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{{short description|2020 |
{{short description|2020 video game}} | ||
{{good article}} | |||
{{Use American English|date=December 2019}} | {{Use American English|date=December 2019}} | ||
{{Use mdy dates|date= |
{{Use mdy dates|date=July 2022}} | ||
{{Infobox video game | {{Infobox video game | ||
| title |
| title = Ghost of Tsushima | ||
| image |
| image = Ghost of Tsushima.jpg | ||
| developer |
| developer = ]{{efn|Additional work by ].<ref name="usginterview"/> ''Director's Cut'' for Windows developed by ].<ref name="Nixxes"/>}} | ||
| publisher |
| publisher = ] | ||
| director |
| director = {{ubl|Nate Fox|Jason Connell}} | ||
| producer |
| producer = Brian Fleming | ||
| designer |
| designer = | ||
| programmer = | | programmer = Chris Zimmerman | ||
| artist |
| artist = Jason Connell | ||
| writer |
| writer = {{ubl|Ian Ryan|Liz Albl|Patrick Downs|Jordan Lemos}} | ||
| composer |
| composer = {{ubl|]|]}} | ||
| series |
| series = | ||
| platforms |
| platforms = {{ubl|]|]|]}} | ||
| released |
| released = {{ubl|'''PlayStation 4'''|July 17, 2020|'''PlayStation 5'''|August 20, 2021|'''Windows'''|May 16, 2024}} | ||
| genre |
| genre = ] | ||
| modes |
| modes = ], ] | ||
}} | }} | ||
'''''Ghost of Tsushima''''' is |
'''''Ghost of Tsushima''''' is a 2020 ] developed by ] and published by ]. The player controls Jin Sakai, a ] on a quest to protect ] during the ]. Jin must choose between following the warrior code to fight honorably, or by using practical but dishonorable methods of repelling the Mongols with minimal casualties. The game features a large ] which can be explored either on foot or on horseback. When facing enemies, the player can choose to engage in a direct confrontation using Jin's ] or to use ] tactics to assassinate opponents. A ] mode titled ''Ghost of Tsushima: Legends'' was released in October 2020 and made available separately in September 2021. | ||
Sucker Punch began developing the game after the release of '']'' in 2014, as the studio wanted to move on from the '']'' franchise to create a game with a heavy emphasis on melee combat. The studio collaborated with ] and visited Tsushima Island twice to ensure that the game was as culturally and historically authentic as possible. The team was heavily inspired by ], particularly films directed by ], as well as the comic book series '']''. The game's landscape and minimalistic art style were influenced by '']'', and locations in the game were designed to be "the perfect photographer's dream". While the in-game landmass is similar in shape to Tsushima Island, the team did not intend to create a one-to-one recreation. ] and ] composed the game's soundtrack. | |||
''Ghost of Tsushima'' was released for the ] in July 2020, and an expanded version for PlayStation 4 and ], subtitled ''Director's Cut'' and featuring the ''Iki Island'' expansion, was released in August 2021. A ] version of ''Director's Cut'', developed by ], was released in May 2024. The game received positive reviews from critics, who praised the melee combat, story, characters, performances, and music, though it received some criticism for its implementations of stealth gameplay and open world structure. It had sold over 13 million units by September 2024. It was nominated for several year-end awards, including ] at ] and the ]. A sequel, '']'', is scheduled to release in 2025, and a film adaptation is in development. | |||
== Gameplay == | == Gameplay == | ||
] | ] of ] on horseback.]] | ||
''Ghost of Tsushima'' is an ] ] played from a ]. Featuring a large open world, there are no waypoints and can be explored without guidance.<ref name="waypoint">{{cite web|url=https://www.usgamer.net/articles/ghost-of-tsushima-dev-promises-theres-no-waypoint-to-follow|title=Ghost of Tsushima Dev Promises "There's No Waypoint" To Follow|first=Mike|last=Williams|work=]|date=October 30, 2017|accessdate=June 12, 2018|url-status=live|archiveurl=https://web.archive.org/web/20171230065430/http://www.usgamer.net/articles/ghost-of-tsushima-dev-promises-theres-no-waypoint-to-follow|archivedate=December 30, 2017|df=}}</ref> Players can travel to different parts of the world on horseback. An item that acts as a ] is available to access difficult to reach areas.<ref name="GamesRadar everything">{{cite web|url=https://www.gamesradar.com/ghost-of-tsushima-release-date-trailer-gameplay-news/|title=Ghost of Tsushima trailer, gameplay details, story, and everything we know so far|first=Sam|last=Loveridge|work=]|date=June 12, 2018|accessdate=June 12, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180111013455/http://www.gamesradar.com/ghost-of-tsushima-release-date-trailer-gameplay-news/|archivedate=January 11, 2018|df=}}</ref> The game features ]s and ]s with which the player can interact.<ref name="PSBlog">{{cite web|url=https://blog.us.playstation.com/2018/06/11/mud-blood-and-steel-ghost-of-tsushima-gameplay-debut/|title=Mud, Blood, and Steel: Ghost of Tsushima Gameplay Debut|first=Brian|last=Fleming|work=PlayStation Blog|date=June 12, 2018|accessdate=June 12, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180613012509/https://blog.us.playstation.com/2018/06/11/mud-blood-and-steel-ghost-of-tsushima-gameplay-debut/|archivedate=June 13, 2018|df=}}</ref> | |||
''Ghost of Tsushima'' is an ] played from a ]. The player has a variety of gameplay options to reach objectives they are given. They can engage in a "standoff", a direct confrontation with enemies using their ], which can result in a series of fatal strikes against a number of different enemies.<ref>{{cite magazine|url=http://www.egmnow.com/articles/news/ghost-of-tsushima-demo-shows-japanese-adventures-first-live-gameplay/|title=Ghost of Tsushima demo shows Japanese adventure's first live gameplay|first=Nick|last=Plessas|magazine=]|date=June 11, 2018|access-date=June 12, 2018|url-status=dead|archive-url=https://web.archive.org/web/20180612151611/http://www.egmnow.com/articles/news/ghost-of-tsushima-demo-shows-japanese-adventures-first-live-gameplay/|archive-date=June 12, 2018}}</ref> In combat, Jin can use different fighting stances to defeat specific types of enemies: "stone stance" for hostile swordsmen; "water stance" for shielded enemies; "wind stance" for spearmen; and "moon stance" for brutes.<ref>{{cite web|url=https://www.polygon.com/ghost-of-tsushima-guide/21311843/stances-how-to-unlock-upgrade-technique-points|title=Ghost of Tsushima stance guide|first=Jeff|last=Ramos|work=]|date=July 16, 2020|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080310/https://www.polygon.com/ghost-of-tsushima-guide/21311843/stances-how-to-unlock-upgrade-technique-points|url-status=live}}</ref> Eventually the player unlocks "ghost stance", which makes Jin invincible and allows him to kill enemies with a single hit for a limited period of time. To activate ghost stance, players must kill a number of enemies without taking any damage or assassinate a Mongol leader.<ref>{{cite web|url=https://kotaku.com/heres-the-deal-with-ghost-of-tsushimas-final-stance-1844500072|title=Here's The Deal With Ghost Of Tsushima's Final Stance|first=Ari|last=Noctis|work=]|date=July 24, 2020|access-date=July 2, 2022|archive-date=July 26, 2022|archive-url=https://web.archive.org/web/20220726063008/https://kotaku.com/heres-the-deal-with-ghost-of-tsushimas-final-stance-1844500072|url-status=live}}</ref> The player needs to stagger enemies or land a successful ] to break their defense before attacking to deplete their ].<ref>{{cite web|url=https://www.redbull.com/gb-en/ghost-of-tsushima-combat-tips-guide|title=How to master combat in Ghost of Tsushima|first=Stacey|last=Hanley|work=]|date=July 30, 2022|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080307/https://www.redbull.com/gb-en/ghost-of-tsushima-combat-tips-guide|url-status=live}}</ref> The player has access to bows, which can fire multiple types of arrows. At certain points in the game, Jin must ] against ]s (NPCs) who act as ] with unique offensive tactics and attack animations.<ref>{{cite web|url=https://www.redbull.com/in-en/ghost-of-tsushima-boss-battle-tips-guide|title=Ghost of Tsushima Boss Guide: How to defeat every boss in the game|first=Stacey|last=Henley|work=]|date=September 4, 2020|access-date=July 2, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101750/https://www.redbull.com/in-en/ghost-of-tsushima-boss-battle-tips-guide|url-status=live}}</ref> The game's highest difficulty is a more realistic mode in which the player and enemies do large amounts of damage to each other, with all non-boss fights ending in one or two successful attacks.<ref>{{Cite web|last1=Notis|first1=Ari|last2=Hall|first2=Alexandra|date=August 4, 2020|title=Just How Lethal Is Ghost Of Tsushima's 'Lethal' Difficulty?|url=https://kotaku.com/just-how-lethal-is-ghost-of-tsushima-s-lethal-difficult-1844611165|url-status=live|archive-url=https://web.archive.org/web/20210415214021/https://kotaku.com/just-how-lethal-is-ghost-of-tsushima-s-lethal-difficult-1844611165|archive-date=April 15, 2021|access-date=November 15, 2021|website=]}}</ref> | |||
Players can engage in direct confrontation with enemies using weapons such as a ],<ref>{{cite web|url=http://www.egmnow.com/articles/news/ghost-of-tsushima-demo-shows-japanese-adventures-first-live-gameplay/|title=Ghost of Tsushima demo shows Japanese adventure’s first live gameplay|first=Nick|last=Plessas|work=]|date=June 11, 2018|accessdate=June 12, 2018|url-status=dead|archiveurl=https://web.archive.org/web/20180612151611/http://www.egmnow.com/articles/news/ghost-of-tsushima-demo-shows-japanese-adventures-first-live-gameplay/|archivedate=June 12, 2018|df=}}</ref> which can also be used to chain up a series of fatal strikes after highlighting specific enemies. Alternatively, using ] allows to evade enemies and strike them silently with tools such as firecrackers to create distractions, smoke bombs to disorient alerted foes, and ] for striking multiple enemies.<ref>{{cite web|url=https://www.eurogamer.net/articles/2018-06-12-stealth-and-precision-violence-combine-beautifully-in-ghost-of-tsushima|title=Stealth and precision violence combine beautifully in Ghost of Tsushima|first=Christian|last=Donlan|work=]|date=June 12, 2018|accessdate=June 12, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180612235346/https://www.eurogamer.net/articles/2018-06-12-stealth-and-precision-violence-combine-beautifully-in-ghost-of-tsushima|archivedate=June 12, 2018|df=}}</ref> One-versus-one ] with ]s is optional.<ref name="PSBlog"/> | |||
Alternatively, using ] allows the player to evade enemies and strike them silently. As the player progresses in the game they can unlock chained assassination, which allows Jin to strike several enemies consecutively. To this end, Jin has a large arsenal of ghost weapons. These include ]s and ] bells to create distractions, ]s to disorient alerted foes, ] for striking multiple enemies, and explosives to kill groups of enemies.<ref>{{cite web|url=https://www.eurogamer.net/articles/2018-06-12-stealth-and-precision-violence-combine-beautifully-in-ghost-of-tsushima|title=Stealth and precision violence combine beautifully in Ghost of Tsushima|first=Christian|last=Donlan|work=]|date=June 12, 2018|access-date=June 12, 2018|url-status=live|archive-url=https://web.archive.org/web/20180612235346/https://www.eurogamer.net/articles/2018-06-12-stealth-and-precision-violence-combine-beautifully-in-ghost-of-tsushima|archive-date=June 12, 2018}}</ref> Players will eventually unlock a ] that allows them to shoot poison darts and causes victims to hallucinate and attack their peers.<ref>{{cite web|url=https://www.redbull.com/gb-en/ghost-of-tsushima-stealth-gadgets-weapons-guide|title=Ghost Of Tsushima: Everything you need to know about Stealth and Gadgets|first=Stacey|last=Henley|work=]|date=July 30, 2020|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080311/https://www.redbull.com/gb-en/ghost-of-tsushima-stealth-gadgets-weapons-guide|url-status=live}}</ref> When the player restores Jin's health or uses special combat techniques, they deplete their "resolve", which is gained by performing feats of finesse such as assassinating or parrying an enemy.<ref>{{cite web|url=https://www.shacknews.com/article/119243/how-to-increase-resolve-ghost-of-tsushima|title=How to increase Resolve - Ghost of Tsushima|first=Josh|last=Hawkins|work=]|date=July 16, 2020|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080305/https://www.shacknews.com/article/119243/how-to-increase-resolve-ghost-of-tsushima|url-status=live}}</ref> | |||
A multiplayer mode titled ''Legends'' is set to be released in late 2020. Players can complete story missions based on ] with another player. A horde mode, in which players fight waves of enemies, will also be available for a group of four players. A ] is set to be added post-''Legends'' launch.<ref>{{cite web|url=https://www.theverge.com/2020/8/17/21371957/ghost-of-tsushima-legends-co-op-mode-free|title=Ghost of Tsushima adding new co-op mode, Legends, this fall|first=Megan|last=Farokhmanesh|work=]|date=August 17, 2020|accessdate=August 17, 2020}}</ref> <ref>{{Cite web|date=2020-08-17|title=Ghost of Tsushima: Legends coming to PS4 Fall 2020|url=https://blog.playstation.com/2020/08/17/ghost-of-tsushima-legends-coming-to-ps4-fall-2020/|access-date=2020-08-18|website=PlayStation.Blog|language=en-US}}</ref> | |||
{{-}} | |||
The game features a large ] which can be explored with or without guidance based on wind direction.<ref name="waypoint">{{cite web|url=https://www.usgamer.net/articles/ghost-of-tsushima-dev-promises-theres-no-waypoint-to-follow|title=Ghost of Tsushima Dev Promises "There's No Waypoint" To Follow|first=Mike|last=Williams|work=]|date=October 30, 2017|access-date=June 12, 2018|url-status=live|archive-url=https://web.archive.org/web/20171230065430/http://www.usgamer.net/articles/ghost-of-tsushima-dev-promises-theres-no-waypoint-to-follow|archive-date=December 30, 2017}}</ref> The three islands of ] are unlocked gradually as the player progresses. The island of Izuhara is unlocked first, followed by Totoyama and Kamiagata.<ref name="three act">{{cite web|url=https://www.eurogamer.net/ghost-of-tsushima-how-long-length-7037|title=Ghost Of Tsushima length: How long is Ghost of Tsushima, and how many acts are there?|first=Chris|last=Tapsell|work=]|date=August 19, 2021|access-date=July 26, 2022}}</ref> Access to Iki Island is granted to those who purchased the DLC after entering Izuhara. Players travel to different parts of Tsushima on horseback and can use an item that acts as a ] to access difficult-to-reach areas.<ref name="GamesRadar everything">{{cite web|url=https://www.gamesradar.com/ghost-of-tsushima-release-date-trailer-gameplay-news/|title=Ghost of Tsushima trailer, gameplay details, story, and everything we know so far|first=Sam|last=Loveridge|work=]|date=June 12, 2018|access-date=June 12, 2018|url-status=live|archive-url=https://web.archive.org/web/20180111013455/http://www.gamesradar.com/ghost-of-tsushima-release-date-trailer-gameplay-news/|archive-date=January 11, 2018}}</ref> As the player explores the world, yellow birds will guide Jin to locations of interest. These include ] which increase Jin's maximum health, "Bamboo Strikes" which increase Jin's maximum resolve upon completion, "Pillars of Honor" which contain additional cosmetic designs for Jin's weapons, and locations in which Jin will meditate and compose ].{{efn|'']'' in the Japanese version<ref>{{cite web |url=https://dengekionline.com/articles/45460/ |title=『Ghost of Tsushima』は過去に例を見ない仕事に!? SIEローカライズインタビュー後編 |language=ja |trans-title="Ghost of Tsushima" is an unprecedented job !? SIE Localized Interview Part 2 |work=Dengeki Online |date=August 13, 2020 |access-date=July 28, 2022 |archive-url=https://web.archive.org/web/20200817071319/https://dengekionline.com/articles/45460/ |archive-date=August 17, 2020 |url-status=live }}</ref>}} By following ]s and completing a ] challenge, the player will find ]s and unlock charms that grant the player passive perks such as decreasing damage taken, reducing enemy detection speed, and increasing how much health is recovered when healing.<ref>{{cite web|url=https://www.pushsquare.com/guides/ghost-of-tsushima-guide-tips-tricks-and-all-you-need-to-know|title=Ghost of Tsushima Guide: Tips, Tricks, and All You Need to Know|first=Robert|last=Ramsay|work=]|date=August 24, 2021|accessdate=October 20, 2022}}</ref><ref>{{Cite web|last=Billcliffe|first=James|date=August 20, 2021|title=Ghost of Tsushima Best Charms - where to find the best major and minor charms|url=https://www.vg247.com/ghost-tsushima-best-charms-find-best-major-minor-charms|url-status=live|archive-url=https://web.archive.org/web/20211102210034/https://www.vg247.com/ghost-tsushima-best-charms-find-best-major-minor-charms|archive-date=November 2, 2021|access-date=November 15, 2021|website=]}}</ref> Foxes will also lead Jin to ]s, which increase the number of charms Jin can equip.<ref>{{cite web|url=https://www.polygon.com/ghost-of-tsushima-guide/21319089/hot-spring-inari-shrine-lighthouse-bamboo-strike-haiku-shinto-honor|title=Ghost of Tsushima guide: Map exploration locations and rewards|first=Ryan|last=Gillian|work=]|date=July 16, 2020|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080319/https://www.polygon.com/ghost-of-tsushima-guide/21319089/hot-spring-inari-shrine-lighthouse-bamboo-strike-haiku-shinto-honor|url-status=live}}</ref> | |||
== Synopsis == | |||
=== Setting === | |||
The game is set on ] in the ]. It features diverse regions, such as countrysides, fields, ]s, forests, villages, farms, mountainscapes, and various landmarks. Players encounter numerous characters, friends, and unlikely allies while adventuring.<ref name="ghost-ps">{{cite web|url=https://www.playstation.com/en-us/games/ghost-of-tsushima-ps4/ |title=Ghost of Tsushima Game|publisher=] |date=1 December 2019 |accessdate=20 January 2020|url-status=live |archiveurl=https://web.archive.org/web/20200110020707/https://www.playstation.com/en-us/games/ghost-of-tsushima-ps4/ |archivedate=10 January 2020|df=}}</ref> | |||
The game features ]s and NPCs with whom the player can interact.<ref name="PSBlog">{{cite web|url=https://blog.us.playstation.com/2018/06/11/mud-blood-and-steel-ghost-of-tsushima-gameplay-debut/|title=Mud, Blood, and Steel: Ghost of Tsushima Gameplay Debut|first=Brian|last=Fleming|work=PlayStation Blog|date=June 12, 2018|access-date=June 12, 2018|url-status=live|archive-url=https://web.archive.org/web/20180613012509/https://blog.us.playstation.com/2018/06/11/mud-blood-and-steel-ghost-of-tsushima-gameplay-debut/|archive-date=June 13, 2018}}</ref> Players can also liberate Mongol-controlled villages and camps by eliminating all the enemies stationed in the area. Combat stances are unlocked after Jin observes or kills Mongol leaders.<ref>{{cite web|url=https://www.polygon.com/ghost-of-tsushima-guide/21332769/izuhara-liberation-map-locations-master-liberator-trophy|title=Ghost of Tsushima guide: Izuhara liberation locations and maps|first=Jeff|last=Ramos|work=]|date=July 24, 2022|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080305/https://www.polygon.com/ghost-of-tsushima-guide/21332769/izuhara-liberation-map-locations-master-liberator-trophy|url-status=live}}</ref> Completing side quests or helping NPCs grants players minor charms<ref>{{cite web |last=Billciffe |first=James |date=August 20, 2021 |title=Ghost of Tsushima Best Charms - where to find the best major and minor charms |url=https://www.vg247.com/ghost-tsushima-best-charms-find-best-major-minor-charms |url-status=live |archive-url=https://web.archive.org/web/20220106045532/https://www.vg247.com/ghost-tsushima-best-charms-find-best-major-minor-charms |archive-date=January 6, 2022 |access-date=July 2, 2022 |work=]}}</ref> and gifts which can be collected at altars.<ref>{{cite web|url=https://screenrant.com/get-gifts-guide-ghost-tsushima/|title=How to Get Gifts in Ghost of Tsushima|first=Sky|last=Flores|work=Screen Rant|date=July 29, 2020|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080149/https://screenrant.com/get-gifts-guide-ghost-tsushima/|url-status=live}}</ref> In particular, completing "Mythic Tale" side quests will unlock unique armors and special combat techniques.<ref>{{cite web|url=https://www.eurogamer.net/ghost-of-tsushima-mythic-tales-quests-locations-musicians-7037#section-1|title=Ghost of Tsushima - Mythic Tales locations: Where to find all musicians and get Mythic armour rewards|first=Chris|last=Tapsell|work=]|date=August 21, 2022|access-date=July 2, 2022|archive-date=July 2, 2022|archive-url=https://web.archive.org/web/20220702080149/https://www.eurogamer.net/ghost-of-tsushima-mythic-tales-quests-locations-musicians-7037#section-1|url-status=live}}</ref> Each armor set has different properties that provide various benefits during combat. Most sets of armor and clothing can be upgraded by collecting materials found in the game's world. Jin's appearance can also be further customized with masks, helmets and headbands.<ref>{{cite web|url=https://www.pushsquare.com/guides/ghost-of-tsushima-best-armor-and-all-armor-sets-you-can-unlock|title=Ghost of Tsushima: Best Armor and All Armor Sets You Can Unlock|first=Robert|last=Ramsay|work=]|date=September 22, 2021|access-date=July 2, 2022|archive-date=June 14, 2022|archive-url=https://web.archive.org/web/20220614155438/https://www.pushsquare.com/guides/ghost-of-tsushima-best-armor-and-all-armor-sets-you-can-unlock|url-status=live}}</ref> | |||
===Multiplayer=== | |||
A ] mode titled ''Ghost of Tsushima: Legends'' was released in late 2020. Players can access this mode from the menu or by reaching the NPC Gyozen the Storyteller in the ] campaign, which will transport the player to ''Legends'' multiplayer lobby. Unlike the single-player campaign, ''Legends'' is based on ], featuring otherworldly realms and supernatural enemies. ''Legends'' features four classes: The samurai is the group's ] character who can deal and sustain a large amount of damage, the hunter is the group's sniper who specializes at using ranged weapons such as bows and arrows, the ] has the ability to summon dogs to aid combat and revives the group, and the assassin can deal a massive amount of damage with one attack and has the "Shadow Strike" ability which allows them to teleport short distances.<ref name="class overview"/> As the player plays more matches and progresses in the game, they will earn "rank" which allows them to unlock class-specific upgrades and cosmetic items. A player's combat performance is dictated by the "Ki" level of their ]. The higher the player's overall "Ki" level, the more lethal they are, making them better at completing missions with higher difficulty levels.<ref>{{cite web|url=https://kotaku.com/how-to-quickly-level-up-in-ghost-of-tsushima-s-co-op-mo-1845462414|title=How To Quickly Level Up In Ghost Of Tsushima's Co-Op Mode|first=Ari|last=Noctis|work=]|date=October 23, 2020|access-date=July 26, 2022|archive-date=December 23, 2021|archive-url=https://web.archive.org/web/20211223040101/https://kotaku.com/how-to-quickly-level-up-in-ghost-of-tsushima-s-co-op-mo-1845462414|url-status=live}}</ref> ''Legends'' features a variety of ]: | |||
* '''Story''': In story mode, two players can complete narrated quests and objectives together.<ref name="destruct multiplayer">{{cite web|url=https://www.destructoid.com/ghost-of-tsushima-legends-worth-your-time/|title=Ghost of Tsushima fans should absolutely make time for Legends|first=Jordan|last=Devore|work=]|date=October 5, 2020|access-date=July 26, 2022|archive-date=July 6, 2022|archive-url=https://web.archive.org/web/20220706040454/https://www.destructoid.com/ghost-of-tsushima-legends-worth-your-time/|url-status=live}}</ref> As the player progresses in the game, they will be able to unlock additional difficulty levels, new objectives, and rewards. In October 2020, the team introduced "The Tale of Iyo", a three-chapter raid mode described as the "culmination of the story" in ''Legends''.<ref>{{cite web|url=https://www.nme.com/en_asia/news/gaming-news/ghost-of-tsushima-legends-co-op-raid-launches-next-week-2795939|title='Ghost Of Tsushima: Legends' co-op raid launches next week|first=Puah|last=Ziwei|work=]|date=October 23, 2020|access-date=July 26, 2022|archive-date=April 11, 2021|archive-url=https://web.archive.org/web/20210411050920/https://www.nme.com/en_asia/news/gaming-news/ghost-of-tsushima-legends-co-op-raid-launches-next-week-2795939|url-status=live}}</ref> Designed for experienced players, this mode supports a ] of four, stresses teamwork and coordination, and introduces puzzles that need to be solved cooperatively.<ref>{{cite magazine|url=https://www.gameinformer.com/2020/10/16/ghost-of-tsushima-legends-raids-offer-magic-strategy-and-the-potential-for-perfect|title=Ghost Of Tsushima Legends Raids Offer Magic, Strategy, And The Potential For Perfect Trolling|first=Liana|last=Ruppert|magazine=]|date=October 16, 2022|access-date=July 26, 2022|archive-date=June 13, 2021|archive-url=https://web.archive.org/web/20210613145530/https://www.gameinformer.com/2020/10/16/ghost-of-tsushima-legends-raids-offer-magic-strategy-and-the-potential-for-perfect|url-status=dead}}</ref> | |||
* '''Survival''': In survival mode, four players can work together and fight against 15 waves of enemies.<ref name="destruct multiplayer"/> As the player's squad survives and completes objectives, they may gain access to powerful abilities which include summoning a spiritual bear to assist in combat and igniting enemies.<ref name="class overview">{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-legends-co-op-mode-is-out-next-week|title=Ghost of Tsushima: Legends Co-op Mode Is Out Next Week|first=Adam|last=Bankhurst|work=]|date=October 5, 2020|access-date=July 26, 2022|archive-date=July 4, 2021|archive-url=https://web.archive.org/web/20210704014826/https://www.ign.com/articles/ghost-of-tsushima-legends-co-op-mode-is-out-next-week|url-status=live}}</ref> | |||
* '''Rivals''': In rivals mode, two teams of two players each must compete against each other in survival mode. The objective is to progress faster and kill more enemies than the other team. As a team defeats enemies they earn "]", an ] which can be used to purchase perks and curses that disrupt the progress of the other team. Once a team has spent enough "Magatama", the final wave is unlocked and the team must complete it faster than the other team in order to win the match.<ref>{{cite web|url=https://www.polygon.com/22609584/ghost-of-tsushima-legends-standalone-release-dates-ps4-ps5-directors-cut|title=Ghost of Tsushima's multiplayer gets a stand-alone launch, plus a new mode|first=Owen|last=S. Good|work=]|date=August 4, 2021|access-date=July 26, 2022|archive-date=April 3, 2022|archive-url=https://web.archive.org/web/20220403044332/https://www.polygon.com/22609584/ghost-of-tsushima-legends-standalone-release-dates-ps4-ps5-directors-cut|url-status=live}}</ref> | |||
== Synopsis == | |||
=== Characters=== | === Characters=== | ||
The protagonist Jin Sakai (Daisuke Tsuji/]), is the head of |
The protagonist, Jin Sakai (] / ]), is the head and sole remaining member of Clan Sakai and a samurai warrior. He is the nephew and ] of Lord Shimura (] / ]), the '']'' of Tsushima. He meets several friends and companions, including a thief named Yuna (] / Yu Mizuno), her blacksmith brother Taka (] / ]), a ] named Lady Masako Adachi (] / Mabuki Ando), renowned '']'' archer ] Sadanobu Ishikawa (] / ]), merchant and con artist Kenji (] / ]), ] Norio (Earl T. Kim / Mitsuaki Kanuka), Clan Sakai's elderly caretaker Yuriko (Karen Huie / Yuri Tabata), and Jin's childhood friend and leader of the infamous Straw Hat ''rōnin'', Ryuzo (] / Youhei Tadano). The main antagonist is the ruthless and cunning General Khotun Khan of the ] (] / ]), cousin of ] and grandson of ]. | ||
=== Plot === | === Plot === | ||
In 1274, ] led by Khotun Khan |
In 1274, ] led by Khotun Khan invades the Japanese island of Tsushima. The '' jitō'', Lord Shimura, and his nephew Jin Sakai lead an effort by the five great families of the island (Clan Shimura, Clan Sakai, Clan Adachi, Clan Nagao and Clan Kikuchi) to repel the invaders as they land at Komoda Beach. However, the battle ends in disaster, with the samurai killed by the superior weapons of the Mongols, Shimura captured, and Jin severely wounded and left for dead. He is found and revived by the scavenger Yuna, who informs him that the whole of the island has fallen to the invaders. Jin storms Khotun's stronghold at ] in an attempt to rescue Shimura but is defeated by Khotun and thrown off the castle bridge. | ||
Realizing |
Realizing he cannot defeat the Mongols alone or with traditional samurai tactics, Jin recruits allies and learns tactics of ] from Yuna. He recruits Yuna, her blacksmith brother Taka, ] merchant and swindler Kenji, archer Sadanobu Ishikawa, samurai Masako Adachi, and his mercenary friend Ryuzo along with Ryuzo's Straw Hat ''rōnin''. As Jin disrupts Mongol activities and liberates villages, the islanders begin to revere him as "The Ghost," a samurai spirit that has risen against the Mongols. Taka crafts a ] for Jin to scale Castle Kaneda's walls, and Jin attacks the site with his allies. Destitute and starving from harsh wartime conditions, Ryuzo and the Straw Hats betray Jin to collect the ] issued to him by Khotun. Jin fends them off, frees Shimura, and retakes Castle Kaneda. Despite their victory, Khotun has already left to conquer Castle Shimura with Ryuzo. | ||
Jin recruits Norio, Norio's warrior monks, and the disgraced Yarikawa family to retake Castle Shimura. He also recruits local ] Goro on Shimura's behalf to carry a petition for reinforcements and a request to be adopted as his heir to the '']''. With a new army being assembled, Jin recovers his family's ancestral armor from the Sakai family caretaker Yuriko, who teaches him how to create poison. Under orders from Shimura, Jin and Taka try to infiltrate a fortress where Ryuzo is located but are ambushed and captured by Khotun. When Jin refuses to submit to his rule, Khotun demands Taka kill him in exchange for his freedom. Taka instead attempts to attack Khotun, but he avoids and decapitates him. Jin then escapes with Yuna's help. The Shogun's reinforcements arrive, and Shimura leads the assembled army in an assault on Castle Shimura, driving the Mongols into the inner ]. As the Mongols retreat, they detonate explosives on the bridge leading to the inner courtyard, inflicting massive casualties on the advancing samurai. | |||
Jin |
Knowing that another frontal attack would only result in more losses, Jin decides to infiltrate the keep to sneak ] into the Mongols' '']'' and kills Ryuzo. However, he again misses Khotun, who has retreated to a stronghold in the north. Despite the castle being taken without the samurai suffering any further losses, Shimura is furious with Jin, as his actions have violated the samurai code of honor. Jin retorts by criticizing the ineffectiveness of the code against the dishonorable Mongols. Knowing that the Shogun will have Jin executed for treason, Shimura urges him to use Yuna as a scapegoat, but Jin refuses and embraces his persona as "The Ghost." Shimura regretfully has Jin arrested. Jin's allies remain loyal to him and help him escape captivity, but his horse is fatally shot by archers in the process. Jin travels north and learns that the Mongols have learned how to craft his poison, which they intend to use in their assault on the Japanese mainland. Before gathering his allies and assaulting Khotun's final stronghold in Port Izumi, Jin leaves a note for Shimura in his castle asking him to join the effort with the samurai, which he does. With the bulk of the Mongol forces distracted, Jin infiltrates the port and kills Khotun on his ]. | ||
With Khotun dead, the Mongol invasion loses |
With Khotun dead, the Mongol invasion loses momentum, and the tide turns in favor of the samurai. Shimura informs Jin that the Shogun considers him a threat to the island's stability and status quo of obedience of the people to their leaders. He states that the Shogun has disbanded Clan Sakai and ordered Shimura to kill Jin. Reminiscing about what they have both lost, Jin and Shimura reluctantly duel each other, with Jin emerging victorious. Jin can either kill Shimura to give him a proper warrior's death or abandon the samurai code and spare his life completely. Regardless of the decision, Jin becomes the enemy of the Shogun but continues protecting the land from remaining Mongols and bandits. | ||
== |
=== ''Iki Island'' === | ||
Jin comes across a community of villagers who have been driven insane by a poison described as "sacred medicine." It was administered to them by a warband of Mongols whom Jin had never previously encountered: members of the Mongolian Eagle Tribe, led by Ankhsar "The Eagle" ] (]). Defeating the warband, Jin learns that the Eagle is engaged in a conquest of ], where his late father Kazumasa had once led an unsuccessful military campaign against the island's raiders. The samurai withdrew from the island after Kazumasa was ambushed and killed by the raiders. Jin was there during the campaign as a boy; he witnessed his father's death and still blames himself for not saving him. Because of this new threat to Tsushima, Jin sails to Iki Island to stop the Eagle and face his past. | |||
''Ghost of Tsushima'' was developed by ]. After completing '']'', the team wanted to develop another open world project because they believed that choices made by the player are important to gameplay. As a result, the game does not feature waypoints and players have complete freedom to explore the game's world. According to Nate Fox, the game's director, the team distilled the game's numerous internal pitches into "the fantasy of becoming a samurai" during conceptualization.<ref name="waypoint"/> Before deciding on the setting, Sucker Punch considered various other settings and themes such as ], Scottish outlaw ] and ], but they kept coming back to feudal Japan and telling the story of a samurai warrior. They would later find a historical account of the ] in 1274 and "the entire vision clicked into place."<ref>{{cite web|url=https://www.pushsquare.com/news/2020/07/ghost_of_tsushima_dev_considered_pirates_and_rob_roy_before_feudal_japan_setting|title=Ghost of Tsushima Dev Considered Pirates and Rob Roy Before Feudal Japan Setting|first=Liam|last=Croft|work=Pushsquare|date=July 17, 2020|accessdate=July 17, 2020|url-status=live|df=}}</ref> | |||
A thunderstorm destroys Jin's boat, but he survives and eventually arrives at Iki. Discovering the Eagle's base to be his father's former stronghold, Fort Sakai, Jin storms the fort but is subdued and captured by the Eagle's second-in-command, Khunbish. He and the Eagle force-feed Jin the "sacred medicine" in an attempt to convert him into one of the tribe's ]s. The poison causes Jin to frequently hallucinate visions of the Eagle, his deceased father, and many of his past failures. He is rescued by the raider Tenzo, who reluctantly accepts Jin's help and takes him to the raiders' leader, Fune. Jin works with the raiders to weaken the Eagle's hold over the island, eventually retaking Fort Sakai and killing Khunbish. After fending off retaliation by the Eagle's forces, Jin hears Tenzo say, "May your death benefit all beings" to a dying Mongol — the same phrase a masked raider spoke to Kazumasa before killing him. Realizing that Tenzo killed his father, Jin nearly kills Tenzo before controlling his anger. He proposes re-enacting the ambush that killed his father to lure out the Eagle and ultimately kill her. Although suffering from near-continuous hallucinations, Jin overcomes the effects of the "sacred medicine" by acknowledging his father's faults and, at last, coming to terms with his death. Jin kills the Eagle in a duel, turning the tide in the raiders' favor. Jin and Tenzo forgive each other before parting ways. | |||
Game director Nate Fox said: "This is a game that is entirely grounded in reality. We're trying hard to transport people to 1274 Japan. We're inspired by history, but we're not building it back stone by stone. We're not trying to rebuild Tsushima island. Our protagonist is a work of fiction. We actually thought about using some historical figures, and we asked some people who are more culturally aware than us and they said that it would be insensitive, so we didn't do it."<ref name="Gameinformer">{{cite web|url=https://www.gameinformer.com/e3-2018/2018/06/13/why-ghost-of-tsushima-is-a-bold-new-direction-for-the-creators-of-infamous |title=Why Ghost Of Tsushima Is A Bold New Direction For The Creators Of Infamous |first=Ben |last=Reeves |publisher=Game Informer |date=June 13, 2018 |accessdate=January 20, 2020 |url-status=live |archiveurl=https://web.archive.org/web/20190821230428/https://www.gameinformer.com/e3-2018/2018/06/13/why-ghost-of-tsushima-is-a-bold-new-direction-for-the-creators-of-infamous |archivedate=August 21, 2019|df=}}</ref> To ensure that the title would be an accurate representation of feudal Japan, Sucker Punch consulted cultural experts and sent an audio team to Japan to record different sounds, including ]. The players can switch to Japanese dialogue with English subtitles.<ref>{{cite web|url=https://www.eurogamer.net/articles/2018-06-13-ghost-of-tsushima-will-have-japanese-audio-track|title=Ghost of Tsushima will have Japanese audio track option|first=Tom|last=Phillips|work=]|date=June 13, 2018|accessdate=June 13, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180614224540/https://www.eurogamer.net/articles/2018-06-13-ghost-of-tsushima-will-have-japanese-audio-track|archivedate=June 14, 2018|df=}}</ref> Sucker Punch's ] served as an inspiration for Jin's traversal techniques.<ref>{{cite web|url=https://variety.com/2018/gaming/features/ghosts-of-tsushima-interview-1202848106/|title=‘Ghosts of Tsushima’ Mixes History, Fiction, and Open World Action|first=Aron|last=Garst|work=]|date=June 15, 2018|accessdate=June 18, 2018|archive-url=https://web.archive.org/web/20180618125927/https://variety.com/2018/gaming/features/ghosts-of-tsushima-interview-1202848106/|archive-date=2018-06-18|url-status=live|df=}}</ref> The game takes inspiration from ] featuring ], notably ] films such as '']'' (1954) and '']'' (1962).<ref>{{cite news |last=Garst |first=Aron |title=‘Ghosts of Tsushima’ Mixes History, Fiction and Open World Action |url=https://variety.com/2018/gaming/features/ghosts-of-tsushima-interview-1202848106/ |work=] |date=June 15, 2018 |access-date=2018-06-18 |archive-url=https://web.archive.org/web/20180618125927/https://variety.com/2018/gaming/features/ghosts-of-tsushima-interview-1202848106/ |archive-date=2018-06-18 |url-status=live |df= }}</ref><ref name="metro">{{cite news |title=Ghost Of Tsushima preview and interview – the best-looking game on PS4 |url=https://metro.co.uk/2018/06/14/ghost-tsushima-preview-interview-best-looking-game-ps4-7630259/ |work=] |date=June 14, 2018 |access-date=2018-07-09 |archive-url=https://web.archive.org/web/20180710010223/https://metro.co.uk/2018/06/14/ghost-tsushima-preview-interview-best-looking-game-ps4-7630259/ |archive-date=2018-07-10 |url-status=live |df= }}</ref> The team consulted historical sword-fighting expert David Ishimaru to help create a historically-based foundation for the game.<ref name="metro"/> In December 2015, Sony executive Scott Rohde revealed that Sucker Punch's new project was in early development, and he added that the game was fun to play.<ref>{{cite web|url=http://www.ign.com/articles/2015/12/11/sony-discusses-whats-next-for-sucker-punch-bend-studio-more|title=Sony Discusses What's Next for Sucker Punch, Bend Studio and More|first=Alex|last=Osborn|work=]|date=December 5, 2015|accessdate=June 12, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180223033032/http://www.ign.com/articles/2015/12/11/sony-discusses-whats-next-for-sucker-punch-bend-studio-more|archivedate=February 23, 2018|df=}}</ref> On June 23, 2020, it was announced that the game had ].<ref>{{cite web|url=https://www.ign.com/articles/ps4-exclusive-ghost-of-tsushima-has-gone-gold|title=PS4 Exclusive Ghost of Tsushima Has Gone Gold|last=Sirani|first=Jordan|work=IGN|date=June 23, 2020|access-date=June 23, 2020}}</ref> | |||
== |
==Development== | ||
] | |||
The game's music is composed by ] and ].<ref name="Ghost OST">{{cit web|title= Score of Tsushima: The Soundtrack of Ghost of Tsushima|url=https://blog.playstation.com/2020/07/02/score-of-tsushima-the-soundtrack-of-ghost-of-tsushima/|first=Bradley D.|last=Meyer|website= PlayStation Blog |date=July 2, 2020|accessdate=July 2, 2020}}</ref> Pre-orders of the game include a digital mini soundtrack with select songs.<ref name="ps-blog-march-2020"/> | |||
''Ghost of Tsushima'' was developed by ], which had a staff count of 160 at the time of development.<ref name="gradar overview"/> Development of the game started in 2014 after the studio completed '']'' and its expansion, '']''. After working on the '']'' series for nine years, the studio believed that it was time to create something new.<ref name="PS Blog get lost">{{cite web|url=https://blog.playstation.com/2020/07/16/ghost-of-tsushima-the-road-to-launch/|title=Ghost of Tsushima: The road to launch|first=Brian|last=Fleming|work=]|date=July 16, 2020|access-date=July 23, 2022|archive-date=July 19, 2020|archive-url=https://web.archive.org/web/20200719034327/https://blog.playstation.com/2020/07/16/ghost-of-tsushima-the-road-to-launch/|url-status=live}}</ref> During the conceptualizing phase, the studio decided to create an open world game with a heavy emphasis on melee combat. Before deciding on the setting as feudal Japan, Sucker Punch considered various other settings and themes such as pirates, Scottish outlaw ], and ]. They later found a historical account of the ] in 1274 and "the entire vision clicked into place."<ref>{{cite web |last=Croft |first=Liam |date=July 17, 2020 |title=Ghost of Tsushima Dev Considered Pirates and Rob Roy Before Feudal Japan Setting |url=https://www.pushsquare.com/news/2020/07/ghost_of_tsushima_dev_considered_pirates_and_rob_roy_before_feudal_japan_setting |url-status=live |archive-url=https://web.archive.org/web/20200717125832/https://www.pushsquare.com/news/2020/07/ghost_of_tsushima_dev_considered_pirates_and_rob_roy_before_feudal_japan_setting |archive-date=July 17, 2020 |access-date=July 17, 2020 |work=Push Square}}</ref> In 2020, a prototype for one of Sucker Punch's cancelled projects, ''Prophecy'', was leaked. Set in a ] setting, ''Prophecy'' featured gameplay elements that were later carried over to ''Ghost of Tsushima''.<ref>{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-sucker-punch-leak-prophecy|title=Ghost of Tsushima Developer's Cancelled Project 'Prophecy' Leaks|first=Jordan|last=Oloman|work=]|date=July 21, 2020|access-date=July 23, 2022|archive-date=February 9, 2021|archive-url=https://web.archive.org/web/20210209160246/https://www.ign.com/articles/ghost-of-tsushima-sucker-punch-leak-prophecy|url-status=live}}</ref> Sucker Punch worked on the game for six years, the longest ever for a game developed by the studio.<ref name="gradar overview">{{cite web|url=https://www.gamesradar.com/from-infamous-to-ghost-of-tsushima-sucker-punch-on-the-six-year-journey-it-took-to-deliver-its-magnum-opus/|title=From Infamous to Ghost of Tsushima: Sucker Punch on the six-year journey it took to deliver its magnum opus|first=Josh|last=West|work=]|date=July 20, 2020 |access-date=July 23, 2022|archive-date=February 9, 2021|archive-url=https://web.archive.org/web/20210209160321/https://www.gamesradar.com/from-infamous-to-ghost-of-tsushima-sucker-punch-on-the-six-year-journey-it-took-to-deliver-its-magnum-opus/|url-status=live}}</ref> The game's development was completed on June 22, 2020, with Sucker Punch confirming it had been declared ], indicating it was being prepared for release.<ref>{{cite web|url=https://www.nme.com/news/gaming-news/ghost-of-tsushima-goes-gold-ahead-of-its-launch-next-month-2693320|title=Sucker Punch confirms 'Ghost Of Tsushima' has finally gone gold|first=Daniel|last=Hollis|work=]|date=June 22, 2020|access-date=July 23, 2022|archive-date=May 13, 2021|archive-url=https://web.archive.org/web/20210513070821/https://www.nme.com/news/gaming-news/ghost-of-tsushima-goes-gold-ahead-of-its-launch-next-month-2693320|url-status=live}}</ref> Nate Fox served as the game director,<ref name="VGC Ambassadors"/> while Jason Connell was the creative director and art director.<ref name="VGC Ambassadors"/><ref name="art direction"/> | |||
== Release == | |||
The game was released for ] on July 17, 2020,<ref name="ps-blog-April-2020">{{cite web|url=https://blog.us.playstation.com/2020/04/27/release-date-updates-for-the-last-of-us-part-ii-ghost-of-tsushima|title=Release Date Updates For The Last of Us Part II, Ghost of Tsushima|last=Hulst|first=Hermen|publisher=]|date=27 April 2020}}</ref> having been delayed from its original June 26 release date due to the ].<ref name="ps-blog-march-2020">{{cite web|url=https://blog.us.playstation.com/2020/03/05/ghost-of-tsushima-out-june-26-collectors-digital-deluxe-editions-detailed/|title=Ghost of Tsushima Out June 26: Collector’s & Digital Deluxe Editions Detailed|last=Goldfarb|first=Andrew|publisher=]|date=5 March 2020}}</ref> Sucker Punch announced four editions: standard, digital deluxe, special, and a collector's edition.<ref name="ps-blog-march-2020"/> Different editions come with different collectors' items as well as items, equipment, and unlocked abilities in the game, in addition to a bonus for pre-ordering the game.<ref name="ps-blog-march-2020"/> | |||
===Setting and narrative=== | |||
A multiplayer expansion, ''Ghost of Tsushima: Legends'', was announced in August 2020 and is set to be released in late 2020. Unlike the main game, ''Legends'' features prominent supernatural elements drawn from Japanese folklore and mythology.<ref> https://blog.playstation.com/2020/08/17/ghost-of-tsushima-legends-coming-to-ps4-fall-2020/</ref> | |||
] in 1274, in which the Mongols first landed on ].]] | |||
The Mongol invasion of Tsushima was chosen as the setting because the conflict was "easy for people to immediately conceptualize". As the Mongols at the time had the world's most advanced military, there were high stakes that required Jin, and therefore the player, to intervene.<ref name="Variety 1">{{cite web|url=https://variety.com/2018/gaming/features/ghosts-of-tsushima-interview-1202848106/|title='Ghosts of Tsushima' Mixes History, Fiction and Open World Action|first=Aaron|last=Garst|work=]|date=June 15, 2018|access-date=July 23, 2022|archive-date=June 18, 2018|archive-url=https://web.archive.org/web/20180618125927/https://variety.com/2018/gaming/features/ghosts-of-tsushima-interview-1202848106/|url-status=live}}</ref> To ensure that the game's world was authentic, the team consulted ], a fellow Sony game development team, early in the game's development. Japan Studio was excited about the idea and helped fly approximately 10 members of Sucker Punch to Japan and ] for a 10- or 11-day guided tour with a historian.<ref name="usginterview"/> The team visited Japan twice to research Tsushima, once during the summer and again in November, during the anniversary of the invasion.<ref>{{cite web|url=https://www.gamesradar.com/sucker-punch-has-put-so-much-thought-into-the-tiniest-details-of-ghost-of-tsushima-that-it-kinda-makes-me-want-to-cry/|title=Sucker Punch has put so much thought into the tiniest details of Ghost of Tsushima that it kinda makes me want to cry|first=Zoe|last=Delahunty-Light|work=]|date=June 14, 2018|access-date=July 23, 2022|archive-date=June 18, 2021|archive-url=https://web.archive.org/web/20210618202706/https://www.gamesradar.com/sucker-punch-has-put-so-much-thought-into-the-tiniest-details-of-ghost-of-tsushima-that-it-kinda-makes-me-want-to-cry/|url-status=live}}</ref><ref name="polygon facts">{{cite web|url=https://www.polygon.com/interviews/2020/7/15/21324263/ghost-of-tsushima-research-interview-mari-takahashi|title=Balancing history and fun in Ghost of Tsushima|first=Mari|last=Takahashi|work=]|date=July 15, 2020|access-date=July 23, 2022|archive-date=March 24, 2022|archive-url=https://web.archive.org/web/20220324024107/https://www.polygon.com/interviews/2020/7/15/21324263/ghost-of-tsushima-research-interview-mari-takahashi|url-status=live}}</ref><ref>{{cite web|url=https://www.ign.com/articles/2017/12/10/psx-2017-sucker-punch-on-ghost-of-tsushima-story-and-inspiration|title=PSX 2017: Sucker Punch on Ghost of Tsushima Story and Inspiration|first=Alex|last=Osborn|work=]|date=June 2, 2020|access-date=July 23, 2022|archive-date=April 11, 2022|archive-url=https://web.archive.org/web/20220411002037/https://www.ign.com/articles/2017/12/10/psx-2017-sucker-punch-on-ghost-of-tsushima-story-and-inspiration|url-status=live}}</ref> Japan Studio also helped connect Sucker Punch with historians who the team consulted on the history of the invasion and local Japanese customs and traditions. Experts on Japanese dialects, religions during the 13th century, and the recreation of 13th century ] were also consulted.<ref name="polygon facts"/><ref name="fiction vs. fact 1"/> The team invited Ide Ryusetsu and Kuwami Masakumo Shike, experts from a samurai martial arts school, to perform ] for the game and advise the team on sword-fighting.<ref name="swordfighting">{{cite web|url=https://www.espn.com/esports/story/_/id/29524519/how-made-world-ghost-tsushima|title=How It's Made: The world of Ghost of Tsushima|first=Brian|last=Bencomo|work=]|date=July 24, 2020|access-date=July 23, 2022|archive-date=October 22, 2021|archive-url=https://web.archive.org/web/20211022215151/https://www.espn.com/esports/story/_/id/29524519/how-made-world-ghost-tsushima|url-status=live}}</ref><ref name="usginterview">{{cite web|url=https://www.usgamer.net/articles/ghost-of-tsushima-interview-guiding-wind-sie-japan-studio|title=How the Studio Behind The Last Guardian Helped Ghost of Tsushima Find Its Direction|first=Mike|last=Williams|work=]|date=May 20, 2020|access-date=July 23, 2022|archive-date=January 5, 2022|archive-url=https://web.archive.org/web/20220105071723/https://www.usgamer.net/articles/ghost-of-tsushima-interview-guiding-wind-sie-japan-studio|url-status=live}}</ref> Seattle-based historical sword fighting expert David Ishimaru was also involved in the creation of the game's combat style.<ref name="metro story"/> While the team initially considered introducing real-life historical figures into the game, they refrained from doing so after being told by experts that it would be insensitive.<ref>{{cite magazine|url=https://www.gameinformer.com/e3-2018/2018/06/13/why-ghost-of-tsushima-is-a-bold-new-direction-for-the-creators-of-infamous|title=Why Ghost Of Tsushima Is A Bold New Direction For The Creators Of Infamous|first=Ben|last=Reeves|magazine=]|date=June 13, 2022|access-date=July 23, 2022|archive-date=August 21, 2019|archive-url=https://web.archive.org/web/20190821230428/https://www.gameinformer.com/e3-2018/2018/06/13/why-ghost-of-tsushima-is-a-bold-new-direction-for-the-creators-of-infamous|url-status=dead}}</ref> Jin's samurai armor and katana are not historically accurate, with his armor based on that of the ] during the 16th and 17th centuries. According to Chris Zimmerman, one of Sucker Punch's cofounders, samurai armor from the 13th century was "jarring looking" and did not align with players' expectations of what samurai armor would look like.<ref name="fiction vs. fact 1">{{cite web|url=https://www.gamespot.com/articles/how-ghost-of-tsuhima-balances-fact-versus-fiction/1100-6460128/|title=How Ghost Of Tsuhima Balances Fact Versus Fiction|first=Peter|last=Brown|work=]|date=July 3, 2018|access-date=July 23, 2022|archive-date=April 18, 2022|archive-url=https://web.archive.org/web/20220418003211/https://www.gamespot.com/articles/how-ghost-of-tsuhima-balances-fact-versus-fiction/1100-6460128/|url-status=live}}</ref> The katana was included in the game since it was considered to be the "quintessential icon of samurai".<ref name="gaijin studio"/> One of the game's Japanese localizers also suggested to the developers that the game's "haiku" side quest be replaced with a less anachronistic ] side quest, but this was rejected based on the relative recognizability of haiku outside Japan.<ref>{{cite web |date=July 14, 2020 |title=印象的で心に残る世界を。 『ゴースト・オブ・ツシマ』発売直前インタビュー |trans-title=An Impressive and Memorable World. An Interview Just Before the Release of 'Ghost of Tsushima' |url=https://dengekionline.com/articles/43320/ |url-status=live |archive-url=https://web.archive.org/web/20201108150840/https://dengekionline.com/articles/43320/ |archive-date=November 8, 2020 |access-date=October 12, 2020 |work=Dengeki Online |language=ja |quote={{nihongo3|Haiku is known overseas, but waka is almost unknown.|海外では俳句は知られていますが、和歌はほぼ知られていません。}}}}</ref> | |||
=== Marketing === | |||
The game's marketing campaign began in October 2017 when a reveal trailer was shown at Sony Interactive Entertainment's ] press conference.<ref>{{cite web|url=https://gematsu.com/2017/10/sucker-punch-announces-ghost-tsushima-ps4|title=Sucker Punch announces Ghost of Tsushima for PS4|last=Romano|first=Sal|publisher=Gematsu|date=30 October 2017|accessdate=11 June 2018|url-status=live|archiveurl=https://web.archive.org/web/20180422094657/https://gematsu.com/2017/10/sucker-punch-announces-ghost-tsushima-ps4|archivedate=22 April 2018|df=}}</ref> Sony opted not to announce the title too early since many of the game's systems were tentative and subject to change.<ref>{{cite web|url=https://www.gamespot.com/articles/playstation-boss-on-why-they-waited-so-long-to-ann/1100-6455194/|title=PlayStation Boss On Why They Waited So Long To Announce Sucker Punch's New Gam|first=Eddie|last=Makuch|work=]|date=November 27, 2017|accessdate=June 12, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180418101053/https://www.gamespot.com/articles/playstation-boss-on-why-they-waited-so-long-to-ann/1100-6455194/|archivedate=April 18, 2018|df=}}</ref> A gameplay demo was shown at ] and a live ] performance was delivered by ].<ref>{{cite web|url=https://www.engadget.com/2018/05/11/playstation-e3-press-conference/|title=Sony is trying a new format for its E3 press conference|last=Seppela|first=Timothy|publisher=]|date=May 11, 2018|accessdate=June 11, 2018|url-status=live|archiveurl=https://web.archive.org/web/20180516002026/https://www.engadget.com/2018/05/11/playstation-e3-press-conference/|archivedate=May 16, 2018|df=}}</ref> A trailer was teased in the State of Play presentation on December 10, 2019, and was shown at ] with a live orchestra performance on December 12.<ref>{{Cite web|url=https://www.youtube.com/watch?v=HgzV3MFs2ok|title=State of Play {{!}} 10th December 2019|last=PlayStation Europe|first=|date=December 10, 2019|website=YouTube|url-status=live|archive-url=|archive-date=|access-date=December 10, 2019}}</ref> A story trailer was released on March 5, 2020.<ref name="ps-blog-march-2020"/> | |||
One of the core objectives of the developers was to have strong and well-developed characters.<ref name="last name">{{cite web|url=https://kotaku.com/ghost-of-tsushimas-director-on-the-risks-of-making-some-1826921875|title=Ghost Of Tsushima's Director On The Risks Of Making Something New|first=Stephen|last=Tolito|work=]|date=June 18, 2018|access-date=July 23, 2022|archive-date=June 20, 2021|archive-url=https://web.archive.org/web/20210620123241/https://kotaku.com/ghost-of-tsushimas-director-on-the-risks-of-making-some-1826921875|url-status=live}}</ref> Unlike the ''Infamous'' games, ''Ghost of Tsushima'' does not have a character karma system. Its absence allowed the team to tell a more cohesive story which better reflected Jin's transformation from an honorable samurai to a legendary warrior who must sacrifice everything he knows about honor and tradition in order to save Tsushima. Instead of the player being presented with binary choices as in ''Infamous'', the world and characters react dynamically to Jin's choices in the story, either disapproving of his actions or encouraging them.<ref name="usginterview"/> The team believed that the story would be relatable, as they considered Jin's journey of relinquishing who he was to "become something new" a universal message that would resonate with modern-day players.<ref name="metro story">{{cite web|url=https://metro.co.uk/2018/06/14/ghost-tsushima-preview-interview-best-looking-game-ps4-7630259/|title=Ghost Of Tsushima preview and interview – the best-looking game on PS4|work=]|date=June 14, 2018|access-date=July 23, 2022|archive-date=July 10, 2018|archive-url=https://web.archive.org/web/20180710010223/https://metro.co.uk/2018/06/14/ghost-tsushima-preview-interview-best-looking-game-ps4-7630259/|url-status=live}}</ref> Despite this, the player can still switch between the ghost style and samurai style seamlessly, as Jin's roots as a samurai do not change despite his transformation to become the ghost.<ref>{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-creative-director-on-moving-away-from-infamous-karma-meter|title=Ghost of Tsushima Creative Director on Moving Away From Infamous' Karma Meter|first=Jonathan|last=Dornbush|work=]|date=May 19, 2019|access-date=July 23, 2022|archive-date=March 31, 2022|archive-url=https://web.archive.org/web/20220331022624/https://www.ign.com/articles/ghost-of-tsushima-creative-director-on-moving-away-from-infamous-karma-meter|url-status=live}}</ref> While the game does not have a karma mechanic, the weather in Tsushima Island becomes more stormy when the player uses ghost techniques more frequently.<ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushima-changes-its-weather-depending-on/1100-6479889/|title=Ghost Of Tsushima Changes Its Weather Depending On How You Play|first=Jordan|last=Remee|work=]|date=August 10, 2022|access-date=July 23, 2022|archive-date=April 10, 2022|archive-url=https://web.archive.org/web/20220410035615/https://www.gamespot.com/articles/ghost-of-tsushima-changes-its-weather-depending-on/1100-6479889/|url-status=live}}</ref> The game's antagonist, Khotun Khan, does not undergo any transformative change. While he is a ruthless invader, he has a "bureaucratic aspect" as he attempts to conquer Tsushima Island with minimal bloodshed. Patrick Gallagher joined the cast in 2017 and prepared for the role as Khotun Khan by watching '']'' and drawing on his experience portraying ] in '']''.<ref>{{cite web |last=Yang |first=George |date=July 20, 2022 |title='Ghost of Tsushima': Patrick Gallagher on the "Bureaucratic" Motivations of Khotun Khan |url=https://www.hollywoodreporter.com/business/digital/ghost-tsushima-patrick-gallagher-bureaucratic-motivations-khotun-khan-1303728/ |url-status=live |archive-url=https://web.archive.org/web/20210626204516/https://www.hollywoodreporter.com/business/digital/ghost-tsushima-patrick-gallagher-bureaucratic-motivations-khotun-khan-1303728/ |archive-date=June 26, 2021 |access-date=July 24, 2022 |work=]}}</ref> | |||
== Reception == | |||
{{Video game reviews | |||
], including '']'', helped inspire the game.]] | |||
| MC = 83/100<ref name="MC">{{Cite web|url=https://www.metacritic.com/game/playstation-4/ghost-of-tsushima|title=Ghost of Tsushima Critic Reviews for PlayStation 4|accessdate=July 14, 2020|website=Metacritic|url-status=live|archive-url=|archive-date=}}</ref> | |||
| Destruct = 9.5/10<ref name="DestructReview">{{Cite web|title=Review: Ghost of Tsushima|url=https://www.destructoid.com/stories/review-ghost-of-tsushima-595478.phtml|access-date=2020-07-15|website=Destructoid|url-status=live}}</ref> | |||
While Fox said that the game was "entirely grounded in reality", the team took the liberty to create a fictional narrative. The initial real-world Mongol invasion was foiled by a hurricane, and the team acknowledged this with Jin's katana which is engraved with storm wind designs.<ref name="Variety 1"/><ref>{{cite web|url=https://mashable.com/article/ghost-of-tsushima-ned-fox-interview-e3|title='Ghost of Tsushima' is a beautiful anthology of historical fiction stories|first1=Kellen|last1=Black|first2=Jess|last2=Joho|work=]|date=June 13, 2018|access-date=July 24, 2022|archive-date=November 3, 2021|archive-url=https://web.archive.org/web/20211103024829/https://mashable.com/article/ghost-of-tsushima-ned-fox-interview-e3|url-status=live}}</ref> '']'' from ] and films directed by ] such as '']'', '']'', '']'', '']'', and '']'', served as major sources of inspiration for the team.<ref name="gradar inspirations">{{cite web|url=https://www.gamesradar.com/the-movies-games-and-books-that-inspired-ghost-of-tsushima-according-to-sucker-punch/|title=The movies, games and books that inspired Ghost of Tsushima, according to Sucker Punch|first=Leon|last=Hurley|work=]|date=July 15, 2020|access-date=July 23, 2022|archive-date=April 21, 2022|archive-url=https://web.archive.org/web/20220421015449/https://www.gamesradar.com/the-movies-games-and-books-that-inspired-ghost-of-tsushima-according-to-sucker-punch/|url-status=live}}</ref> The ending of ''Sanjuro'' directly inspired the game's "standoff" gameplay feature, in which a warrior must wait for their counterpart to make their first move and then kill them with one strike. The team tried to replicate the samurai code depicted in ''Seven Samurai'' in the game. Additionally, the team reached out to the Kurosawa Estate in order to use the director's name for their black-and-white gameplay mode.<ref>{{cite magazine|url=https://ew.com/gaming/ghost-of-tsushima-akira-kurosawa-estate-cinematic-mode/|title=How Ghost of Tsushima teamed with Akira Kurosawa's estate for new cinematic mode|first=Nick|last=Romano|magazine=]|date=July 8, 2020|access-date=July 23, 2022|archive-date=May 17, 2021|archive-url=https://web.archive.org/web/20210517232752/https://ew.com/gaming/ghost-of-tsushima-akira-kurosawa-estate-cinematic-mode/|url-status=live}}</ref> The comic book series '']'', which features a soft-mannered rabbit samurai solving various problems for ordinary citizens, also influenced the team. Fox read this comic series when he was working on the '']'' games.<ref name="gradar interview" /><ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushimas-unexpected-inspiration-long-jou/1100-6477530/|title=Ghost Of Tsushima's Unexpected Inspiration, Long Journey To Release, And Intricate Combat|first=Tamoor|last=Hussain|work=]|date=May 24, 2020|access-date=July 23, 2022|archive-date=March 31, 2022|archive-url=https://web.archive.org/web/20220331000646/https://www.gamespot.com/articles/ghost-of-tsushimas-unexpected-inspiration-long-jou/1100-6477530/|url-status=live}}</ref> The last name of the game's protagonist was a tribute to ], the creator of ''Usagi Yojimbo''.<ref name="last name" /> A number of video games also inspired the development team: many of the game's items were inspired by '']'', while the option to play as both the ghost and an honorable samurai was influenced by '']''. '']'' and '']'' were also cited as sources of inspiration.<ref name="gradar inspirations"/> | |||
| GI = 9.5/10<ref name="GIReview">https://www.gameinformer.com/review/ghost-of-tsushima/ghost-of-tsushima-review-a-most-honorable-epic</ref> | |||
| GameRev = {{rating|4|5}}<ref name="GameRevolution Review">https://www.gamerevolution.com/review/652081-ghost-of-tsushima-review-ps4-2020</ref> | |||
===Gameplay=== | |||
| GSpot = 7/10<ref name="GSpotReview">https://www.gamespot.com/reviews/ghost-of-tsushima-review-chaos-in-the-windy-city/1900-6417501/</ref> | |||
''Ghost of Tsushima'' was designed to be a challenging game. Jin is frequently outnumbered by his enemies, and basic enemies can kill Jin fairly quickly. The team hoped that through the game's difficult combat, players would grow more appreciative of minor incremental growth. Fox stated that the three pillars of the game's combat were "mud, blood, and steel". The team wanted the game to be grounded, visceral and challenging.<ref name="gradar interview"/> Fox added that they strove to keep sword fights deadly so that each combat encounter would be reminiscent of those seen in samurai movies.<ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushima-head-says-swords-should-be-lethal/1100-6477558/|title=Ghost Of Tsushima Head Says Swords Should Be Lethal, Or "It's A Nerf Tube"|first=Steve|last=Watts|work=]|date=May 21, 2020|access-date=July 23, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101749/https://www.gamespot.com/articles/ghost-of-tsushima-head-says-swords-should-be-letha/1100-6477558/|url-status=live}}</ref> The combat system was reportedly the most difficult feature to implement in ''Ghost of Tsushima'', as the team had to build multiple versions of it and modified its design frequently during the game's development.<ref>{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-combat-difficult-feature-gdc|title=Ghost of Tsushima: Combat 'Hands-Down' Most Difficult Feature to Add, Sucker Punch Co-Founder Says|first=Matt|last=Kim|work=]|date=August 17, 2021|access-date=July 23, 2022|archive-date=July 31, 2021|archive-url=https://web.archive.org/web/20210731224441/https://www.ign.com/articles/ghost-of-tsushima-combat-difficult-feature-gdc/|url-status=live}}</ref> Early ]ers complained that the enemies were "sword sponge" (i.e., they absorbed a large amount of damage before they died), breaking immersion. The team responded to this criticism by adding "hit points" and "armor points", but ultimately decided that all enemies would be defeated within a certain number of hits. Health of enemies would not change regardless of the selected difficulty. Instead, enemies would adopt more defensive tactics such as parrying and blocking at higher difficulties. Early prototypes of this design was described as overkill, as enemies would deflect all attacks. As a result, the stagger system, which allowed players to break their enemies' defenses while remaining offensive, was introduced. The team allowed combat to take longer in the game's 1v1 duels, as players likely expected them to be boss fights and these encounters could not end too quickly.<ref>{{cite web|url=https://blog.playstation.com/2020/11/25/honoring-the-blade-the-lethality-contract-and-combat-balance-in-ghost-of-tsushima/|title=Honoring the blade: The lethality contract and combat balance in Ghost of Tsushima|first=Theodore|last=Fishman|work=]|date=November 25, 2020|access-date=July 23, 2022|archive-date=July 25, 2021|archive-url=https://web.archive.org/web/20210725164228/https://blog.playstation.com/2020/11/25/honoring-the-blade-the-lethality-contract-and-combat-balance-in-ghost-of-tsushima/|url-status=live}}</ref> The ghost weapons were designed to be "exceedingly lethal" and generally more effective than the samurai weapons. This further complemented the story and Jin's emotional dilemma between maintaining samurai honor and saving the island through dishonorable means. While players may enjoy playing the ghost path, the narrative would remind them that these techniques are dishonorable and loathed.<ref name="gaijin studio"/> Fox compared the Mongol enemies to packs of wolves which attacked the players from all sides. He further likened the game's combat to a dance, in which the player must seamlessly "weave between Mongol swords" as multiple enemies attack simultaneously.<ref>{{cite web|url=https://www.gamespot.com/articles/why-ghost-of-tsushima-doesnt-have-a-lockon-mechani/1100-6479890/|title=Why Ghost Of Tsushima Doesn't Have A Lock-On Mechanic|first=Jordan|last=Remee|work=]|date=July 27, 2020|access-date=July 23, 2022|archive-date=August 19, 2021|archive-url=https://web.archive.org/web/20210819171748/https://www.gamespot.com/articles/why-ghost-of-tsushima-doesnt-have-a-lockon-mechani/1100-6479890/|url-status=live}}</ref> | |||
| GRadar = {{Rating|4.5|5}}<ref name="GRadarReview">{{Cite web|last=July 2020|first=Rachel Weber 14|title=Ghost of Tsushima review: "A worthy swan song for the PS4"|url=https://www.gamesradar.com/ghost-of-tsushima-review/|access-date=2020-07-15|website=gamesradar|url-status=live}}</ref> | |||
| IGN = 9/10<ref name="IGNReview">{{Cite web|url=https://www.ign.com/articles/ghost-of-tsushima-review|title=Ghost of Tsushima Review|accessdate=July 14, 2020|website=IGN}}</ref> | |||
One of the goals of the studio was to create a "beautiful, serene, and nature-filled open world feudal Japan". During the game's reveal at Paris Game Week, Connell went off the script to announce that the game would not feature any waypoint mechanics and that the game's exploration would be primarily driven by the player's curiosity. This announcement was unexpected to the team, and they had to add additional features in order to fulfill Connell's promise.<ref name="gradar overview"/> Sucker Punch strived to ensure that the game had moments of calm in which players can slow down and be fully immersed in the world. This is achieved through having a minimalistic ], nature-guided objectives, and relaxing open world activities that are not tied to progression or the overarching story.<ref>{{cite web|url=https://www.gamesradar.com/ghost-of-tsushima-succeeds-by-finding-space-for-quiet-reflection-in-a-world-scarred-by-violence/|title=Ghost of Tsushima succeeds by finding space for quiet reflection in a world scarred by violence|first=Josh|last=West|work=]|date=July 20, 2020 |access-date=July 23, 2022|archive-date=October 19, 2021|archive-url=https://web.archive.org/web/20211019134329/https://www.gamesradar.com/ghost-of-tsushima-succeeds-by-finding-space-for-quiet-reflection-in-a-world-scarred-by-violence/|url-status=live}}</ref><ref>{{cite web|url=https://www.theverge.com/2020/5/21/21265580/ghost-of-tsushima-ps4-sucker-punch-nate-fox-interview|title=Ghost of Tsushima is a grounded open-world game that aims to honor classic samurai films|first=Andrew|last=Webster|work=]|date=May 21, 2020|access-date=July 23, 2022|archive-date=May 24, 2022|archive-url=https://web.archive.org/web/20220524063643/https://www.theverge.com/2020/5/21/21265580/ghost-of-tsushima-ps4-sucker-punch-nate-fox-interview|url-status=live}}</ref> Side-quests in the game were likened to an ] of stories, and Jin meets characters who are simply trying to survive the brutality of war.<ref name="Variety 1"/><ref name="gradar interview">{{cite web|url=https://www.gamesradar.com/ghost-of-tsushima-interview-nate-fox/|title=Ghost of Tsushima's samurai rabbit roots, fox petting, and commitment to authenticity|first=Rachel|last=Weber|work=]|date=May 20, 2020|access-date=July 23, 2022|archive-date=January 5, 2022|archive-url=https://web.archive.org/web/20220105071722/https://www.gamesradar.com/ghost-of-tsushima-interview-nate-fox/|url-status=live}}</ref> Connell added that ultimately, the studio wanted players to get lost in the team's recreation of feudal Japan.<ref name="PS Blog get lost"/><ref name="Variety 1"/> | |||
| PSQ = 9/10<ref name="PSQReview">https://www.pushsquare.com/reviews/ps4/ghost_of_tsushima</ref> | |||
| TG = {{rating|3|5}}<ref name="TGReview">https://www.theguardian.com/games/2020/jul/14/ghost-of-tsushima-review-samurai-thrills-kurosawa-cinematic-combat</ref> | |||
===Art and world design=== | |||
| USG = 4/5<ref name="USgamer Review">https://www.usgamer.net/articles/ghost-of-tsushima-review</ref> | |||
] | |||
| VG247 = {{Rating|3|5}}<ref name="VG247 Review">https://www.vg247.com/2020/07/14/ghost-of-tsushima-review/</ref> | |||
The team decided early on that "wind blowing around literally everything in the world" would be ''Ghost of Tsushima''{{'}}s "visual calling card". This was inspired by early ]s, which often feature movement in the background in the form of dust, smoke and wind. The team took one and a half years to ensure that foliage and other objects would react properly to wind. The team initially added icons and a compass to the game to aid the player's navigation, but they realized they spent an excessive amount of time looking at them and ignored the in-game world itself. The team then decided to use wind to guide players to their objectives, forcing the player to observe the world. The team took about a week to create the feature and spent roughly another year further refining it.<ref name="usginterview"/><ref name="open world design">{{cite magazine|url=https://www.gameinformer.com/2021/05/20/more-than-just-dots-on-a-map-the-challenges-behind-open-world-game-creation|title=More Than Just Dots On A Map: The Challenges Behind Open-World Game Creation|first=Kimberly|last=Wallace|magazine=]|date=May 20, 2022|access-date=July 23, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101812/https://www.gameinformer.com/2021/05/20/more-than-just-dots-on-a-map-the-challenges-behind-open-world-game-creation|url-status=dead}}</ref> While implementing the feature, they were inspired by '']'', in which the player is shown the direction of their objectives when they hold up their sword. Connell added that "nature is a symbol for Jin's home", and guidance using wind served as an important tool for players to "connect" with Jin's home. According to Fleming, guiding winds also evoked a feeling that "nature herself is on side".<ref name="polygon facts"/> This aligned with real-world history as well, as Mongol forces were decimated by a typhoon that was seen by the Japanese as "]" sent to protect their home.<ref name="also on composer">{{cite magazine|url=https://ew.com/gaming/ghost-of-tsushima-samurai-movie-experience/|title='Creating a movie-like samurai experience': Inside Ghost of Tsushima|first=Nick|last=Romano|magazine=]|date=May 23, 2020|access-date=July 23, 2022|archive-date=June 12, 2021|archive-url=https://web.archive.org/web/20210612170948/https://ew.com/gaming/ghost-of-tsushima-samurai-movie-experience/|url-status=live}}</ref><ref>{{cite web|url=https://www.denofgeek.com/games/ghost-of-tsushima-true-story-history-setting-spoilers/|title=Is Ghost of Tsushima Based on a True Story?|first=John|last=Saavedra|work=Den of Geek|date=July 21, 2020|access-date=July 23, 2022|archive-date=December 2, 2021|archive-url=https://web.archive.org/web/20211202030520/https://www.denofgeek.com/games/ghost-of-tsushima-true-story-history-setting-spoilers/|url-status=live}}</ref> Many of the game's particle effects and systems were imported from previous ''Infamous'' games.<ref name="PS Blog get lost"/> | |||
{{quote box|quote="The fern forest has tons of ferns. Not a fern and a bush and two trees, it's just "Let's flood it with ferns first, like make that be the big read." And I think that that whether it's pampas grass, or ferns, or gingko trees, or spider lilies, or beech trees—this is a theme we went back to countless times."|source=—Jason Connell, creative director and art director<ref name="art direction"/>|width=33%}} | |||
The team did not intend to create a one-to-one recreation of Tsushima Island. While the in-game landmass is geographically the same shape as that of Tsushima Island, Sucker Punch took the liberty of creating the game's individual biomes, ensuring that each region is artistically distinct. This allowed the team to create a unique identity for each area, allowing players to recognize them easily even when viewed from afar.<ref>{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-is-sucker-punchs-biggest-game-ever|title=Ghost of Tsushima Is Sucker Punch's 'Biggest Game' Ever|first=Jonathan|last=Dornbush|work=]|date=June 1, 2020|access-date=July 23, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101750/https://www.ign.com/articles/ghost-of-tsushima-is-sucker-punchs-biggest-game-ever|url-status=live}}</ref> This is achieved through the use of bold and vibrant colors when modelling nature. The team also chose the dominant foliage in each area and significantly exaggerated its presence, creating "little pockets of massive boldness and beauty".<ref name="vg247 interview">{{cite web|url=https://www.vg247.com/ghost-of-tsushima-interview-combat-exploration-morality-themes-world|title=Ghost of Tsushima interview: combat, exploration, morality, themes, and the world|first=Kirk|last=McKeand|work=]|date=May 20, 2020|access-date=July 23, 2022|archive-date=May 23, 2022|archive-url=https://web.archive.org/web/20220523130236/https://www.vg247.com/ghost-of-tsushima-interview-combat-exploration-morality-themes-world|url-status=live}}</ref> For instance, the team focused on orange and yellow hues for the trees when they were creating the Golden Forest, one of the game's locations, instead of including all the types of trees that would realistically grow there.<ref name="crafting world"/> Connell described these locations as one's imagination of what an area would look like and "the perfect photographer's dream".<ref name="art direction">{{cite web|url=https://www.redbull.com/in-en/ghost-of-tsushima-art-director-interview-jason-connell|title=Ghost of Tsushima's Art Director Discusses its Saturated Landscapes|first=Nadia|last=Oxford|work=]|date=November 1, 2021|access-date=July 23, 2022|archive-date=November 20, 2021|archive-url=https://web.archive.org/web/20211120151724/https://www.redbull.com/in-en/ghost-of-tsushima-art-director-interview-jason-connell|url-status=live}}</ref> Fox added that the landscape featured in the in-game island is more diverse than its real-world counterpart,<ref name="gaijin studio">{{cite web|url=https://venturebeat.com/2020/08/09/how-a-gaijin-studio-made-the-beautiful-unrealism-of-ghost-of-tsushima/|title=How a gaijin studio made the beautiful unrealism of Ghost of Tsushima|first=Dean|last=Takahshi|work=]|date=August 9, 2020|access-date=July 23, 2022|archive-date=July 30, 2021|archive-url=https://web.archive.org/web/20210730034619/https://venturebeat.com/2020/08/09/how-a-gaijin-studio-made-the-beautiful-unrealism-of-ghost-of-tsushima/|url-status=live}}</ref> as the team also incorporated the aesthetics of mainland Japan when they were recreating Tsushima Island.<ref name="crafting world">{{cite web|url=https://blog.playstation.com/2020/07/09/crafting-the-world-of-tsushima/|title=Crafting the world of Tsushima|first=Joanna|last=Wong|work=]|date=July 9, 2022|access-date=July 23, 2022|archive-date=April 10, 2022|archive-url=https://web.archive.org/web/20220410032919/https://blog.playstation.com/2020/07/09/crafting-the-world-of-tsushima|url-status=live}}</ref> | |||
According to Fleming, "everything in Japan tends to celebrate ]". As a result, the team pushed for simplicity from the design of the game's architecture and interiors to the minimalistic HUD.<ref name="swordfighting"/> Connell added that the art and environment teams had a hard time switching to ''Ghost of Tsushima'' after working for nine years on the ''Infamous'' games, which features a "punk rock" visual style.<ref name="gradar overview"/> ''Shadow of the Colossus'' and '']'' both inspired the game's minimalistic landscape and aesthetic, though the team strived to have more photorealistic visuals to highlight the game's picturesque setting.<ref>{{cite web|url=https://www.eurogamer.net/ghost-of-tsushima-interview|title=Sucker Punch talks Ghost of Tsushima's inspirations, cultural authenticity, and the studio's growing identity|first=Chris|last=Tapsell|work=]|date=July 21, 2020|access-date=July 23, 2022|archive-date=July 4, 2022|archive-url=https://web.archive.org/web/20220704222820/https://www.eurogamer.net/ghost-of-tsushima-interview|url-status=live}}</ref> Much of the game was designed to be "serene" and "tranquil" so that it more sharply contrasted with moments of violence throughout the game's combat and story.<ref name="gaijin studio"/> The game includes Kurosawa mode, a black-and-white filter with film grain and adjusted audio, created to honor the legendary Akira Kurosawa and his influential samurai films. To design this mode, the team playtested the game repeatedly using features commonly found in accessibility modes designed for ] individuals.<ref>{{cite web|url=https://www.ign.com/articles/how-ghost-of-tsushimas-black-and-white-mode-affected-development|title=How Ghost of Tsushima's Black-and-White Mode Affected Development|first=Jonathan|last=Dornbush|work=]|date=May 20, 2020|access-date=July 23, 2022|archive-date=March 31, 2022|archive-url=https://web.archive.org/web/20220331000648/https://www.ign.com/articles/how-ghost-of-tsushimas-black-and-white-mode-affected-development|url-status=live}}</ref> | |||
Jin's armors were heavily inspired by the armor designs of the ] and ]s. These armors were designed to be bulky and colorful, radiating "a sense of regality" while contrasting with the darker and more agile ghost outfit. The team intentionally avoided the traditional assassin design in which characters are dressed in all-black fully-cloth clothing for the ghost outfit in order to make it appear more realistic. Parts of some outfits, such as capes and tassels, respond to the wind, further connecting the player and Jin to the game's world. Peasant recruits wear leftover armor and have a more ragtag appearance than typical samurai characters. Peasants frequently wear clothes with geometric patterns that reflect their origins. For instance, people living on Northern Tsushima wear clothes with snowflake patterns. The game's antagonist, Khotun Khan, has two armors, one of which is completely void of color and angular in shape to further signify his oppression and brutality.<ref>{{cite web|url=https://blog.playstation.com/2020/10/26/from-brush-to-blade-the-concept-art-process-behind-ghost-of-tsushima/|title=From brush to blade: The concept art process behind Ghost of Tsushima|first=Ian|last=Jun Wei Chiew|work=]|date=October 26, 2020|access-date=July 24, 2022|archive-date=May 27, 2022|archive-url=https://web.archive.org/web/20220527104225/https://blog.playstation.com/2020/10/26/from-brush-to-blade-the-concept-art-process-behind-ghost-of-tsushima/|url-status=live}}</ref><ref>{{cite book|title=The Art of Ghost of Tsushima|publisher=]|author=]|date=September 20, 2022|isbn=978-1506713786}}</ref> | |||
===Audio and music=== | |||
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| footer = Eshkeri composed much of the game's music, with Umebayashi responsible for the exploration music. | |||
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The game received "generally favorable" reviews, according to the review aggregator ].<ref name="MC"/> | |||
Brad Meyer served as the game's audio lead. To record the sound of sword fighting, the team used sword blanks previously used in recording sessions for '']'', which was developed by ], another Sony developer. According to Meyer, the team spent a lot of time "scraping them against each other, clanging them together, swinging them, suspending them from the ceiling and spinning them around" in order to record interesting sounds. The team also used them to cut through fruits, vegetables, and cloth to create the sound of a sword cutting through a human body. Combat sounds are deemphasized when the player is exploring and not engaged in combat. Jin's wind chimes were recorded using a Japanese ''fūrin''. The ] was chosen as the game's guide bird because it can be found in Japan and Meyer had the opportunity to record its sound during a vacation in Sri Lanka in 2018.<ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushima-sound-team-breaks-down-the-games/1100-6480186/|title=Ghost Of Tsushima Sound Team Breaks Down The Game's Complex And Authentic Sound Design|first=James|last=O'Connor|work=]|date=July 26, 2020|access-date=July 24, 2022|archive-date=August 2, 2020|archive-url=https://web.archive.org/web/20200802004908/https://www.gamespot.com/articles/ghost-of-tsushima-sound-team-breaks-down-the-games/1100-6480186/|url-status=live}}</ref> The audio and music system was initially based on that of ''Infamous Second Son'', in which combat music will gradually intensify over three different states. However, due to additional gameplay elements found in ''Ghost of Tsushima'' such as ghost stance and standoff, the team was required to create additional states for the combat music.<ref name="escapist interview">{{cite web|url=https://www.escapistmagazine.com/ghost-of-tsushima-audio-design-interview-brad-meyer-ilan-eshkeri-shigeru-umebayashi-sound-music/|title=Creating the Soundscapes of Ghost of Tsushima with Its Audio Director & Composers|first=George|last=Yang|work=]|date=July 29, 2020|access-date=July 24, 2022|archive-date=July 7, 2022|archive-url=https://web.archive.org/web/20220707105955/https://www.escapistmagazine.com/ghost-of-tsushima-audio-design-interview-brad-meyer-ilan-eshkeri-shigeru-umebayashi-sound-music/|url-status=live}}</ref> | |||
The aesthetics and visuals of the game received significant praise. Michael Saltzman of '']'' described the game as "an absolutely gorgeous adventure through one of history's most strikingly beautiful landscapes" while criticizing the enemy AI.<ref name="IGNReview" /> Despite not recommending the title, Chris Tapsell of '']'' said the game's "world as a whole is beautiful - utterly, undeniably, oppressively beautiful."<ref name=":0">{{Cite web|last=Tapsell|first=Chris|date=2020-07-14|title=Ghost of Tsushima review - a likeable, if clunky Hollywood blockbuster|url=https://www.eurogamer.net/articles/2020-07-14-ghost-of-tsushima-review-a-likeable-if-clunky-hollywood-blockbuster|access-date=2020-07-15|website=Eurogamer|language=en}}</ref> | |||
British composer ] wrote the game's music. Eshkeri extensively researched Japanese musical styles in the 13th century, including '']'', ], and the '']''.<ref name="music and tradition"/><ref name="escapist interview"/> A group of consultants also helped translate lyrics written in English to Japanese. Eshkeri was approached by the team after they listened to his work on '']''. The team was particularly impressed with how he was able to recreate Japanese music using western instruments. Eshkeri was initially hesitant since he was not familiar with scoring music for fighting games, but he agreed after being briefed on the game's narrative.<ref name="escapist interview"/> Eshkeri learned Japanese scales, played Japanese instruments, and listened to music from Tsushima Island. He also met with Junko Ueda, one of the few surviving musicians who can play a '']'', an instrument used by samurai in the past. It was used in the recording of "The Way of the Ghost", Jin's personal theme.<ref name="way of the ghost"/> Several ancient Japanese melodies, including '']'', were also quoted and rearranged by Eshkeri.<ref>{{cite web|url=https://www.gamesindustry.biz/articles/2020-11-10-composing-the-blockbuster-soundtrack-of-ghost-of-tsushima|title=Composing the blockbuster soundtrack of Ghost of Tsushima|first=Callum|last=Bains|work=]|date=November 10, 2020|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101755/https://www.gamesindustry.biz/articles/2020-11-10-composing-the-blockbuster-soundtrack-of-ghost-of-tsushima|url-status=live}}</ref> However, he deliberately avoided listening to the musical scores of Kurosawa's films in order to keep his music original. The most difficult track for Eshkeri to write was the one for the final battle, as the track needed to be simultaneously action-packed and emotional.<ref name="music and tradition">{{cite web|url=https://www.denofgeek.com/games/ghost-of-tsushima-music-ilan-eshkeri/|title=How Ghost of Tsushima's Music Combines Japanese Tradition with the Cinematic|first=Benard|last=Boo|work=Den of Geek|date=July 27, 2020|access-date=July 24, 2022|archive-date=January 26, 2021|archive-url=https://web.archive.org/web/20210126190112/https://www.denofgeek.com/games/ghost-of-tsushima-music-ilan-eshkeri/|url-status=live}}</ref> Eshkeri ultimately wrote double the amount of music that was actually needed.<ref name="way of the ghost">{{cite web|url=https://www.hollywoodreporter.com/news/general-news/ghost-tsushima-composer-technical-challenges-scoring-sword-fights-1302489/|title='Ghost of Tsushima' Composer on Technical Challenges of Scoring Sword Fights|first=Trilby|last=Beresford|work=]|date=July 16, 2020|access-date=July 24, 2022|archive-date=June 16, 2021|archive-url=https://web.archive.org/web/20210616231107/https://www.hollywoodreporter.com/news/general-news/ghost-tsushima-composer-technical-challenges-scoring-sword-fights-1302489/|url-status=live}}</ref> The game also features five musical suites by Japanese composer ], who was responsible for creating the game's exploration music.<ref name="music and tradition"/><ref name="also on composer"/> The full soundtrack of the game was released on July 17, 2020. A four-track remix EP titled "Sound of the Storm – Ghost of Tsushima Soundtrack: Reimagined" features contributions from ], ], ] and ]. It was released on July 10, 2022, via ].<ref>{{cite web|url=https://www.nme.com/news/gaming-news/tokimonsta-tycho-and-more-remix-ghost-of-tsushima-soundtrack-2702785|title=TOKiMONSTA, Tycho and more remix 'Ghost Of Tsushima' soundtrack|first=Puah|last=Ziwei|work=]|date=July 7, 2020|access-date=July 24, 2022|archive-date=December 4, 2020|archive-url=https://web.archive.org/web/20201204111025/https://www.nme.com/news/gaming-news/tokimonsta-tycho-and-more-remix-ghost-of-tsushima-soundtrack-2702785|url-status=live}}</ref> | |||
Critics were more mixed when it came to the activities found across the open world. '']''{{'}}s Carolyn Petit said that the game "offers a lovely world to explore, and there's value in that, but it should have been so much more than a checklist of activities to accomplish."<ref>{{Cite web|last=Petit|first=Carolyn|date=2020-07-14|title=Ghost of Tsushima review: You’ve played this before|url=https://www.polygon.com/reviews/2020/7/14/21322970/ghost-of-tsushima-review-ps4-kurosawa-mode|access-date=2020-07-15|website=Polygon|language=en}}</ref> '']''{{'}}s Ian Walker said "I found myself audibly sighing every time I crested a hill towards a mystery objective only to find another fox to follow or another haiku to compose. These diversions, while unique at first glance, proved to just be busy work as time wore on."<ref>{{Cite web|title=Ghost Of Tsushima: The Kotaku Review|url=https://kotaku.com/ghost-of-tsushima-the-kotaku-review-1844368841|access-date=2020-07-15|website=Kotaku|language=en-us}}</ref> | |||
==Release== | |||
In regards to combat, Rachel Weber of '']'' said that combat "just flowed and felt right."<ref name="GRadarReview" /> '']''{{'}}s Chris Carter said that the "rhythm of combat is also a sight to behold" and that "like the small open-world nuances, combat blossoms over time."<ref name="DestructReview" /> | |||
''Ghost of Tsushima''<nowiki/>'s marketing campaign began in October 2017 when a trailer was shown at Sony Interactive Entertainment's ] press conference.<ref>{{cite web|url=https://gematsu.com/2017/10/sucker-punch-announces-ghost-tsushima-ps4|title=Sucker Punch announces Ghost of Tsushima for PS4|last=Romano|first=Sal|publisher=Gematsu|date=October 30, 2017|access-date=June 11, 2018|url-status=live|archive-url=https://web.archive.org/web/20180422094657/https://gematsu.com/2017/10/sucker-punch-announces-ghost-tsushima-ps4|archive-date=April 22, 2018}}</ref> Sony opted not to announce the title too early since many of the game's systems were tentative and subject to change.<ref>{{cite web|url=https://www.gamespot.com/articles/playstation-boss-on-why-they-waited-so-long-to-ann/1100-6455194/|title=PlayStation Boss On Why They Waited So Long To Announce Sucker Punch's New Gam|first=Eddie|last=Makuch|work=]|date=November 27, 2017|access-date=June 12, 2018|url-status=live|archive-url=https://web.archive.org/web/20180418101053/https://www.gamespot.com/articles/playstation-boss-on-why-they-waited-so-long-to-ann/1100-6455194/|archive-date=April 18, 2018}}</ref> A gameplay demo was shown at ] along with a live ] performance by ].<ref>{{cite web|url=https://www.engadget.com/2018/05/11/playstation-e3-press-conference/|title=Sony is trying a new format for its E3 press conference|last=Seppela|first=Timothy|publisher=]|date=May 11, 2018|access-date=June 11, 2018|url-status=live|archive-url=https://web.archive.org/web/20180516002026/https://www.engadget.com/2018/05/11/playstation-e3-press-conference/|archive-date=May 16, 2018}}</ref> The game was released for ] on July 17, 2020,<ref name="ps-blog-April-2020">{{cite web|url=https://blog.us.playstation.com/2020/04/27/release-date-updates-for-the-last-of-us-part-ii-ghost-of-tsushima|title=Release Date Updates For The Last of Us Part II, Ghost of Tsushima|last=Hulst|first=Hermen|publisher=]|date=April 27, 2020|access-date=April 27, 2020|archive-date=April 27, 2020|archive-url=https://web.archive.org/web/20200427190630/https://blog.us.playstation.com/2020/04/27/release-date-updates-for-the-last-of-us-part-ii-ghost-of-tsushima|url-status=live}}</ref> having been delayed from its original June 26 release date due to the ].<ref name="ps-blog-march-2020">{{cite web|url=https://blog.us.playstation.com/2020/03/05/ghost-of-tsushima-out-june-26-collectors-digital-deluxe-editions-detailed/|title=Ghost of Tsushima Out June 26: Collector's & Digital Deluxe Editions Detailed|last=Goldfarb|first=Andrew|publisher=]|date=March 5, 2020|access-date=March 5, 2020|archive-date=April 20, 2020|archive-url=https://web.archive.org/web/20200420093132/https://blog.us.playstation.com/2020/03/05/ghost-of-tsushima-out-june-26-collectors-digital-deluxe-editions-detailed/|url-status=live}}</ref> Sucker Punch announced four editions: standard, digital deluxe, special, and a collector's edition.<ref name="ps-blog-march-2020"/> Different editions came bundled with different collectors' items as well as in-game items, equipment, and unlocked abilities, in addition to a bonus for pre-ordering the game.<ref name="ps-blog-march-2020"/> Sony also partnered with the Tourism Board of Tsushima Island and the ] to launch a website that educates readers on the history and culture of the real-life Island.<ref>{{cite web|url=https://www.ign.com/articles/tsushima-tourist-board-partners-with-ghost-of-tsushima|title=Tsushima Tourist Board Partners With Ghost of Tsushima|first=Jordan|last=Oloman|work=]|date=July 21, 2020|access-date=July 24, 2022|archive-date=June 14, 2021|archive-url=https://web.archive.org/web/20210614095714/https://www.ign.com/articles/tsushima-tourist-board-partners-with-ghost-of-tsushima|url-status=live}}</ref> Art prints, produced by ], were released in November 2020.<ref>{{cite web|url=https://www.theverge.com/21551618/ghost-of-tsushima-concept-art-prints-sale-pricing-sucker-punch-playstation|title=These Ghost of Tsushima art prints let you get lost in the game's stunning landscapes|first=Nick|last=Slatt|work=]|date=November 5, 2020|access-date=July 24, 2022|archive-date=February 12, 2021|archive-url=https://web.archive.org/web/20210212134821/https://www.theverge.com/21551618/ghost-of-tsushima-concept-art-prints-sale-pricing-sucker-punch-playstation|url-status=live}}</ref> | |||
A multiplayer expansion titled ''Ghost of Tsushima: Legends'', was released on October 16, 2020, alongside the addition of a ] feature to the base game.<ref name="Legends RD"/><ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushimas-big-update-will-let-you-pet-the-dogs-then-set-them-on-enemies/1100-6483107/|title=Ghost Of Tsushima's Big Update Will Let You Pet The Dogs--Then Set Them On Enemies|first=James|last=O'Connor|work=]|date=October 8, 2020|access-date=July 24, 2022|archive-date=November 29, 2020|archive-url=https://web.archive.org/web/20201129035945/https://www.gamespot.com/articles/ghost-of-tsushimas-big-update-will-let-you-pet-the-dogs-then-set-them-on-enemies/1100-6483107/|url-status=live}}</ref> Unlike the main game, ''Legends'' features prominent supernatural elements drawn from ].<ref name="Legends RD">{{cite web|url=https://www.vg247.com/ghost-tsushima-legends-coming-october-16|title=Ghost of Tsushima: Legends coming October 16, introduces online co-op, New Game+ and more|first=Dom|last=Peppiatt|date=October 5, 2022|work=]|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101817/https://www.vg247.com/ghost-tsushima-legends-coming-october-16|url-status=live}}</ref> While ''Legends'' was introduced as a post-launch update, Sucker Punch decided early on that some form of ] would be included in the final game. Development of the mode started in 2016, and the studio experimented for six months to a year when designing the multiplayer mode.<ref>{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-legends-multiplayer-has-always-been-a-pillar-of-sucker-punchs-plans|title=Ghost of Tsushima: Legends - Multiplayer Has Always Been a 'Pillar' of Sucker Punch's Plans|first=Jonathan|last=Dornbush|work=]|date=October 17, 2020|access-date=July 26, 2022|archive-date=March 18, 2022|archive-url=https://web.archive.org/web/20220318235035/https://www.ign.com/articles/ghost-of-tsushima-legends-multiplayer-has-always-been-a-pillar-of-sucker-punchs-plans|url-status=live}}</ref> The team ultimately chose supernatural elements as the focal point of ''Legends nut'', which gave the team more creative freedom when they were designing the characters and their abilities. A storyteller character was introduced to tie the mode thematically back to Jin's journey and the world of Tsushima. According to Darren Bridge, the senior game designer leading ''Legends''{{'s}} development, the visual style of ''Legends'' was unrefined until the final nine months of the expansion's development. The final boss fight was also completed relatively late in the game's development, with the team once considering delaying its addition or completely removing it from the game.<ref>{{cite web|url=https://blog.playstation.com/2022/03/18/ghost-of-tsushima-legends-finding-the-fun-in-multiplayer/|title=Ghost of Tsushima: Legends – Finding the fun in Multiplayer|first=Darren|last=Bridge|work=]|date=March 18, 2022|access-date=July 26, 2022|archive-date=April 9, 2022|archive-url=https://web.archive.org/web/20220409090309/https://blog.playstation.com/2022/03/18/ghost-of-tsushima-legends-finding-the-fun-in-multiplayer/|url-status=live}}</ref> In December 2020, ''Legends'' introduced four character outfits based on other PlayStation franchises: '']'', ''God of War'', '']'', and ''Shadow of the Colossus''.<ref>{{cite web|url=https://www.nme.com/en_asia/news/gaming-news/ghost-of-tsushima-adds-new-outfits-from-god-of-war-bloodborne-and-more-2843078|title='Ghost Of Tsushima' adds new outfits from 'God Of War', 'Bloodborne' and more|first=Stacey|last=Henley|work=]|date=December 19, 2022|access-date=July 26, 2022|archive-date=January 23, 2021|archive-url=https://web.archive.org/web/20210123204022/https://www.nme.com/en_asia/news/gaming-news/ghost-of-tsushima-adds-new-outfits-from-god-of-war-bloodborne-and-more-2843078|url-status=live}}</ref> ''Legends'' received a standalone release on September 3, 2021, and was one of the free games offered to ] subscribers in March 2022.<ref>{{cite web|url=https://www.videogamer.com/news/ghost-of-tsushima-legends-gets-standalone-release-from-today|title=Ghost of Tsushima: Legends gets standalone release from today|first=Ben|last=Borthwick|work=VideoGamer.com|date=September 3, 2021|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101827/https://www.videogamer.com/news/ghost-of-tsushima-legends-gets-standalone-release-from-today/|url-status=live}}</ref><ref>{{cite magazine|url=https://www.gameinformer.com/psa/2022/03/09/if-you-claim-ghost-of-tsushima-legends-on-ps-plus-youll-be-locked-out-of-directors|title=If You Claim Ghost Of Tsushima Legends On PS Plus, You'll Be Locked Out Of Director's Cut PS5 Upgrade Discount|first=Wesley|last=LeBlanc|magazine=]|date=March 9, 2022|access-date=July 26, 2022|archive-date=April 22, 2022|archive-url=https://web.archive.org/web/20220422234808/https://www.gameinformer.com/psa/2022/03/09/if-you-claim-ghost-of-tsushima-legends-on-ps-plus-youll-be-locked-out-of-directors|url-status=dead}}</ref> | |||
Four editors from the Japanese video game magazine '']'' gave the game a rare 40/40 perfect score. This is the third western game to receive such a top score, along with '']'' (2011) by ] and '']'' (2013) by ].<ref>{{cite web|url=https://www.gematsu.com/2020/07/famitsu-review-scores-issue-1650|title=Famitsu Review Scores: Issue 1650|date=July 15, 2020|last=Romano|first=Sal|website=Gematsu|accessdate=July 16, 2020}}</ref><ref>{{cite web|url=https://www.videogameschronicle.com/news/ghost-of-tsushima-breaks-playstation-sales-record-in-japan/|title=Ghost of Tsushima breaks PlayStation sales record in Japan|date=July 23, 2020|last=Ivan|first=Tom|website=]|accessdate=July 24, 2020}} </ref> | |||
Sucker Punch released ''Ghost of Tsushima: Director's Cut'' on August 20, 2021, for both PlayStation 4 and ]. The PlayStation 5 version includes exclusive features such as full Japanese lip sync, ] and adaptive trigger support, ] support, dynamic 4K resolution, and decreased loading times.<ref>{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-directors-cut-iki-island-expansion-ps5|title=Ghost of Tsushima Director's Cut and Iki Island Expansion Announced for PS5 and PS4, Upgrade Prices Revealed|first=Matt|last=Kim|work=]|date=July 2, 2022|access-date=July 24, 2022|archive-date=January 24, 2022|archive-url=https://web.archive.org/web/20220124112135/https://www.ign.com/articles/ghost-of-tsushima-directors-cut-iki-island-expansion-ps5|url-status=live}}</ref> The Director's cut also includes an expansion in which Jin visits Iki Island to stop a Mongol tribe led by a shaman named Ankhsar Khatun. The size of ''Iki Island'' is similar to Act One of the main game, and players can access the island once they have reached Act Two of the main story. Iki Island is drastically different from Tsushima Island as it is mostly populated with bandit, raider, and criminal NPCs. When designing Iki Island, the team continued to use bold colors, though it used a different color palette so that players could easily differentiate between it and the main Tsushima Island.<ref>{{cite web|url=https://www.pushsquare.com/news/2021/07/interview_ghost_of_tsushima_directors_cut_-_sucker_punch_talks_ps5_features_iki_island_expansion_and_japanese_praise|title=Interview: Ghost of Tsushima: Director's Cut - Sucker Punch Talks PS5 Features, Iki Island Expansion, and Japanese Praise|first=Robert|last=Ramsay|work=]|date=July 29, 2021|access-date=July 26, 2022|archive-date=September 26, 2021|archive-url=https://web.archive.org/web/20210926054353/https://www.pushsquare.com/news/2021/07/interview_ghost_of_tsushima_directors_cut_-_sucker_punch_talks_ps5_features_iki_island_expansion_and_japanese_praise|url-status=live}}</ref> According to the team, the story also delves into Jin's past and the history of Clan Sakai, exploring a different viewpoint of the Mongol invasion.<ref name="horse">{{cite web|url=https://www.ign.com/articles/ghost-of-tsushima-directors-cut-ps4-ps5-interview|title=Ghost of Tsushima Devs on Adding PS5 Functionality, Introducing a New Villain in Director's Cut|first=Jonathan|last=Dornbush|work=]|date=July 29, 2022|access-date=July 24, 2022|archive-date=October 15, 2021|archive-url=https://web.archive.org/web/20211015150005/https://www.ign.com/articles/ghost-of-tsushima-directors-cut-ps4-ps5-interview|url-status=live}}</ref><ref>{{cite web|url=https://www.gamesradar.com/the-ghost-of-tsushima-iki-island-expansion-shows-a-different-viewpoint-on-the-mongol-expansion/|title=The Ghost of Tsushima Iki Island expansion shows "a different viewpoint on the Mongol expansion"|first=Leon|last=Hurley|work=]|date=July 29, 2021|access-date=July 26, 2022|archive-date=August 2, 2021|archive-url=https://web.archive.org/web/20210802043553/https://www.gamesradar.com/the-ghost-of-tsushima-iki-island-expansion-shows-a-different-viewpoint-on-the-mongol-expansion/|url-status=live}}</ref> ''Iki Island'' also added new combat skills, such as the ability for the player's horse to charge at enemies, new side quests and open world activities including visiting animal sanctuaries where Jin can pet various animals,<ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushima-directors-cut-lets-you-pet-kitties-and-monkeys/1100-6494242/|title=Ghost Of Tsushima: Director's Cut Lets You Pet Kitties And Monkeys|first=Gabe|last=Garwin|work=]|date=July 21, 2021|access-date=July 24, 2022|archive-date=October 19, 2021|archive-url=https://web.archive.org/web/20211019022138/https://www.gamespot.com/articles/ghost-of-tsushima-directors-cut-lets-you-pet-kitties-and-monkeys/1100-6494242/|url-status=live}}</ref><ref name="horse"/> and music composed by Chad Cannon and Bill Hemstapat, both of whom had previously worked with Umebayashi for the arrangement and orchestration of "Tsushima's suite".<ref>{{cite web|url=https://blog.playstation.com/2021/09/03/ghost-of-tsushima-the-music-of-iki-island/|title=Ghost of Tsushima: The music of Iki Island|first=Bill|last=Hemstpat|work=]|date=September 3, 2021|access-date=July 26, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101843/https://blog.playstation.com/2021/09/03/ghost-of-tsushima-the-music-of-iki-island/|url-status=live}}</ref> An armor set inspired by ] from '']'' was added to ''Director's Cut'' in February 2022.<ref>{{cite web|url=https://www.gamespot.com/articles/ghost-of-tsushima-update-adds-horizon-forbidden-west-crossover-content/1100-6500426/|title=Ghost Of Tsushima Update Adds Horizon Forbidden West Crossover Content|first=Eddie|last=Makuch|work=]|date=February 8, 2022|access-date=July 24, 2022|archive-date=March 9, 2022|archive-url=https://web.archive.org/web/20220309103141/https://www.gamespot.com/articles/ghost-of-tsushima-update-adds-horizon-forbidden-west-crossover-content/1100-6500426/|url-status=live}}</ref> In April 2022, Sucker Punch announced that they have stopped working on further patches and updates for both the main game and ''Legends'', as the studio shifted developmental resources to other projects.<ref>{{cite web|url=https://www.nme.com/en_asia/news/gaming-news/ghost-of-tsushima-patch-2-18-marks-the-end-of-active-updates-3206593|title='Ghost Of Tsushima' patch 2.18 marks the end of the game's active updates|first=Jack|last=Grimshaw|work=]|date=April 17, 2022|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101757/https://www.nme.com/en_asia/news/gaming-news/ghost-of-tsushima-patch-2-18-marks-the-end-of-active-updates-3206593|url-status=live}}</ref> | |||
To ''Polygon''{{'}}s Kazuma Hashimoto, the game is a "well-intentioned homage" to Kurosawa films, but it ends up unwittingly reinforcing ] nationalist reinterpretations of the samurai class as an "honor-bound and noble group of people that cared deeply for the peasantry," in detriment of a more nuanced view. Hashimoto concludes that, "instead of examining the samurai's role, Ghost of Tsushima lionizes their existence as the true protectors of feudal Japan."<ref>{{cite web|url=https://www.polygon.com/2020/7/23/21333631/ghost-of-tsushima-kurosawa-films-samurai-japan-abe-politics|title=Ghost of Tsushima, Kurosawa, and the political myth of the samurai}}</ref> | |||
] developed the PC version of the game, which was released on May 16, 2024.<ref name="Nixxes">{{Cite web |last=Huijbregts |first=Julian |date=2024-04-17 |title=Ghost of Tsushima Director's Cut is coming to PC |url=https://www.nixxes.com/ghost-of-tsushima-directors-cut-is-coming-to-pc/ |url-status=live |archive-url=https://web.archive.org/web/20240516181626/https://www.nixxes.com/ghost-of-tsushima-directors-cut-is-coming-to-pc/ |archive-date=2024-05-16 |access-date= |publisher=] |language=en-US}}</ref><ref>{{cite web|url=https://www.theverge.com/2024/3/6/24092291/ghost-of-tsushima-directors-cut-pc-release-date-steam|title=Ghost of Tsushima is coming to PC in May|first=Andrew|last=Webster|work=]|date=May 7, 2024|accessdate=April 6, 2024}}</ref> On May 11, 2024, it was reported that the Steam listing for the game had been delisted from 177 territories due to the unavailability of PlayStation Network in those regions.<ref>{{Cite web |date=2024-05-04 |title=''Ghost of Tsushima DIRECTOR'S CUT'' SteamDB change 23492090 |url=https://steamdb.info/sub/962153/history/?changeid=23492090 |access-date=May 11, 2024 |website=SteamDB}}</ref> This came after widespread criticism following a similar occurrence with '']'', another PlayStation Studios title that was released on PC.<ref>{{cite web | url = https://www.thegamer.com/ghost-of-tsushima-directors-cut-steam-psn-link-delisted-countries-helldivers-2-sony/ | title= ''Ghost Of Tsushima'' PC Port Delisted In Countries Without PSN Access | first= Rhiannon | last = Bevan | date = May 10, 2024 | accessdate = May 11, 2024 | work = TheGamer }}</ref> ''Helldivers 2'' had come under controversy due to Sony enforcing PlayStation Network account linking, a statement the company would backtrack on.<ref>{{cite web | url = https://www.eurogamer.net/sony-overturns-helldivers-2-psn-requirement-following-backlash | title= Sony overturns Helldivers 2 PSN requirement following backlash | first= Victoria | last = Kennedy | date = May 6, 2024 | accessdate = May 11, 2024 | work = ] }}</ref> Sucker Punch had previously clarified that PlayStation Network account linking was mandatory only for ''Ghost of Tsushima''{{'}}s multiplayer component, and that singleplayer would not be affected.<ref>{{cite web | url = https://www.eurogamer.net/ghost-of-tsushima-developer-wants-you-to-know-you-can-play-it-on-steam-without-linking-to-a-psn-account | title= ''Ghost of Tsushima ''developer wants you to know you can play it on Steam without linking to a PSN account | first= Vikki | last = Blake | date = May 5, 2024 | accessdate = May 11, 2024 | work = ] }}</ref> | |||
==Reception== | |||
===Critical reception=== | |||
{{Video game reviews | |||
| MC = (PS4) 83/100<ref name="MC">{{Cite web|url=https://www.metacritic.com/game/ghost-of-tsushima/critic-reviews/?platform=playstation-4|title=Ghost of Tsushima Critic Reviews for PlayStation 4|access-date=July 14, 2020|website=Metacritic|archive-date=July 13, 2020|archive-url=https://web.archive.org/web/20200713021148/https://www.metacritic.com/game/playstation-4/ghost-of-tsushima|url-status=live}}</ref><br> (PS5) 87/100<ref name="MC2">{{Cite web|url=https://www.metacritic.com/game/ghost-of-tsushima-directors-cut/critic-reviews/?platform=playstation-5|title=Ghost of Tsushima Directors Cut Critic Reviews for PlayStation 5|access-date=August 20, 2021|website=Metacritic|archive-date=November 14, 2021|archive-url=https://web.archive.org/web/20211114015045/https://www.metacritic.com/game/playstation-5/ghost-of-tsushima-directors-cut |url-status=live}}</ref><br> (PC) 89/100<ref name="MC3">{{Cite web|url=https://www.metacritic.com/game/ghost-of-tsushima-directors-cut/critic-reviews/?platform=pc|title=Ghost of Tsushima Directors Cut Critic Reviews for PC|access-date=September 26, 2024|website=Metacritic|date=November 14, 2021}}</ref> | |||
| Destruct = 9.5/10<ref name="DestructReview">{{Cite web|title=Review: Ghost of Tsushima|url=https://www.destructoid.com/reviews/review-ghost-of-tsushima/|first=Chris|last=Carter|date=July 14, 2022|access-date=July 14, 2022|work=]|archive-date=April 23, 2022|archive-url=https://web.archive.org/web/20220423163920/https://www.destructoid.com/reviews/review-ghost-of-tsushima/|url-status=live}}</ref> | |||
| Fam = 40/40<ref name="famitsu">{{cite web|url=https://www.gematsu.com/2020/07/famitsu-review-scores-issue-1650|title=Famitsu Review Scores: Issue 1650|date=July 15, 2020|last=Romano|first=Sal|website=Gematsu|access-date=July 16, 2020|archive-date=January 4, 2022|archive-url=https://web.archive.org/web/20220104043025/https://www.gematsu.com/2020/07/famitsu-review-scores-issue-1650|url-status=live}}</ref> | |||
| GI = 9.5/10<ref name="GIReview">{{Cite magazine|url=https://www.gameinformer.com/review/ghost-of-tsushima/ghost-of-tsushima-review-a-most-honorable-epic|title=Ghost of Tsushima Review – A Most Honorable Epic|first=Matt|last=Miller|magazine=]|date=July 17, 2020|access-date=July 24, 2022|archive-date=July 1, 2021|archive-url=https://web.archive.org/web/20210701180640/https://www.gameinformer.com/review/ghost-of-tsushima/ghost-of-tsushima-review-a-most-honorable-epic|url-status=dead}}</ref> | |||
| GSpot = 7/10<ref name="GSpotRev">{{Cite web|url=https://www.gamespot.com/reviews/ghost-of-tsushima-review-you-khan-do-it/1900-6417501/|title=Ghost Of Tsushima Review - You Khan Do It|first=Edmond|last=Tran|work=]|date=July 17, 2020|access-date=July 24, 2022|archive-date=January 2, 2022|archive-url=https://web.archive.org/web/20220102115128/https://www.gamespot.com/reviews/ghost-of-tsushima-review-you-khan-do-it/1900-6417501/|url-status=live}}</ref> | |||
| GRadar = 4.5/5<ref name="GRadarReview">{{Cite web|title=Ghost of Tsushima review: "A worthy swan song for the PS4"|url=https://www.gamesradar.com/ghost-of-tsushima-review/|access-date=July 24, 2022|work=]|first=Rachel|last=Weber|date=July 14, 2020|archive-date=November 16, 2021|archive-url=https://web.archive.org/web/20211116022901/https://www.gamesradar.com/ghost-of-tsushima-review/|url-status=live}}</ref> | |||
| IGN = 9/10<ref name="IGNReview">{{Cite web|url=https://www.ign.com/articles/ghost-of-tsushima-review|title=Ghost of Tsushima Review|access-date=July 14, 2020|work=]|first=Mitchell|last=Saltzman|date=July 14, 2022|archive-date=November 16, 2021|archive-url=https://web.archive.org/web/20211116012657/https://www.ign.com/articles/ghost-of-tsushima-review|url-status=live}}</ref> | |||
| TG = 3/5<ref name="TGReview">{{Cite web|url=http://www.theguardian.com/games/2020/jul/14/ghost-of-tsushima-review-samurai-thrills-kurosawa-cinematic-combat|title=Ghost of Tsushima review – Kurosawa-inspired samurai showdowns|date=July 14, 2020|work=]|first=Keza|last=MacDonald|access-date=July 24, 2022|archive-date=September 4, 2021|archive-url=https://web.archive.org/web/20210904123658/https://www.theguardian.com/games/2020/jul/14/ghost-of-tsushima-review-samurai-thrills-kurosawa-cinematic-combat|url-status=live}}</ref> | |||
| USG = 4/5<ref name="USgamer Review">{{Cite web|url=https://www.usgamer.net/articles/ghost-of-tsushima-review|title=Ghost of Tsushima Review: Hopefully Not The Last Samurai|first=Mike|last=Williams|date=July 14, 2020|access-date=July 24, 2022|work=]|archive-date=December 6, 2021|archive-url=https://web.archive.org/web/20211206034250/https://www.usgamer.net/articles/ghost-of-tsushima-review|url-status=live}}</ref> | |||
| VG247 = 3/5<ref name="VG247 Review">{{Cite web|url=https://www.vg247.com/ghost-of-tsushima-review|title=Ghost of Tsushima review - a gorgeous world stuffed with repetitive filler|date=July 14, 2020|first=Kirk|last=McKeand|work=]|access-date=July 24, 2022|archive-date=July 10, 2022|archive-url=https://web.archive.org/web/20220710041454/https://www.vg247.com/ghost-of-tsushima-review|url-status=live}}</ref> | |||
| VB = 85/100<ref name="VBRev">{{cite web|url=https://venturebeat.com/2020/07/14/ghost-of-tsushima-review-samurais-creed/|title=Ghost of Tsushima review — Samurai's creed|first=Mike|last=Minotti|work=]|date=July 14, 2020|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101756/https://venturebeat.com/2020/07/14/ghost-of-tsushima-review-samurais-creed/|url-status=live}}</ref> | |||
}} | |||
''Ghost of Tsushima'' received "generally favorable" reviews from critics, according to ] website ].<ref name="MC"/> It received a combined 40/40 score from four editors of the Japanese video game magazine '']'',<ref name="famitsu"/> the third Western-developed game to do so.{{efn|The first two Western-developed games to receive a 40/40 score from '']'' were '']'' (2011) and '']'' (2013).<ref>{{cite web|url=https://www.videogameschronicle.com/news/ghost-of-tsushima-breaks-playstation-sales-record-in-japan/|title=Ghost of Tsushima breaks PlayStation sales record in Japan|date=July 23, 2020|last=Ivan|first=Tom|website=]|access-date=July 24, 2020|archive-date=July 24, 2020|archive-url=https://web.archive.org/web/20200724101418/https://www.videogameschronicle.com/news/ghost-of-tsushima-breaks-playstation-sales-record-in-japan/|url-status=live}}</ref>}} It also received praise from ], the director of the '']'' series, who applauded Jin as the game's protagonist, adding that Japanese studios were unlikely to greenlight a game starring a middle-aged man due to marketing reasons.<ref>{{cite web|url=https://kotaku.com/yakuza-director-praises-ghost-of-tsushima-says-japan-s-1844541108|title=Yakuza Director Praises Ghost of Tsushima, Says Japan Should've Made It|first=Brian|last=Ashcraft|work=]|date=July 29, 2020|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101755/https://kotaku.com/yakuza-director-praises-ghost-of-tsushima-says-japan-s-1844541108|url-status=live}}</ref> Fox and Connell were named as tourism ambassadors to ] in March 2021 for spreading "the name and history of Tsushima through their works".<ref name="VGC Ambassadors">{{cite web | url = https://www.videogameschronicle.com/news/ghost-of-tsushima-devs-to-be-made-permanent-ambassadors-of-the-real-island/ | title = Ghost of Tsushima devs to be made permanent ambassadors of the real island | first = Chris | last = Scullion | date = March 5, 2021 | access-date = March 5, 2021 | work = ] | archive-date = July 7, 2021 | archive-url = https://web.archive.org/web/20210707203816/https://www.videogameschronicle.com/news/ghost-of-tsushima-devs-to-be-made-permanent-ambassadors-of-the-real-island/ | url-status = live }}</ref> | |||
The story received a generally positive reception. Matt Miller from '']'' wrote that ''Ghost of Tsushima'' offered "a tale about the contradictory ideals of honor and revenge", praising the side quests for offering a somber contemplation on the brutality of war and how it affects the everyday life of ordinary peasants.<ref name="GIReview"/> '']''{{'}}s Mitchell Saltzman praised Tsuji and Gallagher's performances. He described Jin's struggles as "compelling", and called Khan a memorable antagonist whose "soft intensity" is "oddly calming despite his terrifying intentions". Critics applauded the game's cast of side characters, adding that their personal stories impacted the overall story and Jin's own character development.<ref name="GRadarReview"/><ref name="GIReview"/><ref name="IGNReview"/> The side quests, however, were largely considered to be repetitive and forgettable.<ref name="TGReview"/><ref name="GRadarReview"/><ref name="IGNReview"/> '']''{{'}}s Chris Tapsell compared them unfavorably to '']'' and considered them to be an "afterthought", criticizing their basic framework and inadequate rewards for completion.<ref name="EuroGRev"/> While the performance of the voice cast was praised,<ref name="VBRev"/><ref name="IGNReview"/><ref name="GRadarReview"/><ref name="EuroGRev">{{cite web|url=https://www.eurogamer.net/ghost-of-tsushima-review-a-likeable-if-clunky-hollywood-blockbuster|title=Ghost of Tsushima review - a likeable, if clunky Hollywood blockbuster|first=Chris|last=Tapsell|work=]|date=April 23, 2021|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101821/https://www.eurogamer.net/ghost-of-tsushima-review-a-likeable-if-clunky-hollywood-blockbuster|url-status=live}}</ref> several reviewers noted the lack of ] for the Japanese audio, which was later rectified in the ''Director's Cut'' version of the game.<ref name="USgamer Review"/><ref name="IGNReview"/><ref name="GSpotRev"/> Edmond Tran, writing for '']'', noted that the characters have a "noticeable lack of bodily expression", hindering the delivery of certain emotional scenes, but remarked that the emotional impact of these scenes was frequently heightened by the game's musical score and ].<ref name="GSpotRev"/> In a mixed review, Keza MacDonald of '']'' felt that the story lacked intrigue and wrote that ''Ghost of Tsushima'' adhered "so closely to the tropes and storylines of classic samurai fiction that it sometimes forgets to have a personality of its own".<ref name="TGReview"/> | |||
Critics generally praised the gameplay. Miller enjoyed the variety in enemies and added that combat remained challenging and riveting even when the player was approaching the end of the game. He felt that the game's two playstyles were both satisfying, and lauded Sucker Punch for allowing players to freely choose their approaches to objectives and missions.<ref name="GIReview"/> Writing for '']'', Rachel Weber agreed that the game was challenging. She added that it "flowed like a dance" and remarked that the combat had a large emphasis on the timing of attacks and parries.<ref name="GRadarReview"/> Standoffs were particularly praised for evoking the feelings of Japanese samurai movies.<ref name="USgamer Review"/><ref name="IGNReview"/><ref name="GSpotRev"/> Saltzman appreciated the combat system and compared it to the early '']'' games, the '']'' series, and '']''. He also enjoyed the progression system, as players are not required to grind for experience to level up and difficulty does not suddenly ramp up as the player progresses.<ref name="IGNReview"/> Mike Williams from '']'' felt that combat was "decent", but the camera angle and the lack of a lock-on system mean that players cannot easily control the battlefield as opponents swarm in on Jin from various directions with different styles of attacks.<ref name="USgamer Review"/> Several critics were disappointed by the stealth gameplay as they felt it was too rudimentary.<ref name="IGNReview"/><ref name="EuroGRev"/><ref name="VG247 Review"/> Both Williams and Saltzman noted that the ] was inadequate.<ref name="IGNReview"/><ref name="USgamer Review"/> | |||
Weber described the game's world as a "work of art",<ref name="GRadarReview"/> Miller described it as a "painter's vision of feudal Japan",<ref name="GIReview"/> and Saltzmann wrote that its visual landscape was one of the best ever for an open world game.<ref name="IGNReview"/> Critics particularly praised how the game used elements of nature like wind and birds to guide players to their objectives,<ref name="IGNReview"/><ref name="GRadarReview"/><ref name="GSpotRev"/> with Williams describing the guiding wind system as a "major innovation".<ref name="USgamer Review"/> Tran wrote that guiding wind encouraged players to explore the game world and made them more likely to "follow winding roads around mountains and along river bank" instead of simply choosing the most direct route.<ref name="GSpotRev"/> Critics also enjoyed the way that the game offered moments of relief and calmness.<ref name="GIReview"/><ref name="GRadarReview"/><ref name="DestructReview"/> Miller liked the world design for encouraging players to explore, but lamented that some of the platforming sessions were too static and limiting.<ref name="GIReview"/> Chris Carter, writing for '']'', enjoyed some of the open world activities, singling out the composition of haiku and bathing in hotsprings as examples of unique optional content;<ref name="DestructReview"/> conversely, Tapsell was disappointed by the game's open world structure and found it to be unimaginative and outdated.<ref name="EuroGRev"/> Tapsell added that the side content and points of interest lacked variety and a sense of mystery.<ref name="EuroGRev"/> Andrew Webster from '']'' felt that these repetitive open world activities undermined the game's innovative ideas.<ref>{{cite web|url=https://www.theverge.com/21323144/ghost-of-tsushima-review-ps4-game-developer-samurai|title=Ghost of Tsushima is a beautiful samurai tale burider under a familiar open world game|first=Andrew|last=Webster|work=]|date=July 14, 2020|access-date=July 24, 2022|archive-date=March 7, 2022|archive-url=https://web.archive.org/web/20220307103415/https://www.theverge.com/21323144/ghost-of-tsushima-review-ps4-game-developer-samurai|url-status=live}}</ref> Kirk McKeand from '']'' also criticized the game's open world activities for hindering the pacing of the story and deemed the structure of some quests "archaic".<ref name="VG247 Review"/> | |||
===Sales=== | ===Sales=== | ||
''Ghost of Tsushima'' was the best-selling physical game in its debut week of release in the United Kingdom<ref>{{cite web|last=Phillips|first=Tom|date=July 20, 2020|url=https://www.eurogamer.net/articles/2020-07-20-ghost-of-tsushima-physical-sales-beat-last-years-days-gone|title=Ghost of Tsushima physical sales beat last year's Days Gone|publisher=]|access-date=July 24, 2020|archive-date=October 17, 2020|archive-url=https://web.archive.org/web/20201017062021/https://www.eurogamer.net/articles/2020-07-20-ghost-of-tsushima-physical-sales-beat-last-years-days-gone|url-status=live}}</ref> lasting three weeks<ref>{{Cite web |last=Dring |first=Christopher |date=2020-07-26 |title=Ghost of Tsushima holds No.1 as Paper Mario slips l UK Charts |url=https://www.gamesindustry.biz/ghost-of-tsushima-holds-no-1-as-paper-mario-slips-l-uk-charts |access-date=2023-10-25 |website=GamesIndustry.biz |language=en}}</ref><ref>{{Cite web |last=Dring |first=Christopher |date=2020-08-03 |title=Destroy All Humans makes Top Three after 12-year absence {{!}} UK Charts |url=https://www.gamesindustry.biz/destroy-all-humans-makes-top-three-after-12-year-absence-uk-charts |access-date=2023-10-25 |website=GamesIndustry.biz |language=en}}</ref> and sold 373,473 units in the country by the end of 2020.<ref>{{cite web |last=Dring |first=Christopher |date=March 4, 2021 |title=PS5 and Xbox Series sold 800,000 consoles in the UK last year |url=https://www.gamesindustry.biz/articles/2021-03-04-ps5-and-xbox-series-sold-800-000-consoles-in-the-uk-last-year |url-status=live |archive-url=https://web.archive.org/web/20210304131539/https://www.gamesindustry.biz/articles/2021-03-04-ps5-and-xbox-series-sold-800-000-consoles-in-the-uk-last-year |archive-date=March 4, 2021 |access-date=March 4, 2021 |work=] |language=en}}</ref> It was also the best-selling physical game in July 2020 in the US and became Sucker Punch's fastest-selling game there.<ref>{{cite web|url=https://www.gamespot.com/articles/july-2020-npd-ghost-of-tsushima-becomes-sucker-pun/1100-6480962/|title=July 2020 NPD: Ghost Of Tsushima Becomes Sucker Punch's Fastest Selling Release|first=Darryn|last=Bonthyus|work=]|date=August 14, 2020|access-date=July 24, 2022|archive-date=February 15, 2022|archive-url=https://web.archive.org/web/20220215132424/https://www.gamespot.com/articles/july-2020-npd-ghost-of-tsushima-becomes-sucker-pun/1100-6480962/|url-status=live}}</ref> The game also topped the download charts in both Europe and the United States.<ref>{{cite web |last=McAllister |first=Gillen |date=August 6, 2020 |title=PlayStation Store: July's top downloads |url=https://blog.playstation.com/2020/08/06/playstation-store-julys-top-downloads-5/?ref-tag=251446 |url-status=live |archive-url=https://web.archive.org/web/20201011104315/https://blog.playstation.com/2020/08/06/playstation-store-julys-top-downloads-5/?ref-tag=251446 |archive-date=October 11, 2020 |access-date=November 29, 2020 |website=]}}</ref> It went on to become the seventh-best-selling game of 2020 in the US.<ref>{{cite web|url=https://venturebeat.com/2021/01/15/npd-reveals-the-best-selling-games-of-2020-in-the-u-s/|title=NPD reveals the best-selling games of 2020 in the U.S.|first=Jeff|last=Grubb|work=]|date=January 15, 2021|access-date=February 2, 2022|archive-date=July 4, 2021|archive-url=https://web.archive.org/web/20210704135603/https://venturebeat.com/2021/01/15/npd-reveals-the-best-selling-games-of-2020-in-the-u-s/|url-status=live}}</ref> The ''Director's Cut'' version was the best-selling game in the UK in its week of release<ref>{{cite web|url=https://www.gamesindustry.biz/articles/2021-08-24-ps5-dominates-boxed-charts-led-by-ghost-of-tsushima-directors-cut-uk-charts|title=PS5 dominates boxed charts led by Ghost of Tsushima: Director's Cut: UK Charts|first=Christopher|last=Dring|work=Gameindustry.biz|date=August 24, 2021|access-date=September 15, 2021|archive-date=September 14, 2021|archive-url=https://web.archive.org/web/20210914161524/https://www.gamesindustry.biz/articles/2021-08-24-ps5-dominates-boxed-charts-led-by-ghost-of-tsushima-directors-cut-uk-charts|url-status=live}}</ref> and the second-best-selling game in the United States in August 2021 behind '']''.<ref>{{cite web|url=https://venturebeat.com/2021/09/14/august-2021-npd-ghost-of-tsushima-returns-to-dominate-august-game-sales/|title=August 2021 NPD: Ghost of Tsushima returns to dominate August game sales|first=Jeff|last=Grubb|work=]|date=September 14, 2021|access-date=September 15, 2021|archive-date=September 14, 2021|archive-url=https://web.archive.org/web/20210914225936/https://venturebeat.com/2021/09/14/august-2021-npd-ghost-of-tsushima-returns-to-dominate-august-game-sales/|url-status=live}}</ref> With the release of the PC version, the game topped the U.S. software sales chart in May 2024.<ref>{{cite web|url=https://www.videogameschronicle.com/news/ghost-of-tsushima-and-ps5-topped-the-us-sales-chart-in-may/|title=Ghost of Tsushima and PS5 topped the US sales chart in May|last=Ivan|first=Tom|website=]|date=July 8, 2024|access-date=July 8, 2024|archive-url=https://web.archive.org/web/20240708222610/https://www.videogameschronicle.com/news/ghost-of-tsushima-and-ps5-topped-the-us-sales-chart-in-may/|archive-date=July 8, 2024}}</ref> | |||
''Ghost of Tsushima'' was the best-selling physical game in its debut week of release in the United Kingdom.<ref>{{cite web |last=Phillips |first=Tom |date=July 20, 2020|url=https://www.eurogamer.net/articles/2020-07-20-ghost-of-tsushima-physical-sales-beat-last-years-days-gone|title=Ghost of Tsushima physical sales beat last year's Days Gone|publisher=]|accessdate=July 24, 2020}}</ref> In Japan, the game was also the best-selling game during its debut week, with 212,915 copies being sold.<ref>{{cite web |last=Romano |first=Sal |date=July 23, 2020|url=https://www.gematsu.com/2020/07/famitsu-sales-7-13-20-7-19-20|title=Famitsu Sales: 7/13/20 – 7/19/20|publisher=Gematsu|accessdate=July 23, 2020}}</ref> The game topped the download charts in both Europe and the USA.<ref>https://blog.playstation.com/2020/08/06/playstation-store-julys-top-downloads-5/?ref-tag=251446</ref> Worldwide, the game sold through more than 2.4 million units in its first 3 days of sales, making it in PlayStation 4's fastest selling first-party original IP debut.<ref>{{cite web|url=https://twitter.com/PlayStation/status/1286632240949219331|title=PlayStation on Twitter: "Ghost of Tsushima is now PS4's fastest selling first-party original IP debut with more than 2.4 million units sold through globally in its first 3 days of sales."|date=July 24, 2020|accessdate=July 24, 2020}}</ref> | |||
In Japan, ''Ghost of Tsushima'' was also the best-selling game during its debut week, with 212,915 units being sold.<ref>{{cite web|last=Romano|first=Sal|date=July 23, 2020|url=https://www.gematsu.com/2020/07/famitsu-sales-7-13-20-7-19-20|title=Famitsu Sales: 7/13/20 – 7/19/20|publisher=Gematsu|access-date=July 23, 2020|archive-date=July 23, 2020|archive-url=https://web.archive.org/web/20200723161722/https://www.gematsu.com/2020/07/famitsu-sales-7-13-20-7-19-20|url-status=live}}</ref> The game was out of stock in some stores in Japan during its launch month.<ref>{{cite web|url=https://www.vg247.com/ghost-of-tsushima-well-received-japan|title=Ghost of Tsushima exceeded expectations in Japan, out of stock at some stores|first=Stephanny|last=Nunneley|work=]|date=July 22, 2022|access-date=July 24, 2022|archive-date=July 24, 2022|archive-url=https://web.archive.org/web/20220724101757/https://www.vg247.com/ghost-of-tsushima-well-received-japan|url-status=live}}</ref> The game remained in the top 30 best-selling video games in Japan for more than 15 consecutive weeks, totaling over 412,000 units sold.<ref>{{cite web|last=Romano|first=Sal|date=November 12, 2020|url=https://www.gematsu.com/2020/11/famitsu-sales-11-2-20-11-8-20|title=Famitsu Sales: 11/2/20 – 11/8/20 |publisher=Gematsu|access-date=November 29, 2020|archive-date=November 18, 2020|archive-url=https://web.archive.org/web/20201118094339/https://www.gematsu.com/2020/11/famitsu-sales-11-2-20-11-8-20|url-status=live}}</ref> It had the second-highest lifetime sales for a Sony first-party video game in Japan, only behind '']''.<ref>{{cite web|url=https://www.vg247.com/ghost-of-tsushima-sales-japan|title=Ghost of Tsushima achieves second-highest lifetime sales for PS4 first-party game in Japan|first=Cian|last=Mahel|work=]|date=August 7, 2020|access-date=July 24, 2022|archive-date=February 4, 2022|archive-url=https://web.archive.org/web/20220204125339/https://www.vg247.com/ghost-of-tsushima-sales-japan|url-status=live}}</ref> In May 2023, Sony confirmed that the game had sold over 1 million units in Japan.<ref>{{cite web |last=Romano |first=Sal |date=19 May 2023 |title=Ghost of Tsushima sales top one million in Japan |url=https://www.gematsu.com/2023/05/ghost-of-tsushima-sales-top-one-million-in-japan |access-date=19 May 2023 |website=Gematsu}}</ref> | |||
Worldwide, ''Ghost of Tsushima'' sold over 2.4 million units in its first 3 days of sales, making it the ] first-party original IP debut.<ref>{{cite magazine|url=https://www.gameinformer.com/2020/07/24/ghost-of-tsushima-sold-24-million-units-in-three-days|title=Ghost Of Tsushima Sold 2.4 Million Units In Three Days|first=Joe|last=Juba|magazine=]|date=July 24, 2020|access-date=July 24, 2022|archive-date=April 8, 2021|archive-url=https://web.archive.org/web/20210408230716/https://www.gameinformer.com/2020/07/24/ghost-of-tsushima-sold-24-million-units-in-three-days|url-status=dead}}</ref> In November 2020, It was reported that the game had sold over 5 million units.<ref>{{cite web|last=Romano|first=Sal|date=November 12, 2020|url=https://www.gematsu.com/2020/11/ghost-of-tsushima-sales-top-five-million|title=Ghost of Tsushima sales top five million|publisher=Gematsu|access-date=November 12, 2020|archive-date=February 9, 2021|archive-url=https://web.archive.org/web/20210209160315/https://www.gematsu.com/2020/11/ghost-of-tsushima-sales-top-five-million|url-status=live}}</ref> By July 2022, it had sold 9.73 million units.<ref>{{cite web|url=https://www.gamedeveloper.com/business/ghost-of-tsushima-turns-two-years-old-sells-nearly-10-million-copies|title=Ghost of Tsushima turns two years old, sells nearly 10 million copies|first=Justin|last=Carter|work=]|date=July 19, 2022|access-date=July 24, 2022|archive-date=July 20, 2022|archive-url=https://web.archive.org/web/20220720200726/https://www.gamedeveloper.com/business/ghost-of-tsushima-turns-two-years-old-sells-nearly-10-million-copies|url-status=live}}</ref> In September 2024, Sucker Punch announced that it had sold over 13 million units.<ref name="NYT Reveal">{{Cite web |date=September 24, 2024 |title=Sequel to Ghost of Tsushima Expands a Fresh Sony Franchise |last=Small |first=Zachary |url=https://www.nytimes.com/2024/09/24/arts/ghost-of-yotei-tsushima-sequel-playstation.html |website=] |archiveurl=https://web.archive.org/web/20240924225108/https://www.nytimes.com/2024/09/24/arts/ghost-of-yotei-tsushima-sequel-playstation.html |archivedate=September 24, 2024 |url-status=live }}</ref> | |||
According to court documents filed by Sony in the ], the game was highly profitable. Against a reported budget of $60 million,<ref>{{Cite web |last=Abiyan |date=2023-12-18 |title=Ghost of Tsushima Had A Budget of Just $60 Million |url=https://tech4gamers.com/ghost-of-tsushimas-budget-60m/ |access-date=2024-09-27 |website=Tech4Gamers |language=en-US}}</ref> it had generated $397 million in total revenue as of the filing in 2023.<ref>{{Cite web |last=Hollister |first=Sean |date=2023-06-28 |title=Sony's confidential PlayStation secrets just spilled because of a Sharpie |url=https://www.theverge.com/2023/6/28/23777298/sony-ftc-microsoft-confidential-documents-marker-pen-scanner-oops |access-date=2024-09-29 |website=The Verge |language=en}}</ref> | |||
===Awards=== | |||
In addition to the following awards, the game was selected by '']'' and ''Hardcore Gamer'' as their ].<ref name="OPM UK GOTY">{{cite magazine |date=January 2021 |title=Game of the Year 2020 |magazine=] |issue=183 |pages=48–49 |publisher=] }}</ref><ref>{{cite web |date=December 20, 2020 |title=Top 10 Games of 2020 (Game of the Year) |url=https://hardcoregamer.com/2020/12/20/top-10-games-of-2020-game-of-the-year/393729/ |url-status=live |archive-url=https://web.archive.org/web/20210325183631/https://hardcoregamer.com/2020/12/20/top-10-games-of-2020-game-of-the-year/393729/ |archive-date=March 25, 2021 |access-date=December 22, 2020 |website=Hardcore Gamer}}</ref> | |||
{| class="wikitable sortable" | |||
|- | |||
! Year !! Award !! Category !! Result !! Ref. | |||
|- | |||
| rowspan="15" style="text-align:center;" | 2020 | |||
| scope="row" rowspan="5" | ] | |||
| PlayStation Game of the Year | |||
| {{Nominated}} | |||
| style="text-align:center;" rowspan="5" |<ref name="Golden Joystick 2020 Noms">{{cite web|last=Park|first=Gene|title=Voting is live for the Golden Joystick Awards 2020 nominations|url=https://www.gamesradar.com/golden-joystick-awards-2020-nominations/|work=Game Radar|date=November 18, 2020|access-date=November 18, 2020|archive-date=October 1, 2020|archive-url=https://web.archive.org/web/20201001220958/https://www.gamesradar.com/golden-joystick-awards-2020-nominations/|url-status=live}}</ref><br /><ref name="Golden Joystick 2020 Winners">{{cite web|last=Tyrer|first=Ben|title=Every winner at the Golden Joystick Awards 2020|url=https://www.gamesradar.com/every-winner-at-the-golden-joystick-awards-2020/|work=Game Radar|date=November 24, 2020|access-date=November 24, 2020|archive-date=November 24, 2020|archive-url=https://web.archive.org/web/20201124224231/https://www.gamesradar.com/every-winner-at-the-golden-joystick-awards-2020/|url-status=live}}</ref> | |||
|- | |||
| Best Audio | |||
| {{Nominated}} | |||
|- | |||
| Best Storytelling | |||
| {{Nominated}} | |||
|- | |||
| Best Visual Design | |||
| {{Nominated}} | |||
|- | |||
| Studio of the Year | |||
| {{Nominated}} | |||
|- | |||
| scope="row" rowspan="8" | ] | |||
| ] | |||
| {{Nom}} | |||
| rowspan="8" style="text-align:center;" | <ref name="TGA2020">{{cite news|last=Park|first=Gene|title=Here are the nominees for The Game Awards 2020|url=https://www.washingtonpost.com/video-games/2020/11/18/game-awards-2020-nominees/|newspaper=The Washington Post|date=November 18, 2020|access-date=November 18, 2020|archive-date=November 18, 2020|archive-url=https://web.archive.org/web/20201118175735/https://www.washingtonpost.com/video-games/2020/11/18/game-awards-2020-nominees/|url-status=live}}</ref> | |||
|- | |||
| Best Game Direction | |||
| {{Nom}} | |||
|- | |||
| Best Art Direction | |||
| {{Won}} | |||
|- | |||
| Best Narrative | |||
| {{Nom}} | |||
|- | |||
| Best Performance (Tsuji as Jin Sakai) | |||
| {{Nom}} | |||
|- | |||
| Best Audio Design | |||
| {{Nom}} | |||
|- | |||
| Best Action/Adventure Game | |||
| {{Nom}} | |||
|- | |||
| Player's Voice | |||
| {{Won}} | |||
|- | |||
| scope="row" rowspan="2" | ] | |||
| Best Narrative Design | |||
| {{nom}} | |||
| style="text-align:center;" rowspan="2" | <ref name="Fun & Serious">{{cite web |url=https://es.ign.com/fun-serious/169392/news/todos-los-ganadores-de-los-premios-titanium-de-fun-serious-game-festival |title=Todos los ganadores de los Premios Titanium de Fun & Serious Game Festival |language=es |trans-title=All winners of the Fun & Serious Game Festival Titanium Awards |last=Soriano |first=David |work=] |publisher=] |date=December 12, 2020 |access-date=December 28, 2020 |archive-url=https://web.archive.org/web/20201212195955/https://es.ign.com/fun-serious/169392/news/todos-los-ganadores-de-los-premios-titanium-de-fun-serious-game-festival |archive-date=December 12, 2020 |url-status=live }}</ref> | |||
|- | |||
| Best Art Design | |||
| {{Nom}} | |||
|- | |||
| rowspan="33" style="text-align:center;" | 2021 | |||
| scope="row" rowspan="10" | ] | |||
| ] | |||
| {{Nom}} | |||
| style="text-align:center;" rowspan="9" | <ref name="DICE">{{cite web |url=https://www.vg247.com/2021/01/26/2021-dice-awards/ |title=2021 DICE Awards: Ghost of Tsushima and The Last of Us: Part 2 lead with the most nominations |last=Nunneley |first=Stephanie |work=] |publisher=videogaming247 Ltd. |date=January 26, 2021 |access-date=January 27, 2021 |archive-url=https://web.archive.org/web/20210127014425/https://www.vg247.com/2021/01/26/2021-dice-awards/ |archive-date=January 27, 2021 |url-status=live }}</ref><br /><ref>{{cite web |url=https://www.shacknews.com/article/123995/the-dice-awards-2021-winners-finalists |title=The D.I.C.E. Awards 2021 winners & finalists |last=Denzer |first=TJ |date=April 22, 2021 |access-date=April 22, 2021 |work=] |archive-date=April 22, 2021 |archive-url=https://web.archive.org/web/20210422232105/https://www.shacknews.com/article/123995/the-dice-awards-2021-winners-finalists |url-status=live }}</ref> | |||
|- | |||
| ] | |||
| {{Won}} | |||
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| ] | |||
| {{Nom}} | |||
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| ] | |||
| {{Won}} | |||
|- | |||
| ] | |||
| {{Won}} | |||
|- | |||
| ] | |||
| {{Nom}} | |||
|- | |||
| ] | |||
| {{Nom}} | |||
|- | |||
| ] | |||
| {{Won}} | |||
|- | |||
| ] | |||
| {{Nom}} | |||
|- | |||
| ] | |||
| {{Nom}} | |||
|- | |||
| scope="row" rowspan="2" | ] | |||
| Outstanding Virtual Cinematography in a CG Project | |||
|{{nom}} | |||
| style="text-align:center;" rowspan="2" |<ref>{{cite web|url=https://deadline.com/2021/03/ves-awards-nominations-2021-visual-effects-society-mandalorian-tenet-soul-1234704513/|title=VES Awards Nominations: 'Tenet', 'Midnight Sky', 'Extraction', 'Soul' & 'Mandalorian' Among Titles In Visual Effects Hunt|work=Deadline|first=Erik|last=Pederson|date=March 2, 2021|access-date=March 2, 2021|archive-date=March 2, 2021|archive-url=https://web.archive.org/web/20210302202115/https://deadline.com/2021/03/ves-awards-nominations-2021-visual-effects-society-mandalorian-tenet-soul-1234704513/|url-status=live}}</ref><br /><ref>{{cite web|url=https://deadline.com/2021/04/ves-awards-2021-winners-list-visual-effects-society-1234727902/|title=VES Awards: 'The Midnight Sky', Pixar's 'Soul', 'The Mandalorian' Take Marquee Honors – Full List Of Winners|work=deadline|first=Patrick|last=Hipes|date=April 6, 2021|access-date=April 6, 2021|archive-date=April 7, 2021|archive-url=https://web.archive.org/web/20210407013539/https://deadline.com/2021/04/ves-awards-2021-winners-list-visual-effects-society-1234727902/|url-status=live}}</ref> | |||
|- | |||
|Outstanding Visual Effects in a Real-Time Project | |||
|{{won}} | |||
|- | |||
| scope="row" rowspan="11" |] | |||
|Artistic Achievement | |||
|{{Nom}} | |||
| style="text-align:center;" rowspan="11" |<ref>{{cite web|url=https://www.ign.com/articles/bafta-games-awards-2021-nominations-announced|title=BAFTA Games Awards 2021 Nominations Announced|first=Adele|last=Ankers|work=IGN|date=March 2, 2021|access-date=March 4, 2021|archive-date=March 3, 2021|archive-url=https://web.archive.org/web/20210303015914/https://www.ign.com/articles/bafta-games-awards-2021-nominations-announced|url-status=live}}</ref><br /><ref>{{cite web|url=https://www.ign.com/articles/bafta-games-awards-2021-winners-hades-the-last-of-us-part-2-animal-crossing|title=BAFTA Games Awards 2021: All the Winners|first=Adam|last=Bankhurst|work=IGN|date=March 25, 2021|access-date=March 26, 2021|archive-date=May 20, 2021|archive-url=https://web.archive.org/web/20210520025247/https://www.ign.com/articles/bafta-games-awards-2021-winners-hades-the-last-of-us-part-2-animal-crossing|url-status=live}}</ref> | |||
|- | |||
|Audio Achievement | |||
|{{won}} | |||
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|Best Game | |||
|{{Nom}} | |||
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|{{Nom}} | |||
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|{{Nom}} | |||
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|Narrative | |||
|{{Nom}} | |||
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|Original Property | |||
|{{Nom}} | |||
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|Performer in a Leading Role (Tsuji as Jin Sakai) | |||
|{{Nom}} | |||
|- | |||
|Performer in a Supporting Role (Gallagher as Khotun Khan) | |||
|{{Nom}} | |||
|- | |||
|EE Game of the Year | |||
|{{Nom}} | |||
|- | |||
|rowspan="6" | ] | |||
|Game of the Year | |||
|{{Nom}} | |||
| style="text-align:center;" rowspan="6" | <ref>{{cite web | url = https://www.hollywoodreporter.com/news/general-news/hades-game-developers-choice-awards-winners-list-1234983585/ | title = 2021 Game Developers Choice Award Winners | first = Trilby | last = Beresford | date = July 21, 2021 | access-date = July 21, 2021 | work = ] | archive-date = July 22, 2021 | archive-url = https://web.archive.org/web/20210722022831/https://www.hollywoodreporter.com/news/general-news/hades-game-developers-choice-awards-winners-list-1234983585/ | url-status = live }}</ref> | |||
|- | |||
|Best Audio | |||
|{{Nom}} | |||
|- | |||
|Best Design | |||
|{{Nom}} | |||
|- | |||
|Best Narrative | |||
|{{Nom}} | |||
|- | |||
|Best Technology | |||
|{{Nom}} | |||
|- | |||
|Best Visual Art | |||
|{{Won}} | |||
|- | |||
| rowspan="3"| Japan Game Awards 2021 | |||
| Game Designers Award | |||
| {{runner-up}} | |||
| style="text-align:center;" rowspan="3" |<ref name="2021JGA">{{cite web|url=https://www.siliconera.com/monster-hunter-rise-ghost-of-tsushima-share-japan-game-awards-2021-grand-award/|title=Monster Hunter Rise, Ghost of Tsushima Share Japan Game Awards 2021 Grand Award|last=Stenbuck|first=Kite|date=October 1, 2021|access-date=October 2, 2021|archive-date=October 3, 2021|archive-url=https://web.archive.org/web/20211003010736/https://www.siliconera.com/monster-hunter-rise-ghost-of-tsushima-share-japan-game-awards-2021-grand-award/|url-status=live}}</ref> | |||
|- | |||
| Award for Excellence | |||
| {{won}} | |||
|- | |||
| Grand Prize | |||
| {{won}} | |||
|- | |||
| ] | |||
|Best Game Expansion (''Iki Island'') | |||
|{{Won}} | |||
| style="text-align:center;" |<ref>{{cite web |url=https://www.gamesradar.com/golden-joystick-awards-2021-winners/ |title=Here are all the Golden Joystick Awards 2021 winners |last=Tyrer |first=Ben |work=] |publisher=] |date=November 23, 2021 |access-date=November 23, 2021 |archive-url=https://web.archive.org/web/20211124013113/https://www.gamesradar.com/golden-joystick-awards-2021-winners/ |archive-date=November 24, 2021 |url-status=live }}</ref> | |||
|- | |||
| rowspan="2" style="text-align:center;" | 2024 | |||
|rowspan="2"| ] | |||
|Best Game You Suck At Award | |||
| {{nom}} | |||
|style="text-align:center;" rowspan="2" |<ref>{{cite web|url=https://store.steampowered.com/steamawards/2024|title=The 2024 Steam Awards|date=December 31, 2024|access-date=January 5, 2025|website=store.steampowered.com|publisher=]}}</ref> | |||
|- | |||
| Outstanding Story-Rich Game Award | |||
| {{nom}} | |||
|- | |||
|} | |||
{{Clear}} | |||
== Adaptations == | |||
On March 25, 2021, ] and ] announced the development of a film adaptation of the game, directed by ]. The film will be produced by Stahelski, ], and Jason Spitz of ] alongside Asad Qizilbash and Carter Swan of ]. Sucker Punch will serve as executive producers, with Peter Kang overseeing production on the studio's behalf. On April 12, 2022, Takashi Doscher was brought on to write the screenplay. The film is in development.<ref name="Deadline Film">{{cite web |url=https://deadline.com/2021/03/sony-playstation-productions-ghost-of-tsushima-movie-john-wicks-chad-stahelski-directing-1234721342/ |title=Sony And PlayStation Productions Developing 'Ghost of Tsushima' Movie With 'John Wick's Chad Stahelski Directing |last=Kroll|first=Justin |work=] |publisher=] |date=March 25, 2021 |access-date=March 25, 2021 |archive-url=https://web.archive.org/web/20210325170642/https://deadline.com/2021/03/sony-playstation-productions-ghost-of-tsushima-movie-john-wicks-chad-stahelski-directing-1234721342/ |archive-date=March 25, 2021 |url-status=live }}</ref><ref>{{Cite web |last=D'Alessandro |first=Anthony |date=April 12, 2022 |title='Ghost Of Tsushima': Chad Stahelski Feature Take Of Sony PlayStation Game Sets Writer With Takashi Doscher |url=https://deadline.com/2022/04/ghost-of-tsushima-takashi-doscher-writing-1235000925/ |access-date=April 12, 2022 |website=Deadline |language=en-US |archive-date=April 18, 2022 |archive-url=https://web.archive.org/web/20220418134124/https://deadline.com/2022/04/ghost-of-tsushima-takashi-doscher-writing-1235000925/ |url-status=live }}</ref> | |||
Jin Sakai made a cameo in episode 15 of the '']'' TV series.<ref>{{Cite web |last=Glazebrook |first=Lewis |date=2024-12-22 |title=Secret Level's Tribute To PlayStation Quietly Calls Out Modern Gaming Trends |url=https://screenrant.com/secret-level-playstation-mobile-gaming/ |access-date=2024-12-23 |website=ScreenRant |language=en}}</ref> | |||
In January 2025, Sony announced an ] inspired by the game's multiplayer mode, titled ''Ghost of Tsushima: Legends''. It is being produced by Kamikaze Douga in partnership with ] and ] and directed by Takanobu Mizuno, with series composition by ]; it is scheduled to be released on ] in 2027.<ref>{{cite web |last=Barker |first=Sammy |title=Ghost of Tsushima Legends Is an Upcoming Anime Inspired by the PS5, PS4 Game |website=] |url=https://www.pushsquare.com/news/2025/01/ghost-of-tsushima-legends-is-an-upcoming-anime-inspired-by-the-ps5-ps4-game |access-date=January 7, 2025 |archive-url=https://web.archive.org/web/20250107030047/https://www.pushsquare.com/news/2025/01/ghost-of-tsushima-legends-is-an-upcoming-anime-inspired-by-the-ps5-ps4-game |archive-date=January 7, 2025|url-status=live}}</ref> | |||
== Sequel == | |||
{{Main|Ghost of Yōtei}} | |||
''Ghost of Yōtei'', a follow-up to ''Ghost of Tsushima'', is set to release for the PlayStation 5 in 2025. The story takes place around ] on Japan's ] island in 1603, following the ] Atsu. | |||
== Notes == | |||
{{notelist}} | |||
== References == | == References == | ||
{{Reflist}} | {{Reflist}} | ||
== External links == | |||
*{{Official website|https://www.suckerpunch.com/category/games/ghostoftsushima/}} | |||
*{{Wikivoyage inline|Ghost of Tsushima Tour}} | |||
{{Sucker Punch Productions}} | {{Sucker Punch Productions}} | ||
{{JGA GOTY}} | |||
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Latest revision as of 07:28, 16 January 2025
2020 video game2020 video game
Ghost of Tsushima | |
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Developer(s) | Sucker Punch Productions |
Publisher(s) | Sony Interactive Entertainment |
Director(s) |
|
Producer(s) | Brian Fleming |
Programmer(s) | Chris Zimmerman |
Artist(s) | Jason Connell |
Writer(s) |
|
Composer(s) | |
Platform(s) | |
Release |
|
Genre(s) | Action-adventure |
Mode(s) | Single-player, multiplayer |
Ghost of Tsushima is a 2020 action-adventure game developed by Sucker Punch Productions and published by Sony Interactive Entertainment. The player controls Jin Sakai, a samurai on a quest to protect Tsushima Island during the first Mongol invasion of Japan. Jin must choose between following the warrior code to fight honorably, or by using practical but dishonorable methods of repelling the Mongols with minimal casualties. The game features a large open world which can be explored either on foot or on horseback. When facing enemies, the player can choose to engage in a direct confrontation using Jin's katana or to use stealth tactics to assassinate opponents. A multiplayer mode titled Ghost of Tsushima: Legends was released in October 2020 and made available separately in September 2021.
Sucker Punch began developing the game after the release of Infamous First Light in 2014, as the studio wanted to move on from the Infamous franchise to create a game with a heavy emphasis on melee combat. The studio collaborated with Japan Studio and visited Tsushima Island twice to ensure that the game was as culturally and historically authentic as possible. The team was heavily inspired by samurai cinema, particularly films directed by Akira Kurosawa, as well as the comic book series Usagi Yojimbo. The game's landscape and minimalistic art style were influenced by Shadow of the Colossus, and locations in the game were designed to be "the perfect photographer's dream". While the in-game landmass is similar in shape to Tsushima Island, the team did not intend to create a one-to-one recreation. Ilan Eshkeri and Shigeru Umebayashi composed the game's soundtrack.
Ghost of Tsushima was released for the PlayStation 4 in July 2020, and an expanded version for PlayStation 4 and PlayStation 5, subtitled Director's Cut and featuring the Iki Island expansion, was released in August 2021. A Windows version of Director's Cut, developed by Nixxes Software, was released in May 2024. The game received positive reviews from critics, who praised the melee combat, story, characters, performances, and music, though it received some criticism for its implementations of stealth gameplay and open world structure. It had sold over 13 million units by September 2024. It was nominated for several year-end awards, including Game of the Year at The Game Awards 2020 and the 24th Annual D.I.C.E. Awards. A sequel, Ghost of Yōtei, is scheduled to release in 2025, and a film adaptation is in development.
Gameplay
Ghost of Tsushima is an action-adventure video game played from a third-person perspective. The player has a variety of gameplay options to reach objectives they are given. They can engage in a "standoff", a direct confrontation with enemies using their katana, which can result in a series of fatal strikes against a number of different enemies. In combat, Jin can use different fighting stances to defeat specific types of enemies: "stone stance" for hostile swordsmen; "water stance" for shielded enemies; "wind stance" for spearmen; and "moon stance" for brutes. Eventually the player unlocks "ghost stance", which makes Jin invincible and allows him to kill enemies with a single hit for a limited period of time. To activate ghost stance, players must kill a number of enemies without taking any damage or assassinate a Mongol leader. The player needs to stagger enemies or land a successful parry to break their defense before attacking to deplete their health. The player has access to bows, which can fire multiple types of arrows. At certain points in the game, Jin must duel against non-playable characters (NPCs) who act as bosses with unique offensive tactics and attack animations. The game's highest difficulty is a more realistic mode in which the player and enemies do large amounts of damage to each other, with all non-boss fights ending in one or two successful attacks.
Alternatively, using stealth allows the player to evade enemies and strike them silently. As the player progresses in the game they can unlock chained assassination, which allows Jin to strike several enemies consecutively. To this end, Jin has a large arsenal of ghost weapons. These include firecrackers and wind chime bells to create distractions, smoke bombs to disorient alerted foes, kunai for striking multiple enemies, and explosives to kill groups of enemies. Players will eventually unlock a blowgun that allows them to shoot poison darts and causes victims to hallucinate and attack their peers. When the player restores Jin's health or uses special combat techniques, they deplete their "resolve", which is gained by performing feats of finesse such as assassinating or parrying an enemy.
The game features a large open world which can be explored with or without guidance based on wind direction. The three islands of Tsushima are unlocked gradually as the player progresses. The island of Izuhara is unlocked first, followed by Totoyama and Kamiagata. Access to Iki Island is granted to those who purchased the DLC after entering Izuhara. Players travel to different parts of Tsushima on horseback and can use an item that acts as a grappling hook to access difficult-to-reach areas. As the player explores the world, yellow birds will guide Jin to locations of interest. These include hot springs which increase Jin's maximum health, "Bamboo Strikes" which increase Jin's maximum resolve upon completion, "Pillars of Honor" which contain additional cosmetic designs for Jin's weapons, and locations in which Jin will meditate and compose haiku. By following torii gates and completing a platforming challenge, the player will find Shinto shrines and unlock charms that grant the player passive perks such as decreasing damage taken, reducing enemy detection speed, and increasing how much health is recovered when healing. Foxes will also lead Jin to Inari shrines, which increase the number of charms Jin can equip.
The game features side quests and NPCs with whom the player can interact. Players can also liberate Mongol-controlled villages and camps by eliminating all the enemies stationed in the area. Combat stances are unlocked after Jin observes or kills Mongol leaders. Completing side quests or helping NPCs grants players minor charms and gifts which can be collected at altars. In particular, completing "Mythic Tale" side quests will unlock unique armors and special combat techniques. Each armor set has different properties that provide various benefits during combat. Most sets of armor and clothing can be upgraded by collecting materials found in the game's world. Jin's appearance can also be further customized with masks, helmets and headbands.
Multiplayer
A multiplayer mode titled Ghost of Tsushima: Legends was released in late 2020. Players can access this mode from the menu or by reaching the NPC Gyozen the Storyteller in the single-player campaign, which will transport the player to Legends multiplayer lobby. Unlike the single-player campaign, Legends is based on Japanese mythology, featuring otherworldly realms and supernatural enemies. Legends features four classes: The samurai is the group's tank character who can deal and sustain a large amount of damage, the hunter is the group's sniper who specializes at using ranged weapons such as bows and arrows, the rōnin has the ability to summon dogs to aid combat and revives the group, and the assassin can deal a massive amount of damage with one attack and has the "Shadow Strike" ability which allows them to teleport short distances. As the player plays more matches and progresses in the game, they will earn "rank" which allows them to unlock class-specific upgrades and cosmetic items. A player's combat performance is dictated by the "Ki" level of their gear. The higher the player's overall "Ki" level, the more lethal they are, making them better at completing missions with higher difficulty levels. Legends features a variety of game modes:
- Story: In story mode, two players can complete narrated quests and objectives together. As the player progresses in the game, they will be able to unlock additional difficulty levels, new objectives, and rewards. In October 2020, the team introduced "The Tale of Iyo", a three-chapter raid mode described as the "culmination of the story" in Legends. Designed for experienced players, this mode supports a squad of four, stresses teamwork and coordination, and introduces puzzles that need to be solved cooperatively.
- Survival: In survival mode, four players can work together and fight against 15 waves of enemies. As the player's squad survives and completes objectives, they may gain access to powerful abilities which include summoning a spiritual bear to assist in combat and igniting enemies.
- Rivals: In rivals mode, two teams of two players each must compete against each other in survival mode. The objective is to progress faster and kill more enemies than the other team. As a team defeats enemies they earn "Magatama", an in-game currency which can be used to purchase perks and curses that disrupt the progress of the other team. Once a team has spent enough "Magatama", the final wave is unlocked and the team must complete it faster than the other team in order to win the match.
Synopsis
Characters
The protagonist, Jin Sakai (Daisuke Tsuji / Kazuya Nakai), is the head and sole remaining member of Clan Sakai and a samurai warrior. He is the nephew and ward of Lord Shimura (Eric Steinberg / Akio Ōtsuka), the jitō of Tsushima. He meets several friends and companions, including a thief named Yuna (Sumalee Montano / Yu Mizuno), her blacksmith brother Taka (Eddie Shin / Kappei Yamaguchi), a female warrior named Lady Masako Adachi (Lauren Tom / Mabuki Ando), renowned kyūjutsu archer Sensei Sadanobu Ishikawa (François Chau / Shigeru Chiba), merchant and con artist Kenji (James Hiroyuki Liao / Setsuji Sato), Buddhist warrior monk Norio (Earl T. Kim / Mitsuaki Kanuka), Clan Sakai's elderly caretaker Yuriko (Karen Huie / Yuri Tabata), and Jin's childhood friend and leader of the infamous Straw Hat rōnin, Ryuzo (Leonard Wu / Youhei Tadano). The main antagonist is the ruthless and cunning General Khotun Khan of the Mongol Empire (Patrick Gallagher / Tsutomu Isobe), cousin of Kublai Khan and grandson of Genghis Khan.
Plot
In 1274, a Mongol fleet led by Khotun Khan invades the Japanese island of Tsushima. The jitō, Lord Shimura, and his nephew Jin Sakai lead an effort by the five great families of the island (Clan Shimura, Clan Sakai, Clan Adachi, Clan Nagao and Clan Kikuchi) to repel the invaders as they land at Komoda Beach. However, the battle ends in disaster, with the samurai killed by the superior weapons of the Mongols, Shimura captured, and Jin severely wounded and left for dead. He is found and revived by the scavenger Yuna, who informs him that the whole of the island has fallen to the invaders. Jin storms Khotun's stronghold at Castle Kaneda in an attempt to rescue Shimura but is defeated by Khotun and thrown off the castle bridge.
Realizing he cannot defeat the Mongols alone or with traditional samurai tactics, Jin recruits allies and learns tactics of guerilla warfare from Yuna. He recruits Yuna, her blacksmith brother Taka, sake merchant and swindler Kenji, archer Sadanobu Ishikawa, samurai Masako Adachi, and his mercenary friend Ryuzo along with Ryuzo's Straw Hat rōnin. As Jin disrupts Mongol activities and liberates villages, the islanders begin to revere him as "The Ghost," a samurai spirit that has risen against the Mongols. Taka crafts a grappling hook for Jin to scale Castle Kaneda's walls, and Jin attacks the site with his allies. Destitute and starving from harsh wartime conditions, Ryuzo and the Straw Hats betray Jin to collect the bounty issued to him by Khotun. Jin fends them off, frees Shimura, and retakes Castle Kaneda. Despite their victory, Khotun has already left to conquer Castle Shimura with Ryuzo.
Jin recruits Norio, Norio's warrior monks, and the disgraced Yarikawa family to retake Castle Shimura. He also recruits local pirate Goro on Shimura's behalf to carry a petition for reinforcements and a request to be adopted as his heir to the shogun. With a new army being assembled, Jin recovers his family's ancestral armor from the Sakai family caretaker Yuriko, who teaches him how to create poison. Under orders from Shimura, Jin and Taka try to infiltrate a fortress where Ryuzo is located but are ambushed and captured by Khotun. When Jin refuses to submit to his rule, Khotun demands Taka kill him in exchange for his freedom. Taka instead attempts to attack Khotun, but he avoids and decapitates him. Jin then escapes with Yuna's help. The Shogun's reinforcements arrive, and Shimura leads the assembled army in an assault on Castle Shimura, driving the Mongols into the inner keep. As the Mongols retreat, they detonate explosives on the bridge leading to the inner courtyard, inflicting massive casualties on the advancing samurai.
Knowing that another frontal attack would only result in more losses, Jin decides to infiltrate the keep to sneak poison into the Mongols' airag and kills Ryuzo. However, he again misses Khotun, who has retreated to a stronghold in the north. Despite the castle being taken without the samurai suffering any further losses, Shimura is furious with Jin, as his actions have violated the samurai code of honor. Jin retorts by criticizing the ineffectiveness of the code against the dishonorable Mongols. Knowing that the Shogun will have Jin executed for treason, Shimura urges him to use Yuna as a scapegoat, but Jin refuses and embraces his persona as "The Ghost." Shimura regretfully has Jin arrested. Jin's allies remain loyal to him and help him escape captivity, but his horse is fatally shot by archers in the process. Jin travels north and learns that the Mongols have learned how to craft his poison, which they intend to use in their assault on the Japanese mainland. Before gathering his allies and assaulting Khotun's final stronghold in Port Izumi, Jin leaves a note for Shimura in his castle asking him to join the effort with the samurai, which he does. With the bulk of the Mongol forces distracted, Jin infiltrates the port and kills Khotun on his flagship.
With Khotun dead, the Mongol invasion loses momentum, and the tide turns in favor of the samurai. Shimura informs Jin that the Shogun considers him a threat to the island's stability and status quo of obedience of the people to their leaders. He states that the Shogun has disbanded Clan Sakai and ordered Shimura to kill Jin. Reminiscing about what they have both lost, Jin and Shimura reluctantly duel each other, with Jin emerging victorious. Jin can either kill Shimura to give him a proper warrior's death or abandon the samurai code and spare his life completely. Regardless of the decision, Jin becomes the enemy of the Shogun but continues protecting the land from remaining Mongols and bandits.
Iki Island
Jin comes across a community of villagers who have been driven insane by a poison described as "sacred medicine." It was administered to them by a warband of Mongols whom Jin had never previously encountered: members of the Mongolian Eagle Tribe, led by Ankhsar "The Eagle" Khatun (Anzu Lawson). Defeating the warband, Jin learns that the Eagle is engaged in a conquest of Iki Island, where his late father Kazumasa had once led an unsuccessful military campaign against the island's raiders. The samurai withdrew from the island after Kazumasa was ambushed and killed by the raiders. Jin was there during the campaign as a boy; he witnessed his father's death and still blames himself for not saving him. Because of this new threat to Tsushima, Jin sails to Iki Island to stop the Eagle and face his past.
A thunderstorm destroys Jin's boat, but he survives and eventually arrives at Iki. Discovering the Eagle's base to be his father's former stronghold, Fort Sakai, Jin storms the fort but is subdued and captured by the Eagle's second-in-command, Khunbish. He and the Eagle force-feed Jin the "sacred medicine" in an attempt to convert him into one of the tribe's shamans. The poison causes Jin to frequently hallucinate visions of the Eagle, his deceased father, and many of his past failures. He is rescued by the raider Tenzo, who reluctantly accepts Jin's help and takes him to the raiders' leader, Fune. Jin works with the raiders to weaken the Eagle's hold over the island, eventually retaking Fort Sakai and killing Khunbish. After fending off retaliation by the Eagle's forces, Jin hears Tenzo say, "May your death benefit all beings" to a dying Mongol — the same phrase a masked raider spoke to Kazumasa before killing him. Realizing that Tenzo killed his father, Jin nearly kills Tenzo before controlling his anger. He proposes re-enacting the ambush that killed his father to lure out the Eagle and ultimately kill her. Although suffering from near-continuous hallucinations, Jin overcomes the effects of the "sacred medicine" by acknowledging his father's faults and, at last, coming to terms with his death. Jin kills the Eagle in a duel, turning the tide in the raiders' favor. Jin and Tenzo forgive each other before parting ways.
Development
Ghost of Tsushima was developed by Sucker Punch Productions, which had a staff count of 160 at the time of development. Development of the game started in 2014 after the studio completed Infamous Second Son and its expansion, First Light. After working on the Infamous series for nine years, the studio believed that it was time to create something new. During the conceptualizing phase, the studio decided to create an open world game with a heavy emphasis on melee combat. Before deciding on the setting as feudal Japan, Sucker Punch considered various other settings and themes such as pirates, Scottish outlaw Rob Roy MacGregor, and The Three Musketeers. They later found a historical account of the Mongol invasion of Tsushima in 1274 and "the entire vision clicked into place." In 2020, a prototype for one of Sucker Punch's cancelled projects, Prophecy, was leaked. Set in a steampunk setting, Prophecy featured gameplay elements that were later carried over to Ghost of Tsushima. Sucker Punch worked on the game for six years, the longest ever for a game developed by the studio. The game's development was completed on June 22, 2020, with Sucker Punch confirming it had been declared gold, indicating it was being prepared for release. Nate Fox served as the game director, while Jason Connell was the creative director and art director.
Setting and narrative
The Mongol invasion of Tsushima was chosen as the setting because the conflict was "easy for people to immediately conceptualize". As the Mongols at the time had the world's most advanced military, there were high stakes that required Jin, and therefore the player, to intervene. To ensure that the game's world was authentic, the team consulted Japan Studio, a fellow Sony game development team, early in the game's development. Japan Studio was excited about the idea and helped fly approximately 10 members of Sucker Punch to Japan and Tsushima Island for a 10- or 11-day guided tour with a historian. The team visited Japan twice to research Tsushima, once during the summer and again in November, during the anniversary of the invasion. Japan Studio also helped connect Sucker Punch with historians who the team consulted on the history of the invasion and local Japanese customs and traditions. Experts on Japanese dialects, religions during the 13th century, and the recreation of 13th century kanji were also consulted. The team invited Ide Ryusetsu and Kuwami Masakumo Shike, experts from a samurai martial arts school, to perform motion capture for the game and advise the team on sword-fighting. Seattle-based historical sword fighting expert David Ishimaru was also involved in the creation of the game's combat style. While the team initially considered introducing real-life historical figures into the game, they refrained from doing so after being told by experts that it would be insensitive. Jin's samurai armor and katana are not historically accurate, with his armor based on that of the Sengoku period during the 16th and 17th centuries. According to Chris Zimmerman, one of Sucker Punch's cofounders, samurai armor from the 13th century was "jarring looking" and did not align with players' expectations of what samurai armor would look like. The katana was included in the game since it was considered to be the "quintessential icon of samurai". One of the game's Japanese localizers also suggested to the developers that the game's "haiku" side quest be replaced with a less anachronistic waka side quest, but this was rejected based on the relative recognizability of haiku outside Japan.
One of the core objectives of the developers was to have strong and well-developed characters. Unlike the Infamous games, Ghost of Tsushima does not have a character karma system. Its absence allowed the team to tell a more cohesive story which better reflected Jin's transformation from an honorable samurai to a legendary warrior who must sacrifice everything he knows about honor and tradition in order to save Tsushima. Instead of the player being presented with binary choices as in Infamous, the world and characters react dynamically to Jin's choices in the story, either disapproving of his actions or encouraging them. The team believed that the story would be relatable, as they considered Jin's journey of relinquishing who he was to "become something new" a universal message that would resonate with modern-day players. Despite this, the player can still switch between the ghost style and samurai style seamlessly, as Jin's roots as a samurai do not change despite his transformation to become the ghost. While the game does not have a karma mechanic, the weather in Tsushima Island becomes more stormy when the player uses ghost techniques more frequently. The game's antagonist, Khotun Khan, does not undergo any transformative change. While he is a ruthless invader, he has a "bureaucratic aspect" as he attempts to conquer Tsushima Island with minimal bloodshed. Patrick Gallagher joined the cast in 2017 and prepared for the role as Khotun Khan by watching The Godfather and drawing on his experience portraying Attila the Hun in Night at the Museum.
While Fox said that the game was "entirely grounded in reality", the team took the liberty to create a fictional narrative. The initial real-world Mongol invasion was foiled by a hurricane, and the team acknowledged this with Jin's katana which is engraved with storm wind designs. 13 Assassins from Takashi Miike and films directed by Akira Kurosawa such as Seven Samurai, Sanjuro, Yojimbo, Red Beard, and Ran, served as major sources of inspiration for the team. The ending of Sanjuro directly inspired the game's "standoff" gameplay feature, in which a warrior must wait for their counterpart to make their first move and then kill them with one strike. The team tried to replicate the samurai code depicted in Seven Samurai in the game. Additionally, the team reached out to the Kurosawa Estate in order to use the director's name for their black-and-white gameplay mode. The comic book series Usagi Yojimbo, which features a soft-mannered rabbit samurai solving various problems for ordinary citizens, also influenced the team. Fox read this comic series when he was working on the Sly Cooper games. The last name of the game's protagonist was a tribute to Stan Sakai, the creator of Usagi Yojimbo. A number of video games also inspired the development team: many of the game's items were inspired by Tenchu, while the option to play as both the ghost and an honorable samurai was influenced by Onimusha: Warlords. Karateka and Red Dead Redemption were also cited as sources of inspiration.
Gameplay
Ghost of Tsushima was designed to be a challenging game. Jin is frequently outnumbered by his enemies, and basic enemies can kill Jin fairly quickly. The team hoped that through the game's difficult combat, players would grow more appreciative of minor incremental growth. Fox stated that the three pillars of the game's combat were "mud, blood, and steel". The team wanted the game to be grounded, visceral and challenging. Fox added that they strove to keep sword fights deadly so that each combat encounter would be reminiscent of those seen in samurai movies. The combat system was reportedly the most difficult feature to implement in Ghost of Tsushima, as the team had to build multiple versions of it and modified its design frequently during the game's development. Early playtesters complained that the enemies were "sword sponge" (i.e., they absorbed a large amount of damage before they died), breaking immersion. The team responded to this criticism by adding "hit points" and "armor points", but ultimately decided that all enemies would be defeated within a certain number of hits. Health of enemies would not change regardless of the selected difficulty. Instead, enemies would adopt more defensive tactics such as parrying and blocking at higher difficulties. Early prototypes of this design was described as overkill, as enemies would deflect all attacks. As a result, the stagger system, which allowed players to break their enemies' defenses while remaining offensive, was introduced. The team allowed combat to take longer in the game's 1v1 duels, as players likely expected them to be boss fights and these encounters could not end too quickly. The ghost weapons were designed to be "exceedingly lethal" and generally more effective than the samurai weapons. This further complemented the story and Jin's emotional dilemma between maintaining samurai honor and saving the island through dishonorable means. While players may enjoy playing the ghost path, the narrative would remind them that these techniques are dishonorable and loathed. Fox compared the Mongol enemies to packs of wolves which attacked the players from all sides. He further likened the game's combat to a dance, in which the player must seamlessly "weave between Mongol swords" as multiple enemies attack simultaneously.
One of the goals of the studio was to create a "beautiful, serene, and nature-filled open world feudal Japan". During the game's reveal at Paris Game Week, Connell went off the script to announce that the game would not feature any waypoint mechanics and that the game's exploration would be primarily driven by the player's curiosity. This announcement was unexpected to the team, and they had to add additional features in order to fulfill Connell's promise. Sucker Punch strived to ensure that the game had moments of calm in which players can slow down and be fully immersed in the world. This is achieved through having a minimalistic head-up display, nature-guided objectives, and relaxing open world activities that are not tied to progression or the overarching story. Side-quests in the game were likened to an anthology of stories, and Jin meets characters who are simply trying to survive the brutality of war. Connell added that ultimately, the studio wanted players to get lost in the team's recreation of feudal Japan.
Art and world design
The team decided early on that "wind blowing around literally everything in the world" would be Ghost of Tsushima's "visual calling card". This was inspired by early Chanbara samurai films, which often feature movement in the background in the form of dust, smoke and wind. The team took one and a half years to ensure that foliage and other objects would react properly to wind. The team initially added icons and a compass to the game to aid the player's navigation, but they realized they spent an excessive amount of time looking at them and ignored the in-game world itself. The team then decided to use wind to guide players to their objectives, forcing the player to observe the world. The team took about a week to create the feature and spent roughly another year further refining it. While implementing the feature, they were inspired by Shadow of the Colossus, in which the player is shown the direction of their objectives when they hold up their sword. Connell added that "nature is a symbol for Jin's home", and guidance using wind served as an important tool for players to "connect" with Jin's home. According to Fleming, guiding winds also evoked a feeling that "nature herself is on side". This aligned with real-world history as well, as Mongol forces were decimated by a typhoon that was seen by the Japanese as "divine wind" sent to protect their home. Many of the game's particle effects and systems were imported from previous Infamous games.
—Jason Connell, creative director and art director"The fern forest has tons of ferns. Not a fern and a bush and two trees, it's just "Let's flood it with ferns first, like make that be the big read." And I think that that whether it's pampas grass, or ferns, or gingko trees, or spider lilies, or beech trees—this is a theme we went back to countless times."
The team did not intend to create a one-to-one recreation of Tsushima Island. While the in-game landmass is geographically the same shape as that of Tsushima Island, Sucker Punch took the liberty of creating the game's individual biomes, ensuring that each region is artistically distinct. This allowed the team to create a unique identity for each area, allowing players to recognize them easily even when viewed from afar. This is achieved through the use of bold and vibrant colors when modelling nature. The team also chose the dominant foliage in each area and significantly exaggerated its presence, creating "little pockets of massive boldness and beauty". For instance, the team focused on orange and yellow hues for the trees when they were creating the Golden Forest, one of the game's locations, instead of including all the types of trees that would realistically grow there. Connell described these locations as one's imagination of what an area would look like and "the perfect photographer's dream". Fox added that the landscape featured in the in-game island is more diverse than its real-world counterpart, as the team also incorporated the aesthetics of mainland Japan when they were recreating Tsushima Island.
According to Fleming, "everything in Japan tends to celebrate negative space". As a result, the team pushed for simplicity from the design of the game's architecture and interiors to the minimalistic HUD. Connell added that the art and environment teams had a hard time switching to Ghost of Tsushima after working for nine years on the Infamous games, which features a "punk rock" visual style. Shadow of the Colossus and The Legend of Zelda: Breath of the Wild both inspired the game's minimalistic landscape and aesthetic, though the team strived to have more photorealistic visuals to highlight the game's picturesque setting. Much of the game was designed to be "serene" and "tranquil" so that it more sharply contrasted with moments of violence throughout the game's combat and story. The game includes Kurosawa mode, a black-and-white filter with film grain and adjusted audio, created to honor the legendary Akira Kurosawa and his influential samurai films. To design this mode, the team playtested the game repeatedly using features commonly found in accessibility modes designed for colorblind individuals.
Jin's armors were heavily inspired by the armor designs of the Kamakura and Heian periods. These armors were designed to be bulky and colorful, radiating "a sense of regality" while contrasting with the darker and more agile ghost outfit. The team intentionally avoided the traditional assassin design in which characters are dressed in all-black fully-cloth clothing for the ghost outfit in order to make it appear more realistic. Parts of some outfits, such as capes and tassels, respond to the wind, further connecting the player and Jin to the game's world. Peasant recruits wear leftover armor and have a more ragtag appearance than typical samurai characters. Peasants frequently wear clothes with geometric patterns that reflect their origins. For instance, people living on Northern Tsushima wear clothes with snowflake patterns. The game's antagonist, Khotun Khan, has two armors, one of which is completely void of color and angular in shape to further signify his oppression and brutality.
Audio and music
Ilan EshkeriShigeru UmebayashiEshkeri composed much of the game's music, with Umebayashi responsible for the exploration music.Brad Meyer served as the game's audio lead. To record the sound of sword fighting, the team used sword blanks previously used in recording sessions for God of War, which was developed by Santa Monica Studio, another Sony developer. According to Meyer, the team spent a lot of time "scraping them against each other, clanging them together, swinging them, suspending them from the ceiling and spinning them around" in order to record interesting sounds. The team also used them to cut through fruits, vegetables, and cloth to create the sound of a sword cutting through a human body. Combat sounds are deemphasized when the player is exploring and not engaged in combat. Jin's wind chimes were recorded using a Japanese fūrin. The black-naped oriole was chosen as the game's guide bird because it can be found in Japan and Meyer had the opportunity to record its sound during a vacation in Sri Lanka in 2018. The audio and music system was initially based on that of Infamous Second Son, in which combat music will gradually intensify over three different states. However, due to additional gameplay elements found in Ghost of Tsushima such as ghost stance and standoff, the team was required to create additional states for the combat music.
British composer Ilan Eshkeri wrote the game's music. Eshkeri extensively researched Japanese musical styles in the 13th century, including Gagaku, Shōmyō Buddhist chanting, and the biwa hōshi. A group of consultants also helped translate lyrics written in English to Japanese. Eshkeri was approached by the team after they listened to his work on Coriolanus. The team was particularly impressed with how he was able to recreate Japanese music using western instruments. Eshkeri was initially hesitant since he was not familiar with scoring music for fighting games, but he agreed after being briefed on the game's narrative. Eshkeri learned Japanese scales, played Japanese instruments, and listened to music from Tsushima Island. He also met with Junko Ueda, one of the few surviving musicians who can play a biwa, an instrument used by samurai in the past. It was used in the recording of "The Way of the Ghost", Jin's personal theme. Several ancient Japanese melodies, including The Tale of the Heike, were also quoted and rearranged by Eshkeri. However, he deliberately avoided listening to the musical scores of Kurosawa's films in order to keep his music original. The most difficult track for Eshkeri to write was the one for the final battle, as the track needed to be simultaneously action-packed and emotional. Eshkeri ultimately wrote double the amount of music that was actually needed. The game also features five musical suites by Japanese composer Shigeru Umebayashi, who was responsible for creating the game's exploration music. The full soundtrack of the game was released on July 17, 2020. A four-track remix EP titled "Sound of the Storm – Ghost of Tsushima Soundtrack: Reimagined" features contributions from TOKiMONSTA, Tycho, The Glitch Mob and Alessandro Cortini. It was released on July 10, 2022, via Milan Records.
Release
Ghost of Tsushima's marketing campaign began in October 2017 when a trailer was shown at Sony Interactive Entertainment's Paris Games Week press conference. Sony opted not to announce the title too early since many of the game's systems were tentative and subject to change. A gameplay demo was shown at E3 2018 along with a live shakuhachi performance by Cornelius Boots. The game was released for PlayStation 4 on July 17, 2020, having been delayed from its original June 26 release date due to the COVID-19 pandemic. Sucker Punch announced four editions: standard, digital deluxe, special, and a collector's edition. Different editions came bundled with different collectors' items as well as in-game items, equipment, and unlocked abilities, in addition to a bonus for pre-ordering the game. Sony also partnered with the Tourism Board of Tsushima Island and the Nagasaki Prefecture to launch a website that educates readers on the history and culture of the real-life Island. Art prints, produced by Cook & Becker, were released in November 2020.
A multiplayer expansion titled Ghost of Tsushima: Legends, was released on October 16, 2020, alongside the addition of a new game plus feature to the base game. Unlike the main game, Legends features prominent supernatural elements drawn from Japanese mythology. While Legends was introduced as a post-launch update, Sucker Punch decided early on that some form of cooperative gameplay would be included in the final game. Development of the mode started in 2016, and the studio experimented for six months to a year when designing the multiplayer mode. The team ultimately chose supernatural elements as the focal point of Legends nut, which gave the team more creative freedom when they were designing the characters and their abilities. A storyteller character was introduced to tie the mode thematically back to Jin's journey and the world of Tsushima. According to Darren Bridge, the senior game designer leading Legends's development, the visual style of Legends was unrefined until the final nine months of the expansion's development. The final boss fight was also completed relatively late in the game's development, with the team once considering delaying its addition or completely removing it from the game. In December 2020, Legends introduced four character outfits based on other PlayStation franchises: Bloodborne, God of War, Horizon Zero Dawn, and Shadow of the Colossus. Legends received a standalone release on September 3, 2021, and was one of the free games offered to PlayStation Plus subscribers in March 2022.
Sucker Punch released Ghost of Tsushima: Director's Cut on August 20, 2021, for both PlayStation 4 and PlayStation 5. The PlayStation 5 version includes exclusive features such as full Japanese lip sync, haptic feedback and adaptive trigger support, 3D audio support, dynamic 4K resolution, and decreased loading times. The Director's cut also includes an expansion in which Jin visits Iki Island to stop a Mongol tribe led by a shaman named Ankhsar Khatun. The size of Iki Island is similar to Act One of the main game, and players can access the island once they have reached Act Two of the main story. Iki Island is drastically different from Tsushima Island as it is mostly populated with bandit, raider, and criminal NPCs. When designing Iki Island, the team continued to use bold colors, though it used a different color palette so that players could easily differentiate between it and the main Tsushima Island. According to the team, the story also delves into Jin's past and the history of Clan Sakai, exploring a different viewpoint of the Mongol invasion. Iki Island also added new combat skills, such as the ability for the player's horse to charge at enemies, new side quests and open world activities including visiting animal sanctuaries where Jin can pet various animals, and music composed by Chad Cannon and Bill Hemstapat, both of whom had previously worked with Umebayashi for the arrangement and orchestration of "Tsushima's suite". An armor set inspired by Aloy from Horizon Forbidden West was added to Director's Cut in February 2022. In April 2022, Sucker Punch announced that they have stopped working on further patches and updates for both the main game and Legends, as the studio shifted developmental resources to other projects.
Nixxes Software developed the PC version of the game, which was released on May 16, 2024. On May 11, 2024, it was reported that the Steam listing for the game had been delisted from 177 territories due to the unavailability of PlayStation Network in those regions. This came after widespread criticism following a similar occurrence with Helldivers 2, another PlayStation Studios title that was released on PC. Helldivers 2 had come under controversy due to Sony enforcing PlayStation Network account linking, a statement the company would backtrack on. Sucker Punch had previously clarified that PlayStation Network account linking was mandatory only for Ghost of Tsushima's multiplayer component, and that singleplayer would not be affected.
Reception
Critical reception
ReceptionAggregator | Score |
---|---|
Metacritic | (PS4) 83/100 (PS5) 87/100 (PC) 89/100 |
Publication | Score |
---|---|
Destructoid | 9.5/10 |
Famitsu | 40/40 |
Game Informer | 9.5/10 |
GameSpot | 7/10 |
GamesRadar+ | 4.5/5 |
IGN | 9/10 |
The Guardian | 3/5 |
USgamer | 4/5 |
VentureBeat | 85/100 |
VG247 | 3/5 |
Ghost of Tsushima received "generally favorable" reviews from critics, according to review aggregator website Metacritic. It received a combined 40/40 score from four editors of the Japanese video game magazine Famitsu, the third Western-developed game to do so. It also received praise from Toshihiro Nagoshi, the director of the Yakuza series, who applauded Jin as the game's protagonist, adding that Japanese studios were unlikely to greenlight a game starring a middle-aged man due to marketing reasons. Fox and Connell were named as tourism ambassadors to Tsushima Island in March 2021 for spreading "the name and history of Tsushima through their works".
The story received a generally positive reception. Matt Miller from Game Informer wrote that Ghost of Tsushima offered "a tale about the contradictory ideals of honor and revenge", praising the side quests for offering a somber contemplation on the brutality of war and how it affects the everyday life of ordinary peasants. IGN's Mitchell Saltzman praised Tsuji and Gallagher's performances. He described Jin's struggles as "compelling", and called Khan a memorable antagonist whose "soft intensity" is "oddly calming despite his terrifying intentions". Critics applauded the game's cast of side characters, adding that their personal stories impacted the overall story and Jin's own character development. The side quests, however, were largely considered to be repetitive and forgettable. Eurogamer's Chris Tapsell compared them unfavorably to The Witcher 3: Wild Hunt and considered them to be an "afterthought", criticizing their basic framework and inadequate rewards for completion. While the performance of the voice cast was praised, several reviewers noted the lack of lip-syncing for the Japanese audio, which was later rectified in the Director's Cut version of the game. Edmond Tran, writing for GameSpot, noted that the characters have a "noticeable lack of bodily expression", hindering the delivery of certain emotional scenes, but remarked that the emotional impact of these scenes was frequently heightened by the game's musical score and cinematography. In a mixed review, Keza MacDonald of The Guardian felt that the story lacked intrigue and wrote that Ghost of Tsushima adhered "so closely to the tropes and storylines of classic samurai fiction that it sometimes forgets to have a personality of its own".
Critics generally praised the gameplay. Miller enjoyed the variety in enemies and added that combat remained challenging and riveting even when the player was approaching the end of the game. He felt that the game's two playstyles were both satisfying, and lauded Sucker Punch for allowing players to freely choose their approaches to objectives and missions. Writing for GamesRadar, Rachel Weber agreed that the game was challenging. She added that it "flowed like a dance" and remarked that the combat had a large emphasis on the timing of attacks and parries. Standoffs were particularly praised for evoking the feelings of Japanese samurai movies. Saltzman appreciated the combat system and compared it to the early Assassin's Creed games, the Batman Arkham series, and Sekiro: Shadows Die Twice. He also enjoyed the progression system, as players are not required to grind for experience to level up and difficulty does not suddenly ramp up as the player progresses. Mike Williams from USgamer felt that combat was "decent", but the camera angle and the lack of a lock-on system mean that players cannot easily control the battlefield as opponents swarm in on Jin from various directions with different styles of attacks. Several critics were disappointed by the stealth gameplay as they felt it was too rudimentary. Both Williams and Saltzman noted that the artificial intelligence was inadequate.
Weber described the game's world as a "work of art", Miller described it as a "painter's vision of feudal Japan", and Saltzmann wrote that its visual landscape was one of the best ever for an open world game. Critics particularly praised how the game used elements of nature like wind and birds to guide players to their objectives, with Williams describing the guiding wind system as a "major innovation". Tran wrote that guiding wind encouraged players to explore the game world and made them more likely to "follow winding roads around mountains and along river bank" instead of simply choosing the most direct route. Critics also enjoyed the way that the game offered moments of relief and calmness. Miller liked the world design for encouraging players to explore, but lamented that some of the platforming sessions were too static and limiting. Chris Carter, writing for Destructoid, enjoyed some of the open world activities, singling out the composition of haiku and bathing in hotsprings as examples of unique optional content; conversely, Tapsell was disappointed by the game's open world structure and found it to be unimaginative and outdated. Tapsell added that the side content and points of interest lacked variety and a sense of mystery. Andrew Webster from The Verge felt that these repetitive open world activities undermined the game's innovative ideas. Kirk McKeand from VG247 also criticized the game's open world activities for hindering the pacing of the story and deemed the structure of some quests "archaic".
Sales
Ghost of Tsushima was the best-selling physical game in its debut week of release in the United Kingdom lasting three weeks and sold 373,473 units in the country by the end of 2020. It was also the best-selling physical game in July 2020 in the US and became Sucker Punch's fastest-selling game there. The game also topped the download charts in both Europe and the United States. It went on to become the seventh-best-selling game of 2020 in the US. The Director's Cut version was the best-selling game in the UK in its week of release and the second-best-selling game in the United States in August 2021 behind Madden NFL 22. With the release of the PC version, the game topped the U.S. software sales chart in May 2024.
In Japan, Ghost of Tsushima was also the best-selling game during its debut week, with 212,915 units being sold. The game was out of stock in some stores in Japan during its launch month. The game remained in the top 30 best-selling video games in Japan for more than 15 consecutive weeks, totaling over 412,000 units sold. It had the second-highest lifetime sales for a Sony first-party video game in Japan, only behind Marvel's Spider-Man. In May 2023, Sony confirmed that the game had sold over 1 million units in Japan.
Worldwide, Ghost of Tsushima sold over 2.4 million units in its first 3 days of sales, making it the PlayStation 4's fastest-selling first-party original IP debut. In November 2020, It was reported that the game had sold over 5 million units. By July 2022, it had sold 9.73 million units. In September 2024, Sucker Punch announced that it had sold over 13 million units.
According to court documents filed by Sony in the Microsoft/Activision merger, the game was highly profitable. Against a reported budget of $60 million, it had generated $397 million in total revenue as of the filing in 2023.
Awards
In addition to the following awards, the game was selected by PlayStation Official Magazine – UK and Hardcore Gamer as their Game of the Year.
Year | Award | Category | Result | Ref. |
---|---|---|---|---|
2020 | Golden Joystick Awards | PlayStation Game of the Year | Nominated | |
Best Audio | Nominated | |||
Best Storytelling | Nominated | |||
Best Visual Design | Nominated | |||
Studio of the Year | Nominated | |||
The Game Awards 2020 | Game of the Year | Nominated | ||
Best Game Direction | Nominated | |||
Best Art Direction | Won | |||
Best Narrative | Nominated | |||
Best Performance (Tsuji as Jin Sakai) | Nominated | |||
Best Audio Design | Nominated | |||
Best Action/Adventure Game | Nominated | |||
Player's Voice | Won | |||
Titanium Awards | Best Narrative Design | Nominated | ||
Best Art Design | Nominated | |||
2021 | 24th Annual D.I.C.E. Awards | Game of the Year | Nominated | |
Adventure Game of the Year | Won | |||
Online Game of the Year | Nominated | |||
Outstanding Achievement in Art Direction | Won | |||
Outstanding Achievement in Audio Design | Won | |||
Outstanding Achievement in Game Design | Nominated | |||
Outstanding Achievement in Game Direction | Nominated | |||
Outstanding Achievement in Original Music Composition | Won | |||
Outstanding Achievement in Story | Nominated | |||
Outstanding Technical Achievement | Nominated | |||
Visual Effects Society Awards | Outstanding Virtual Cinematography in a CG Project | Nominated | ||
Outstanding Visual Effects in a Real-Time Project | Won | |||
17th British Academy Games Awards | Artistic Achievement | Nominated | ||
Audio Achievement | Won | |||
Best Game | Nominated | |||
Game Design | Nominated | |||
Multiplayer | Nominated | |||
Music | Nominated | |||
Narrative | Nominated | |||
Original Property | Nominated | |||
Performer in a Leading Role (Tsuji as Jin Sakai) | Nominated | |||
Performer in a Supporting Role (Gallagher as Khotun Khan) | Nominated | |||
EE Game of the Year | Nominated | |||
21st Game Developers Choice Awards | Game of the Year | Nominated | ||
Best Audio | Nominated | |||
Best Design | Nominated | |||
Best Narrative | Nominated | |||
Best Technology | Nominated | |||
Best Visual Art | Won | |||
Japan Game Awards 2021 | Game Designers Award | Runner-up | ||
Award for Excellence | Won | |||
Grand Prize | Won | |||
Golden Joystick Awards 2021 | Best Game Expansion (Iki Island) | Won | ||
2024 | 2024 Steam Awards | Best Game You Suck At Award | Nominated | |
Outstanding Story-Rich Game Award | Nominated |
Adaptations
On March 25, 2021, Sony Pictures and PlayStation Productions announced the development of a film adaptation of the game, directed by Chad Stahelski. The film will be produced by Stahelski, Alex Young, and Jason Spitz of 87Eleven Entertainment alongside Asad Qizilbash and Carter Swan of PlayStation Productions. Sucker Punch will serve as executive producers, with Peter Kang overseeing production on the studio's behalf. On April 12, 2022, Takashi Doscher was brought on to write the screenplay. The film is in development.
Jin Sakai made a cameo in episode 15 of the Secret Level TV series.
In January 2025, Sony announced an anime inspired by the game's multiplayer mode, titled Ghost of Tsushima: Legends. It is being produced by Kamikaze Douga in partnership with Aniplex and Sony Music and directed by Takanobu Mizuno, with series composition by Gen Urobuchi; it is scheduled to be released on Crunchyroll in 2027.
Sequel
Main article: Ghost of YōteiGhost of Yōtei, a follow-up to Ghost of Tsushima, is set to release for the PlayStation 5 in 2025. The story takes place around Mount Yōtei on Japan's Hokkaido island in 1603, following the female warrior Atsu.
Notes
- Additional work by Japan Studio. Director's Cut for Windows developed by Nixxes Software.
- Waka in the Japanese version
- The first two Western-developed games to receive a 40/40 score from Famitsu were The Elder Scrolls V: Skyrim (2011) and Grand Theft Auto V (2013).
References
- ^ Williams, Mike (May 20, 2020). "How the Studio Behind The Last Guardian Helped Ghost of Tsushima Find Its Direction". USgamer. Archived from the original on January 5, 2022. Retrieved July 23, 2022.
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Haiku is known overseas, but waka is almost unknown. (海外では俳句は知られていますが、和歌はほぼ知られていません。)
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External links
- Official website
- Ghost of Tsushima Tour travel guide from Wikivoyage
Sucker Punch Productions | |
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Sly Cooper series | |
Infamous series | |
Ghost of series | |
Other games |
- 2020 video games
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- BAFTA winners (video games)
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