The Ghost of Tsushima demo was both pretty amazing and really frustrating. The world is beautiful, they are teetering on the edge of greatness with the idea to have the game communicate to you where to go, how to make you curious... but then slap RPG mechanics, collecting woods and making you follow icons all over the world. It's like they can't bring themselves to trust the player to want to play.
The game seems to truly be atmospheric, but with the bad case of Ubisoftitis it has prevents that atmosphere from ever sinking in and becoming meaningful. Instead, the implied impetus of all those icons, meters and resources to collect take over the magic of the environment you are in. The item collection prompt is badly jarring in the midst of an atmospheric scene.
At the end of it, it doesn't feel like a game that fully has the courage to be what it'd like to be and instead goes down the route of borrowing elements from the open world zeitgeist instead of finding its own answers. This setting is one that begs for contemplative gameplay mechanics, not collectathon busywork.
The game seems to truly be atmospheric, but with the bad case of Ubisoftitis it has prevents that atmosphere from ever sinking in and becoming meaningful. Instead, the implied impetus of all those icons, meters and resources to collect take over the magic of the environment you are in. The item collection prompt is badly jarring in the midst of an atmospheric scene.
At the end of it, it doesn't feel like a game that fully has the courage to be what it'd like to be and instead goes down the route of borrowing elements from the open world zeitgeist instead of finding its own answers. This setting is one that begs for contemplative gameplay mechanics, not collectathon busywork.
Last edited: