Ghost of Tsushima 2 Needs to Distance Itself from the First Game With One Specific Enemy Choice

by Pelican Press
54 views 11 minutes read



Ghost of Tsushima 2 Needs to Distance Itself from the First Game With One Specific Enemy Choice

Since it first came out, Ghost of Tsushima has stunned players with its beautiful rendition of feudal Japan and a storyline inspired directly by the works of the legendary Akira Kurosawa. Sucker Punch, in its attempted love letter signed to its favorite works, crafted a world that masterfully portrays the beauty and brutality of Japan’s most infamous era.

With that, though, fans remain eager to experience more of Feudal Era Japan through Sucker Punch’s eyes, leading to a natural and widespread demand for a sequel. However, to surpass the high bar set by its predecessor, one crucial aspect of game design must be addressed by Ghost of Tsushima 2.

In the eyes of many, enemy variety remains Ghost of Tsushima's biggest weakness.In the eyes of many, enemy variety remains Ghost of Tsushima's biggest weakness.
In the eyes of many, the lack of enemy variety remains Ghost of Tsushima‘s biggest weakness.

In the first Ghost of Tsushima, players, playing as Jin Sakai, were primarily tasked with driving the Mongol invaders far away from the stunningly bewildering beauty of Tsushima and, by extension, the rest of Japan. These invaders can be categorized into enemy types: archers, dual-wielders, heavies, glaive users, and captains.

While the sheer variety on display is a commendable effort on Sucker Punch’s part in terms of game design, the fact remains that most were all Mongols, with a few Japanese bandits that primarily fought the same way being somewhat of an exception.

So, here’s an easy fix that Sucker Punch can try to implement in Ghost of Tsushima‘s sequel: introduce more factions with distinct combat styles and tactics. For example, one way would be to switch things and let us play as Mongols against Japanese bandits, Ronin, mercenaries, or even rival clans, each with their own unique fighting techniques. Not only would doing so add tons of depth to the already refined gameplay, but it will also provide a broader perspective on the era’s conflicts, should Sucker Punch decide to stick with it.

The sheer number of things people expect to see in Ghost of Tsushima 2 is unprecedented.The sheer number of things people expect to see in Ghost of Tsushima 2 is unprecedented.
The sheer number of things people expect to see in Ghost of Tsushima 2 is unprecedented.

Beyond enemy variety, fans of the first Ghost of Tsushima have a laundry list of features they would love to see in the game. Given the sequel’s long development time, Sucker Punch may just be listening in on all the discourse too.

The highest-priority item on that list is a more dynamic, open world. While the original island of Tsushima was beautiful and expansive, some argue that the sequel should further emphasize organic discovery over the Ubisoft-styled map marker system, even if the Guiding Winds mechanic helped improve it.

Other highly expected features include a proper morality system akin to Red Dead Redemption 2, tangible consequences of our playstyle in the overworld, and including mainland areas and larger cities to freshen things up. Lastly, a deeper dive into the supernatural elements—something already there in the first game but never fully touched on—can add a layer of mysticism to the experience.

Now, as we await news on the imminent sequel, the possibilities for Ghost of Tsushima 2 will continue to grow. With that said, which aspects of the original game do you think could be enhanced? Are there any specific new features or changes you would like to see in the sequel? Let us know in the comments below.





Source link

#Ghost #Tsushima #Distance #Game #Specific #Enemy #Choice

Add Comment

You may also like