Overview
Ghost of Tsushima is an open world action stealth game developed by Sucker Punch Productions and published by Sony Interactive Entertainment in July 2020. It has only been released on the Playstation 4 and 5. It is set in a slightly fictionalized version of Japan in the year of 1274, during the Mongol invasion of Japan.
Dramatic Elements
Ghost of Tsushima features a lengthy and involved story. Consider this your spoiler warning. If you don't want to know anything about the characters and story, please skip ahead to this section.
Characters and Story
Main Story
Ghost of Tsushima follows the story of the fictional samurai and head of the Sakai clan, Jin. His father died before his eyes when he was young, and his uncle, Lord Shimura, raised him.
At the start of the game, Jin, Shimura, and all the samurai of Tsushima have gathered together to face the Mongol invaders. Similarly to the real historical events, the initial battle does not go well for the Japanese, who are soundly defeated. Shimura is taken captive by Khoutun Khan, a fictional relative of Kublai Khan, the leader of the Mongol Empire. Jin is left for dead on the battlefield, but is rescued by a local thief, Yuna. Because Jin is young and idealistic, and frankly foolhardy, he goes to rescue his uncle by himself, and is promptly thrown from the bridge to the castle. He barely survives.
This conflict, between Jin's views of samurai honor and duty, and the more prudent path, makes its first appearance here. After surviving, Jin finds Yuna again and the two begin gathering allies, much like in Kurosawa's Shichinin no Samurai. You complete a few quests to gather them to your side, and to expand your movement abilities with a hook for climbing, and you set off to free your uncle a second time. Your allies include Yuna's brother, Taka, their friend Kenji, your friend and ronin Ryuzo, a famed archer named Ishikawa, and a local noble and warrior named Lady Masako.
Although you are betrayed by one of your allies, you manage to free your uncle. This opens up the middle section of the island, and you begin another round of quests to get reinforcements and allies.
This time the climax does not proceed smoothly. When you breach the castle walls and are about to enter the main keep, many of your soldiers are killed by a Mongol trap. Jin and his uncle come to a head about this: Jin insists that he should be allowed to sneak in, take out some of the Mongols, and allow the soldiers to enter with less resistance. Lord Shimura wants to do things the samurai way, which while honorable, will undoubtedly get many of the soldiers killed and may even result in a loss. Jin decides to sneak in and poison the Mongols and he has a final showdown with his betrayer.
Although the siege was a success, Jin's uncle waits for word from the shogun to put him on trial for conduct unbefitting a samurai. One of his friends helps him escape, and you begin yet another round of quests to gather allies for the final push to expel the Mongols from Tsushima.
After defeating the Mongol general, there is a short epilogue where Jin will confront his uncle. You may decide to spare his life or kill him, but this has no ramifications on exploring the world afterwards.
Character-Based Quests
There are a large number of character-based quests in Ghost of Tsushima. You will only have to complete the first step of Ishikawa and Lady Masako's quest in order to recruit them to your cause and can safely ignore them for the rest of the game if you wish.
Ishikawa is a famous archer, and his quest revolves around tracking down a former student of his who appears to be helping the Mongols and teaching them the secrets of Japanese archery. I enjoyed the nuances of this story-line quite a bit, as it becomes clear that you can see the student's actions, and Ishikawa's under a few different lights.
Lady Masako's story is a straight-up mystery revenge plot. You will probably guess who the architect of Lady Masako's misery is a few stroy beats before the finale, but it is still an enjoyable tale.
Yuna's tales all involve some aspect of her checkered or horrific past.
Norio is a warrior monk you will meet after rescuing your uncle. His stories are about re-establishing Cedar Temple, tracking down captured monks, and getting revenge against the Mongols for killing his brother.
Kenji's tales usually involve him trying to grift someone unsuccessfully, and provide a bit of comic relief.
Formal Elements
Players
Ghost of Tsushima is a strictly single player game, although there is a "Legends" playmode that is multiplayer.
Rules
Movement and Combat
Like many open world games, Ghost of Tsushima has a complicated set of rules regarding movement. Jin can walk and run around the game world, although his running is limited by an invisible stamina meter. He can also climb on buildings, vault fences, and climb rock ledges that have been marked as climbable. Jin can swim, and can hold his breath underwater for a about 20-30 seconds in order to evade the attention of enemies. After you have received your grappling hook, you can use this to latch onto specially marked points and swing or climb them. Jin can jump across quite large gaps even without using his hook. If you fall from too large a height, you will take damage and may die. Later on, you can increase this distance by unlocking the ability to roll when you land and soft the force.
You can also move around the map using your horse. Your horse will jump over low barriers automatically, and has unlimited stamina. If you fall from too large a height while on horseback, you will die and must reload a save. Lower heights will simply cause you to fall off the horse, receiving no damage. Your horse cannot be killed, and like in many open world games can be called to your side by whistling.
Combat is quite fast, and enemies have shorter tells compared to many other melee combat games. You will use the same weapons through out the game: a katana for melee combat, a tanto for stealth kills, a bow for ranged combat, and a heavy bow for dealing more damage. Later on you also get a blowgun, but this is of limited use.
When engaged in melee combat, you can use light and heavy attacks in different stances to best take down the particular enemy you are facing. Heavy attacks deal more damage, and are mostly used to build the stagger meter on your enemies when they are blocking. The Wind stance is most effective against enemies using spears or halbeards, and you can use heavy attacks to knock them off their feet and deal stagger damage to them. Staggered enemies cannot block or defend themselves for a few seconds, so staggering them is quite effective. Stone stance is best for other swordsmen, Water is best for shielded enemies, and Moon is best for brutes. When an enemy attacks you, you generally have the same options as you do in Sekiro: Shadows Die Twice: you may dodge, block, parry, or jump. A low sweeping attack may be jumped over, and most attacks can simply be blocked. If you block at the last moment, this triggers a parry and you may perform a counterattack. Dodging allows you to avoid the attack completely, and may be necessary quite often in the early game, as the enemies will have many unblockable attacks.
Performing parries replenishes some of your resolve, as does killing enemies. Resolve can be used to heal, and (similarly to Sekiro) also to resurrect yourself if you die in combat. Most of your legendary techniques cost different amounts of resolve to use.
In practice, however, the combat feels very different from Sekiro. First, the types of attacks that are unblockable change over time as you level up. Second, unlike Sekiro, you do not have a stagger meter yourself. You can block as much or as long as you like and as long as enemies do not perform an unblockable attack. This removes most of the feeling of standing toe to toe against a powerful enemy without flinching or hestitating.
Fear also plays a large role as the game progresses. You will unlock armors and techniques which increase the fear of your enemies. Performing these techniques will cause nearby enemies to drop their weapons and cower in terror, or even runaway.
The stance matching is also a difference from Sekiro, and it doesn't feel similar to the stances from Nioh, either. The best comparision is actually the stances from the original Witcher game, with certain enemies being most vulnerable to particular stances and resistant to others.
The last difference is with difficulty and strategy. The enemies gain more armor as you progress through the game, with enemies in the first area being mostly unarmored, and those in the last being the most heavily armored. However, it still only takes a handful of sword swings to kill any enemy, with the exception of bosses and duel partners. Even for the bosses, you can handle these using the same techniques that you use on all the other enemies, and you don't have to use particular strategies or armor to fight them.
While the combat is fun and engaging at first, and it always looks stylish and cool, I found myself using basically the same strategy with nearly every enemy encounter in the game: match my stance to whatever weapon they have, then begin attacking and building their stagger meter. Parry any of their attacks, and continue until they are dead.
Stealth
Besides holding your breath underwater, you may enter a stealth mode on land. You will crouch down and it will be more difficult for enemies to spot you. You can throw wind chimes to attract enemies' attention to particular points, and they will also come to investigate fallen comrades.
If you get close to an enemy from the rear you can stealth kill them. You may also stealth kill an enemy by leaping on them from a height, and later on you unlock the ability to chain a few stealth kills together if there are other enemies nearby.
Using the bows and blowguns further allows you to silently take out enemies from a distance.
There is also a stealth vision mode which lets you "hear" enemies through barriers and at a distance for increased tactical play.
The movement system plays a critical part in stealth gameplay. You can approach a Mongol camp from the rear using cliffs, take out enemies from above, and use towers, your grappling hook, ropes strung between buildings, and the heights of the buildings themselves to sneak around like a ninja and take out enemies with relative impunity. Some camps have signals or enemies with horns who will call reinforcements if alerted, making for an increased challenge if detected.
This smoothness in slipping back and forth between a "dirty, under-handed" approach and calling out individual enemies for a duel is at the heart of the main conflict in Ghost of Tsushima.
Inventory
Ghost of Tsushima has a simple inventory system. You have a limited number of slots for quick items, and you can replenish them by purchasing them from vendors, or finding them scattered around the world. Besides these, there many different types of resouces you can find, including something just called supplies, different kinds of wood, cloth, and metal. These are used to upgrade your armors and weapons.
You cannot drop items, and there is a cap of 500 for the crafting resources. These can be sold for supplies at vendors.
Any headbands, masks, helmets, charms, weapon kits, or armor set you have picked up will remain in your possession, allowing you to change them at almost any moment.
Level up
The leveling system in Ghost of Tsushima is tied to your progress through the main story, the number of Mongol camps you have liberated, and the number of sidequests you have completed.
As you can see in the table, completing each "legend" level grants a number of technique points along the way. It also increases your health, and sometimes gives you a charm.
Legend Title | Number of Technique Points |
---|---|
The Broken Samurai | 2 |
The Wandering Samurai | 3 |
The People's Hope | 4 |
The Unyielding Wind | 5 |
The Shadow Samurai | 6 |
The Hero of Tsushima | 6 |
The Avenging Guarding | 7 |
The Phantom Samurai | 7 |
The Demon Blade | 9 |
The Raging Storm | 9 |
Ghost of Tsushima | NA |
These technique points can be used to unlock buffs for your four stances, improve your ghost weapons, and progress through two skill trees titled Deflection and Evasion.
Conflicts
I have already mentioned the conflict between the notions of honor and practicality. This manifests itself between Jin and himself, as he must reject some of his past and his beliefs in order to rescue his uncle, and it also appears between the two men themselves.
This appears in terms of gameplay, as you will switch back and forth between samurai-inspired sword-play and ninja stealth climbing and assassinations.
Another aspect of this is the conflict between the Japanese and the Mongols. Besides the physical conflict, the Mongols represent practicatilty and a certain Machiavellian attitude, while the Japanese represent honor and inflexibility.
Finally, you see this same struggle between Jin and the various ronin and bandits you encounter randomly as you travel around Tsushima.
Boundaries
I have already mentioned the limitations regarding inventory. Besides those, there are story-based movement restrictions. Once you have escaped from your uncle in act 3, the first two areas of the game become inaccessable until you complete a certain mission. Other areas will be blocked off until you have completed the necessary parts of the story.
Outcomes
There is one main outcome: you defeat the leader of the Mongol invasion, and drive the Mongols from the island. Your dialogue choices throughout the game, the choices you made in composing the different haiku, how far you have completed the stories for Yuriko, Kenji, Yuna, etc, whether you decide to kill or spare your uncle in the final confrontation...None of this has any impact on the final state of the game.
Dynamic Elements
The dynamic friction pattern appears in many places. First, in the beginning, you might complete a quest with a minor legend increase, and this will completely fill one section of your legend bar, giving you a technique stone. Later on, this is minor increase will fill a much smaller amount.
Second, as you move further into skill upgrades, the number of skill points required for each skill will sometimes increase.
The static friction pattern also appears in the skill trees. Most of the skills cost a single point.
The escalating challenge pattern makes a minor appearance in Ghost of Tsushima. The enemies do somewhat increase in power as you progress through the game.
The play style reinforcement pattern appears mostly in the form of whether you choose to clear a camp with stealth or with samurai combat. Clearing camps is one of the main side forms of receiving legend increases and technique points, which you can then use to bolster your prefered play skill set. Your main armor set usually has a small contribution to your different attack stats, and thus may be included in this pattern. The different masks, headbands, and helmets have no effects on gameplay.
The static engine makes its classic appearance as the generator for technique points. You get them at pretty regular intervals for completing side quests, main quests, and clearing camps.
The trade pattern makes a minor appearance in that you can sell crafting items to receive supplies.