Ghost Of Tsushima Review – Chaos In The Windy City

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.

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.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

Now Playing: Ghost Of Tsushima Review

Ghost Of Tsushima Review – Chaos In The Windy City

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.

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.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

No Caption Provided

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.

Now Playing: Ghost Of Tsushima Review

Here’s How Long It Takes To Beat Ghost Of Tsushima

We’re only a few days away from the release of Ghost of Tsushima, Sucker Punch’s anticipated PS4 exclusive. The open-world stealth-action game launches this Friday, July 17. Sucker Punch says it’s the studio’s biggest title to date, but how long does it take to beat?

Based on our playtime, it can take roughly 20 hours to complete Ghost of Tsushima if you’re focusing strictly on clearing the main storyline. Completists can tack a few more hours onto that runtime as the game also features a number of side missions and other activities to do, so it can take you upwards of 30 hours or more to finish the title if you’re dedicated to seeing all there is.

Of course, your mileage may vary, and your own personal playstyle will likely affect how long it takes you to beat the game. Protagonist Jin Sakai can face foes either head-on like an honorable samurai or become the “Ghost” and employ stealthier, more methodical tactics, which will naturally take you a bit longer to dispatch opponents. We’ll have a full combat breakdown and other guides up when the game launches to help you become a master samurai.

Although the game is not out for a few more days, Ghost of Tsushima’s review embargo has lifted, and critical opinions on it are already appearing online. GameSpot gave the title a 7/10 in our Ghost of Tsushima review and said, “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.”

While Ghost of Tsushima’s release may be nearing, there’s still some time to pre-order the game and snag a dynamic PS4 theme and other bonuses. You can learn more in our Ghost of Tsushima pre-order guide. Walmart will also have Ghost of Tsushima for $10 off on release day, but that deal will only be available in-store.

Now Playing: Ghost Of Tsushima – Official A Storm Is Coming Trailer

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PS4 Gets NBC’s Peacock Streaming Service App Next Week

Peacock, NBCUniversal’s new streaming service, will not be available on PS4 systems right at launch, but it is coming soon. The company announced today that a PS4 app will launch week of July 20. The service will be rolling out nationally on July 15.

One of the app’s biggest draws is the fact that the bulk of its content will be available for free–which means 7,500 hours of ad-supported programming that includes current seasons of TV shows, movies, news, and sports. At $5 a month, higher definition viewing options like 4K UHD will be available, plus access to the full run of certain series. At $10 a month, you get all of the previously mentioned and all ads are removed. You can read our further analysis on the upcoming app’s price tiers here.

Peacock content will draw primarily from the NBCUniversal library (Saturday Night Live, Law and Order, Parks and Recreation), and original content includes an upcoming Sam Esmail-produced reboot of Battlestar Galactica, a Queer As Folk reboot, a new TV series version of Will Forte’s Macgruber, an adaptation of Aldous Huxley’s 1932 sci-fi novel Brave New World, and a Saved By The Bell sequel series.

The Capture, an hourlong drama, is already among the Peacock series critics have been hailing as a must-see. (The first season aired on BBC One last September.) Written and directed by Ben Chanan, the popular show is “a conspiracy thriller” starring Holliday Grainger (Patrick Melrose), Callum Turner (Fantastic Beasts), Ron Perlman (Hellboy), and Famke Janssen (X-Men). The drama series is described as a look into the “troubling world of fake news and the extraordinary capabilities of the intelligence services.” The BBC announced in June that The Capture will be getting a second season. Check out a trailer for the first season, hitting Peacock on July 15, below.

Matt Bond, chairman of content distribution for NBC Universal said in the press release: “As we bring Peacock to our fans wherever they consume media, device partners like PlayStation are invaluable in giving people even more places to watch the programming they’ve come to enjoy… we look forward to Peacock being at the forefront of the PlayStation experience.”

Peacock has also been confirmed as coming to Vizio smart TVs, LG smart TVs, Google devices, and iOS. Microsoft announced in May that Peacock is coming to Xbox devices.

Dual Universe PvP Multiplayer Shows Off the MMO’s Impressive Scale

Dual Universe has always been one of those big space epic sci-fi MMO games that I’ve heard a lot about but never had real clarity on what it was exactly. A lot of that has to do with the fact that it’s still in closed testing without opportunities to play easily, but it’s also due to just how sprawling it all is.

In terms of explaining Dual Universe, it’s a bit like if you took the open-world sci-fi setting of EVE Online, mixed that with the crafting and building of No Man’s Sky and Space Engineers, and put it all inside of a massive, seamless, single-server MMO with a full-on sandbox structure. That’s a complex elevator pitch, but it seems pretty accurate from what I’ve seen. Players can do everything from exploring planets on foot to terraforming environments to create their own spacecraft, and even manipulating the entire galactic economy. On paper this is about as pure of a player-driven sandbox as I’ve seen yet.

Up until now, all footage and information about Dual Universe has mostly focused on the way the game is structured and what players can do in it together — but now developer Novaquark is revealing details on what players can do in it to each other, and I got to see the PvP in action and get answers to a few of my questions.

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Comprehending the scale of combat in Dual Universe is difficult since it’s not enough to just explain how space combat works or show what spaceships shooting lasers looks like. We’ve all seen that before, so the context here is key.

These aren’t ships that players grinded out money for to buy, or grinded out resources to craft from a menu. These ships, including the massive space stations and multi-person carriers, were all built from scratch by players. Entire cities — from the ground up — are built by players. And it’s all seamless.

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During the demo I saw some combat moments and highlights including massive freighters stationed by several people in real-time, as well as needing to physically get up and run through the ship to perform repairs. In a lot of ways, the collaborative starship crew is reminiscent of a pirate crew in Sea of Thieves, but (presumably) with a lot more variables.

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A lot of that sounds hyperbolic, so to keep things grounded just remember that the Open Beta period still hasn’t launched yet. This means it’s all still mostly theoretical in Closed Alpha since there are only around 20,000 players total at the moment. Whether or not this is all as seamless and smooth once more people are online remains to be seen.

Gameplay also looks a bit slow to me. After dogfighting in games like EVE: Valkyrie and Elite Dangerous, along with Star Wars Squadrons coming soon, the scream of a TIE Fighter, the quick banking around debris, and explosive weapons rocketing across space are what I think of. The PvP gameplay in Dual Universe, by comparison, feels unfinished – which, to be fair, it is.

Most ships seem to coast through space at a leisurely pace and don’t zip around very quickly. Intuitively this makes sense because, from a technical perspective, it’s likely extremely difficult to accommodate for all of that on a server designed to host so many people at the same time. But from a player perspective, it’s not as exciting to look at as many other space combat games.

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Due to how Dual Universe is structured as a true sandbox, though, PvP is more of a means to an end than an activity people are likely to participate in frequently. If someone has something you want or is hogging an area or resource you’d like access to, then launching an attack makes sense.

Or maybe they attacked you or your friends so the goal is payback. But there is significant risk associated with attacking another player. You don’t just respawn with all your gear back at a base somewhere. Every ship represents hours of work so there is a lot at stake.

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Similar to games like EVE Online, there is real potential here for enormous space battles with hundreds or maybe even thousands of players in one area engaged in huge fight — but it’s all organic. You don’t queue for PvP, it just happens in the world as a result of putting humans together. We naturally fight each other; it’s inevitable.

Novaquark isn’t talking about other forms of PvP yet, such as on-foot combat or ground-based vehicles, but once everything is on display it could make for something really special. Whether or not Dual Universe can deliver on its lofty promises remains to be seen, but you shouldn’t have to wait too much longer to get a taste since the Open Beta launches on August 27th, with a full launch planned for next year.

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David Jagneaux is a freelance writer for IGN. Talk RPGs with him on Twitter at @David_Jagneaux.

Marvel Launches ‘Marvel Made’ Platform With Exclusive High-End Collectibles

If you’re a Marvel collector of refined tastes, there’s a new website just for you. Today Marvel announced a new platform called Marvel Made, one aimed at offering high-end collectibles directly to fans.

Built through a collaboration with ReedPOP, Marvel Made will offer collectibles through a combination of timed exclusives, limited run items and flash sales. Think of it as Marvel’s answer to the Mondo Shop.

The Marvel Made website is now live, with the first exclusive item being the Marvel Made Skottie Young Premier Bundle. Spotlighting Young’s iconic art style (made famous by his various Marvel Babies covers), this set includes 15 enamel pins of various pint-sized Marvel heroes and villains and a hardcover notebook with facsimile sketch art pages. The first 1000 orders will also include an exclusive variant of Excalibur #1 featuring a new Young cover. You can get a closer look at this set in the slideshow gallery below:

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The Marvel Made Skottie Young Premier Bundle is priced at $199.99 plus tax and shipping. The set is limited to 2500 copies and will be available to purchase until August 7 (unless it sells out sooner). The Marvel Made site is also offering blind box sets for $30, which contain two random pins chosen from the 10-pin base set.

“Ever since we started the pin sets five years ago, it’s been so rewarding to see how excited fans get to see their Marvel Super Heroes come to life. I never expected these pins to take off like they did, and I’m floored each time they run out at a convention.” said Young in a statement. “As a comic book writer and artist, I love sharing my passion for comics anywhere I can, and I hope fans will feel the same when they get the chance to show off these new pins from Marvel Made!”

“Over the years, Marvel fans have gotten more and more excited to collect the high-end exclusive merchandise we offer at conventions, festivals, and other special events, and we’ve received more requests than ever from our diehard fans for more ways to celebrate the Marvel Universe,” said Mike Pasciullo, VP, Marvel Marketing & Communications. “Marvel Made is the next step in the evolution of our convention merchandise, which will expand that sense of community and deepen our relationship with fans – all while offering the same level of quality and exclusivity our fans know and love. We can’t wait to unveil the rest of these items in the coming months.”

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Will you be picking up one of these bundles? What types of collectibles do you hope to see offered on Marvel Made? Let us know in the comments below.

For more cool collectibles heading into Comic-Con@Home, check out an enormous Marvel Legends Sentinel figure, a truly inspired Jurassic Park toy and an epic mash-up between the Transformers universe and Top Gun.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

LEGO Nintendo Entertainment System Officially Revealed

LEGO has officially announced the LEGO Nintendo Entertainment System (NES), a replica of the 1985 classic console that also includes a buildable 1980’s retro TV that features an 8-bit Mario on a scrolling screen recreation of a Super Mario Bros. level.

This 2,646-piece LEGO Nintendo Entertainment System will be released on August 1, 2020, for $229.99 USD and also includes a controller with a connecting cable and plug, and even an opening slot for the Super Mario Bros. cartridge that has a locking feature to keep it in place in the LEGO console.

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The TV has a crank that can be used to scroll the screen to move the 8-bit Mario through the level. Furthermore, if the LEGO Mario from the LEGO Super Mario Starter Course is used on the TV, the iconic sounds and music will play as the on-screen Mario interacts with enemies, obstacles, and power-ups.

“Super Mario has been a cherished figure in the gaming world for over thirty years now,” said Maarten Simons, Creative Lead on LEGO Nintendo Entertainment System™, the LEGO Group. “Many adults still fondly remember that first time they saw Mario leap across the small screen, even if the graphics were a lot simpler than they are today. With the LEGO Nintendo Entertainment System, we’re letting them truly indulge in that nostalgia, recreating one of the most-loved consoles of all time so they can see the Super Mario from their childhoods once again – and even to share the experience of gaming in the 1980s with their own children.”

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For more on the LEGO Super Mario sets, be sure to check out our first impressions of these new sets that are great “once it clicks.”

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Puzzle & Dragons Gets A Devil May Cry Crossover Event

Popular mobile puzzle game Puzzle & Dragons is getting a fortnight-long crossover with Capcom’s Devil May Cry franchise, with the event live now and running until July 26. The crossover features DMC characters including Dante, Nero, Trish, Lady, and more, and they’ll help players navigate three all-new DMC-themed dungeons.

The crossover, similar to Puzzle & Dragon’s Monster Hunter crossover, will see DMC characters available from the Egg Machine, including five 6-star characters and five 5-star characters. All players who log in to the event will get a free pull from the DMC-themed Egg Machine, with additional pulls able to be earned by playing the Devil May Cry Challenge Dungeon. The other event-specific dungeons include the Special Dungeon with five difficulty levels and the 3-player Multiplayer Dungeon.

Some of DMC’s signature weapons will also be making an appearance, including Dante’s sword Rebellion and dual pistols Ebony and Ivory, which will be available as Assist Evolution weapons.

While it may not be the DMC and Bayonetta crossover we’ve always wanted, the event is still a chance for DMC fans to play with their favorite characters in between main games, since Devil May Cry 5 released early last year. You can download Puzzle & Dragons from the iOS App Store or the Google Play Store.

Now Playing: The History Of Devil May Cry

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Butts Are Back–Disney Plus Allows The World To See Hugh Jackman’s Buns With X-Men Movie

Disney used digital technology to cover up Daryl Hannah’s naked butt from the movie Splash for its Disney+ release, but the company isn’t totally against showing butts on the streaming service.

The X-Men movie Days of Future Past is now on Disney+ in the US, and it features Hugh Jackman’s butt just as it was meant to be seen. Jackman wrote on Instagram that he’s happy that Days of Future Past is not edited on Disney+. The actor also shared some choice photos from the movie, and a video of his naked scene with a smiley face covering up his derrière for the social media post.

Days of Future Past also includes one utterance of the word “f**k,” and it has not been edited on Disney+.

Jackman’s buddy, actor Ryan Reynolds, responded to his post by saying he’s excited for Deadpool to come to Disney+ without any edits. “It’s time children knew,” Reynolds said.

Disney has yet to make any announcements about bringing Deadpool to Disney+. Deadpool and its sequel are rated R, whereas Days of Future Past is rated PG-13. Disney+ has no R-rated movies, and the company had to censor a few of Hamilton’s F-bombs to avoid getting an R rating.

In news about things that are not butts, Disney+ has confirmed the release dates for more of its upcoming releases, including Solo: A Star Wars Story, Incredibles 2, and Beauty and the Beast.

Now Playing: Disney Plus: 9 Great ’80s Movies To Watch

Indie Dev Says Switch Sales Increased After Their Game Went To Xbox Game Pass

Death Squared, an indie co-op game that launched in 2017 and has had more success on Switch than on other systems, has gone on sale on the Switch Eshop several times since launch. In a new report by Nintendo Life, SMG Studios CEO Ashley Ringrose has discussed how discounts have impacted the games sales, and has drawn an unexpected correlation between the game’s availability on another system and its sales on Switch.

As you might expect, the game’s biggest sales came when the price was discounted by 90%, but big discounts weren’t the only sales driver. The game joined Xbox Game Pass in February 2020, and Ringrose attributes this with a rise in Switch sales.

Ringrose says that they’ve seen a slight increase since the game went to Xbox’s service, which he think is because, while not everyone has an Xbox, “many people have a friend who does,” and have likely discovered it while gaming with them. “You get more coverage and mentions organically now as more people have access to the game,” he says.

Death Squared is far from the only game to see an increase in sales thanks to Game Pass. Descenders, a mountain bike game, saw a huge spike in sales after going to Xbox Game Pass, which has continued ever since–and as such, the game will remain on the service for a long time.

The full article at Nintendo Life is full of great insight from Ringrose. The game has sold over 150,000 copies on Switch, and close to 300,000 overall; Ringrose says that the game will be made free if they reach 250,000 sales on Nintendo’s platform.

Earlier this year, SMG Studios released Moving Out for Switch, PS4, Xbox One, and PC. It’s also available on Xbox Game Pass.

Now Playing: Death Squared – Nintendo Switch Streaming Trailer

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