Ghost Of Tsushima Gameplay: Everything You Need To Know

Ghost Of Tsushima Gameplay

Ghost Of Tsushima Gameplay, The open-world adventure looks as deep as it is beautiful, using the history of feudal Japan for inspiration and looks set to be one of the last big blockbusters for PS4 before the PS5 muscles its way into the limelight at the end of the year.

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Ghost Of Tsushima Gameplay, To tell a good samurai story, you first need a good samurai. Protagonist Jin Sakai is one of the last line of defences against the Mongol hordes that are invading Tsushima – but fortunately, he’s got katana skills befitting a one-man army.

Of course, Jin can’t possibly fight off the Mongol army on his own. He has to gather allies – like Masako, the skilled archer who features prominently in the gameplay debut. Her allegiance with Jin goes south when he protects the monk that she wants revenge on, resulting in a duel even as the enemy forces approach. Clearly, recruiting the people of Tsushima to fight by your side won’t be easy – but it’s ultimately necessary.

To help you reach better ambushing spots, Jin has a grappling hook to quickly scale structures. He can even throw it out mid-jump, much like Nathan Drake’s acrobatic grappling in Uncharted 4. If you were in any doubt that Sucker Punch is gifted at created immersive worlds that are full of color, you should check out some of the concept art it released for Ghost of Tsushima.

Sucker Punch’s new game moves away from the industrial cities of the inFamous series in favour of Feudal Japan. It’s the year 1274, and you’re on the titular island of Tsushima, Japan. And as you can see from the gameplay trailer up top, it’s rather stunning.

You play as one of the last surviving samurai warriors, and 1274 just happens to be the year the Mongol Empire invades the island of Tsushima. So it’s time to get your samurai on and fight to protect your homeland.


Ghost Of Tsushima Gameplay

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[…] Sucker Punch wanted to “honor the lethality of the sword. … Ghost of Tsushima Combat Is Harder, stealth and combat. … held back in showing what kind of gameplay we can […]