Ah, the exaggerated resolve of a Japanese Samurai
As I blazed through the beautiful environments of 2019’s Ghost of Tsushima on PS4, I completely began to understand why it all felt so familiar.
Certainly, there is no doubt that the biggest influence on the game might be the Assassin’s Creed franchise, with the well-crafted levels that challenge stealth problem solving.
As well as the more open and flowing combat system.
A combat system that might not be as easy, as say, the Batman Arkham or Assassin’s Creed games, with more challenge and timing emphasized.
Perhaps it could also be heavily compared to the Grand Theft Auto or Red Dead Redemption games, with their ambitious open-world environments, horseback riding vistas, and variety of side-quests.
Of course, another comparison to Ghost of Tsushima one could make is also having similar aesthetics, movement, and combat controls to Sekiro: Shadows Die Twice, another challenging Samurai-themed action-adventure game, but from the developer From Software.
Suckerpunch Production’s Ghost of Tsushima though, for some odd reason, does not really remind me much of these other games though; not nearly as much as it reminds me of The Legend of Zelda: Breath of the Wild.
2017’s Zelda Breath of the Wild did something; it set and environmental standard for video games that we are seeing quickly influencing the feel and detail of environments in other video games.
In many ways, I see Ghost of Tsushima as the Playstation’s answer to Nintendo’s Breath of the Wild.
Or at the very least, the inspiration and influence that Breath of the Wild has given to other developers has led to further refinements and additions to what I would call a “new standard” in open worlds.
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