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Ghost of Tsushima has no lock-on mechanic, encouraging gamers to stay in the middle of a fight instead of keeping all enemies in front of them, so regarding watch on all possible threats. In an interview with Ghost of Tsushima narrative director Nate Fox, I asked him why Sucker Punch picked to not consist of a lock-on mechanic.
” Well working on the fight, we watched samurai films, which are obviously a motivation for the feeling of this video game,” Fox answered. “And the fighters in those motion pictures will typically have to switch their attention really fluidly from one incoming foe to another. The fight is developed around dealing with a range of enemies, a group of them.”
You will deal with other opponents, you will primarily fight versus Mongols in Ghost of Tsushima. “And only through ability, could you fend them off as they came at you from all sides. If we had a lock-on you would not have actually been able to move as quickly between the different challengers as they came in at you.”
Fox likens Ghost of Tsushimas combat to a dance where you weave “between [Mongol] swords as they move through area.” Had Ghost of Tsushima integrated a lock-on mechanic, Fox transfers it would have been more difficult for gamers to improvise and respond to numerous, simultaneous hazards. As is, Ghost of Tsushimas battle asks you to attack, block, parry, and dodge– the absence of a lock-on mechanic means you do not have to consider it when opponents are surrounding you.
In GameSpots Ghost of Tsushima evaluation, Edmond Tran writes, “The video game strikes a lot of wonderful cinematic highs, and those eventually lift it above the trappings of its familiar open-world quest design and all the natural weaknesses that come with it– however those flaws and dull edges are certainly still there. Ghost of Tsushima is at its finest when youre riding your horse and taking in the beautiful world by yourself terms, armed with a sword and a screenshot button, enabling the environmental cues and your own curiosity to direct you. Its not rather a Criterion classic, however a great deal of the time it sure appear like one.”
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You will face other foes, you will mostly fight versus Mongols in Ghost of Tsushima. Had Ghost of Tsushima integrated a lock-on mechanic, Fox transfers it would have been more tough for players to react and improvise to numerous, synchronised hazards. As is, Ghost of Tsushimas battle asks you to attack, block, parry, and evade– the lack of a lock-on mechanic means you do not have to consider it when enemies are surrounding you.
In GameSpots Ghost of Tsushima review, Edmond Tran writes, “The video game hits a lot of fantastic cinematic highs, and those eventually lift it above the trappings of its familiar open-world mission design and all the inherent weak points that come with it– but those imperfections and dull edges are certainly still there. Ghost of Tsushima is at its finest when youre riding your horse and taking in the stunning world on your own terms, equipped with a sword and a screenshot button, allowing the ecological hints and your own interest to guide you.
Now Playing: Ghost of Tsushima – Cinematic Combat Montage.
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