take on Khaaaaaaan and his Mongol Horde from 26 June

 

Developed by Sucker Punch, already known for the slick-to-navigate open worlds it created for the Sly Raccoon and InFamous series, Ghost gives you the whole island of Tsushima to explore while you attempt to repel a brutal Mongol invasion, based on real-life events.

If you’re not a history buff, fear not: this is far from a dry lesson. Sucker Punch is dedicated to bringing the drama of an epic samurai movie to the game, with the team citing the likes of Akira Kurosawa as inspiration. Shigeru Umebayashi is on the team as a composer – if you don’t recognize his name, you may well know the scores for House Of Flying Daggers, Yumeji, and Fearless. He’s a master of Asian cinema soundtracks, and the game sounds great.

You play as Jin Sakai, trained in the way of the samurai and taught to fight with honor by his uncle Shimura, Lord of Tsushima. Jin’s beliefs are sorely tested when he fights on the island’s beaches, trying to repel the invading Mongol Empire fleet. After the initial attack, Tsushima’s forces are devastated, making him one of the last remaining samurai on the island (we know Shimura, at least, lives beyond the initial invasion). Narrowly escaping death, he realizes that to fight back against overwhelming odds might require him to use more than his samurai’s honourable skills. He must master the Way Of The Ghost, ninja-like skills that will enable him to take on a skilled enemy that heavily outnumbers him.

The mantle of The Ghost turns you into a vigilante-type figure, battling for the oppressed people of occupied Tsushima. Which, of course, puts you right at the top of the Mongols’ most-wanted list. Their forces are led by Khotun Khan, a fictional analog of Kublai Khan (who led the Mongols at the time of the real invasion and went on to become the first Yuan emperor of China). As Jin carries Tsushima’s last shred of hope, if the Khan and his forces can snuff him out, Tsushima will fully fall to despair.

 

ISLAND GETAWAY

 

Again nodding to realism, you explore the island’s lush environments without the help of waypoints, choosing where to explore next using landmarks and your knowledge of the world. Sucker Punch is no stranger to creating open worlds, but the fairly minimalist nature of the environments is a bit of a departure for the developer. Time in the story will pass as you explore, with titles telling you how much time it’s been since the invasion began.

Exploration might be pretty free and easy, but once you reach groups of enemies things become much more focused. Clashes are swift and decisive, whether you choose to tackle a situation head-on like a samurai or sneakily like a ghost. Quick iaijutsu strikes with your sheathed sword can spill enemy blood. Likewise, you can use a grappling hook to sneak through enemy camps unseen, dropping down to attack people or sneaking up on them from behind (even stabbing them through closed folding screens). Jin also has his gadgets: sticky bombs and fire arrows that can help him spread disarray through an enemy camp.

 

SETTLING THE SCORE

 

Just as the way the world unfolds depends on what you want to do, so does the story – to a point. As you wage your one-man war on the Mongols you ally with several characters, and how you decide to deal with situations can determine the strength of your bonds. Shimura’s none too impressed with your spectral approach. Makoto, an expert archer and just as handy with a sword, can be one of your best allies, helping to spread the legend that you’re a vengeful ghost, but if she disagrees with your actions you may end up crossing swords.

So far the plot looks tense and gripping, with some fantastic tech behind the cutscenes (we’ve been especially impressed with the blood splatter – Ghost is going to be a grimy game in the best of ways). As he’s torn between his upbringing as an honorable samurai and the guerilla warfare approach of the Way Of The Ghost, Jin’s experience is going to be reflected in more than different skill trees. A real conflict goes on inside his heart over the course of the game as he struggles with doing what is right for the people of his island, and what it means to be their protector.

 

SAMURAI BUT DIFFERENT

 

While playing as a samurai is hardly a new concept for a videogame, few have really captured the idea of what it meant to be one of the noble warriors beyond combat. By allowing you to follow your own plans and come up with angles of attack, in Ghost Of Tsushima the experience will feel a lot more legitimate than simply playing a character who has samurai fighting skills. Your journey across the island and your iterations, are just as much a part of being a samurai as the fighting. So far it’s looking like everyone’s journey is going to feel like their own, which is exactly what we want from a samurai game – and we don’t have to wait long for it.

 

Ghost Of Tsushima lands on PS4’s beaches 26 June. It’s almost here.

 

OTHER TIDBITS:

  • The Mongols aren’t just setting up camps, they’ve captured some castles.
  • Sucker Punch says its ethos was “mud, blood, and steel”. All three are stunningly rendered
  • A good old-fashioned stab from behind is only the tip of Jin’s array of Ghost skills, which can see him devastate a camp full of invaders singlehanded.
  • Beautiful green vistas (sadly occasionally on fire) make Tsushima easy to explore. You just want to see it all.

[automerge]1586705037[/automerge]

interessante la meccanica del tempo che passa.da capire se ha degli effetti sul gameplay oppure no.

così come l'esplorazione senza luoghi d'interesse segnalati :nerdsaw:

Dicono che c'è un personaggio arciere molto importante che può essere un amico o un nemico in base al tempo e alle tue azioni .

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Dicono che c'è un personaggio arciere molto importante che può essere un amico o un nemico in base al tempo e alle tue azioni .

La vera sfida di Ghost è quella secondo me, prima del gameplay o della trama, dopo RDR2 l'asticella si è alzata in alcuni comparti, quindi deve cercare di offrire un Mondo di gioco credibile e dinamico fuso ad un interazione coi pg che risulti il meno banale e scontata possibile.

 

La vera grandezza di RDR2 si è vista in quello più che in altri aspetti.

 

Ora nessuno gli chiede o crede in quella qualità, ma manco un Mondo di gioco Ubisoft style, ovvero tutto ingessato dalla prima alla quarantesima ora.

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La vera sfida di Ghost è quella secondo me, prima del gameplay o della trama, dopo RDR2 l'asticella si è alzata in alcuni comparti, quindi deve cercare di offrire un Mondo di gioco credibile e dinamico fuso ad un interazione coi pg che risulti il meno banale e scontata possibile.

 

La vera grandezza di RDR2 si è vista in quello più che in altri aspetti.

 

Ora nessuno gli chiede o crede in quella qualità, ma manco un Mondo di gioco Ubisoft style, ovvero tutto ingessato dalla prima alla quarantesima ora.

 

ci sono tanti altri dettagli che dimostrano la volotà di essere credibili e coerenti.

 

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Samurai were the most respectable people in Japan, people bow to Jin as he passes by on foot or horseback, but samurai were also feared; some women and children will attempt to hide or flee at the sight of Jin, while others will attempt to attack in order to prove themselves, or take some of the valuable gear a samurai would typically carry. This all helps to make the world feel alive and immersive. Not sure how often these civilian interactions occur.

 

al contrario

 

You don't necessarily want to be seen in your ghost kit, as people may take you for an assassin and will sometime be hostile toward you. The game recommends you to be the ghost at night, but samurai at day. Some quests will only be handed out in your samurai gear, or only in your ghost gear, such as assassination requests. Double agent type of system and story to back it up.

 

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Samurai skill tree is fully unlocked from the start, while ghost requires you to complete tasks in order to unlock a specific branch, such as working with an alchemist in order to learn poison abilities, or to create potions with strong effects.

 

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Each outpost has a story behind it and a quest line, not just "take out these soldiers and you retake the village". Villages can be retaken by Mongols if you do not complete the quest line.

 

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You will be free to switch between samurai and ghost kits. Jin in full samurai armor won't be able to climb buildings (you can still jump, don't worry) or swim/dive, and would be fit more for a defensive, all out attack build. This can be balanced out however by mixing kits. You switch by going into any outpost / town, there you will also be able to sleep in order to pass the time, so if you prefer to tackle a mission at night as a ghost, or at day as a samurai, it's up to you. So for a more grounded approach, samurai is recommended.
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Ospite giopa_34

Insieme a Tlou2 e Cyberpunk è nella mia Top 3 2020....massimo hype

Spero che i Sucker punch riescano a fare il salto di qualità com'è successo ai Guerrilla con Horizon.

Infamous è un ottimo trilogia,ma da 8.

GoS mi aspetto sia una serie da 9 in su.

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da capire se nella missione mostrata nel primo gameplay lei nn ti sfida se puoi decidere di affidarle il monaco.
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Dicono pure che non ci sono waypoint

In che senso? Impossibile in un open world non dirti dove andare per fare una missione :asd: Cioè, si può fare eh ma fino a un certo punto. Forse ogni volta si parlerà di zona "x" in cui andare e poi quando entri parti l'evento o comunque un minimo di esplorazione e parte l'evento, ma è abbastanza stupido se mi dicono in un dialogo/filmato quel che è dove andare e pioi devo beccare in una mappa grossa il tizio "x" con cui parlare :asd:

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In che senso? Impossibile in un open world non dirti dove andare per fare una missione :asd: Cioè, si può fare eh ma fino a un certo punto. Forse ogni volta si parlerà di zona "x" in cui andare e poi quando entri parti l'evento o comunque un minimo di esplorazione e parte l'evento, ma è abbastanza stupido se mi dicono in un dialogo/filmato quel che è dove andare e pioi devo beccare in una mappa grossa il tizio "x" con cui parlare :asd:

Ghost Of Tsushima Has No Waypoints

Speaking in a developer diary posted on the PlayStation Blog, the game’s art director, Jason Connell, revealed that the studio wants players to have the freedom of choice, hence the decision to eschew waypoints.

 

We really want you to have that choice of ‘Hey, that cool bamboo forest over there, I really wanna check it out. I wanna head in that direction and see what it is.’ There’s no waypoint. There’s nothing that says ‘Go here and look at this bamboo forest.
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Ghost Of Tsushima Has No Waypoints

Speaking in a developer diary posted on the PlayStation Blog, the game’s art director, Jason Connell, revealed that the studio wants players to have the freedom of choice, hence the decision to eschew waypoints.

Non ne sono per niente entusiasta. Non è questione di scelta. Quando in un OW mi dicono "lì è la primaria" io vado comunque altrove :asd: Se non hanno predisposto il tutto per bene di stare ore a trovare il punto della missione quando vorrò fare una missione non sarà divertentissimo :asd:

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