Ghost of Tsushima is, without a doubt, one of the most visually striking open world games you can play. You’ll have seen the screenshots but they don’t do the game justice – you really need to see it in motion. The swaying grass, the falling leaves, the misty haze, the glow of fireflies and the warm hue of the setting sun – everywhere you go in Tsushima looks beautiful.
But whilst the visuals are lovely they do somewhat lose their lustre as you progress because, yes – you can have too much of a good thing. There’s not a great deal of varied terrain in Tsushima, and once you’ve stood in awe of one field of gently swaying grass, you’ve kind of seen it all. And as gorgeous as the landscape may be, the actual design of the open world in terms of structure and content leaves a lot to be desired.
Whilst the map is broken down into smaller regions marked by natural boundaries (good), significant landmarks or terrain variation are few and far between (bad) making navigating the world purely by visual cues rather difficult. The game eschews a typical map marker for a ‘flowing wind’ effect that’s supposed to guide you to your chosen destination.
And it sort of works – but you’ll still have to stop and check your map regularly. And honestly, I think I would have preferred the option of a more simple and precise – if admittedly intrusive – marker to guide my way.
Not only is the landscape poorly designed from the point of view of navigation, it also doesn’t really encourage exploration with such a repetitive and lacklustre selection of side activities – not to mention the far too frequent enemy encounters that interrupt your travel.
It’s not unusual to encounter several enemy patrols along a single stretch of road. If you try dealing with them all, you’ll never get anywhere fast. The main and side quests of Ghost of Tsushima are already extremely combat focused. There are also numerous enemy outposts to clear and villages to liberate in the open world.
That’s why you need to give the player some space, some time to relax between combat and explore the world without constant interruption. Pacing is important, even if you have a great combat system . . . which Ghost of Tsushima most certainly does not.
The combat – at least initially – is fast, brutal and punishing in a way that really does demand your attention. It’s built around a simple and familiar system of block, dodge, parry and strike – but capped with some satisfying and stylish finishing animations.
The problem is, as you level up and unlock new skills, Jin’s strength snowballs so rapidly that before you even reach the end of Act 1 you feel practically invulnerable and the combat becomes entirely trivial.
Stealth becomes something you do for fun, not out of necessity to even the odds. And the problem only grows worse over time. Once you upgrade your gear and unlock the Ghost Stance ability you can simply walk into enemy camps and slaughter everyone within a matter of seconds.
The game does give you a welcome selection of combat stances and a fine selection of ninja-style tools – but putting aside how fiddly it can be to switch between them in a fight – you don’t actually need any of them. They’re fun to use on occasion, but entirely unnecessary.
Ghost of Tsushima also has a rather wonky auto-lock system that often sees Jin facing entirely the wrong way. You can switch to a manual mode but – like switching between your tools – it’s kind of fiddly to use.
And whilst I welcome those additional tools, you still only have one main weapon – your sword. Given how the plot of the game is about Jin being willing to break his code, I don’t see why we couldn’t have had another weapon type or two to help mix things up – like a spear, or a mongol shield or . . . anything.
Early on in the game you get access to a grappling hook and I thought I really would be like Samurai Batman – swinging across rooftops, using it to grapple enemies from stealth or even within open combat. But no, the game doesn’t let you do anything so fun. The grappling hook is only useful for some basic platforming in the open world or during the scripted story missions.
I wouldn’t say that the combat in Ghost of Tsushima is bad as such – it’s simple and accessible and it makes it very easy for the player to feel like the ultimate samurai killing machine . . . but maybe a little too easy. It just becomes too trivial, too quickly and because it’s such a frequent and significant component of the game, it becomes increasingly dull to engage with. You stop enjoying fights long before the end – you just grind them out as quickly as you can so you can move on to the next.
This certainly isn’t helped by the numerous side quests, nearly all of which – regardless of plot – is a simple matter of ‘go to place, kill mongols’. Sometimes they mix it up with ‘go to place, kill mongols’ and then ‘go to another place, kill more mongols’ but that’s about as exciting as it gets.
And it’s such a shame, because some of these side quests have potentially interesting set ups – such as a quest to save a sake brewery from mongol raiders. I thought it might involve getting the mongols drunk . . . or maybe Jin gets drunk whilst waiting for them to arrive? Or maybe you assassinate them with a barrel of poisoned sake? Maybe you even dress up as a geisha and serve it to them!
I don’t care how stupid that sounds, just give me something fun to do, give me something memorable, something unique. Something more than what you get – you go to the brewery, hide in some grass and then kill the mongols when they arrive. And that’s pretty much all you do for practically every side quest in the game no matter the location or plot.
Ghost of Tsushima is at its best when you’re focusing on the main story but even that’s not without its problems. Act 1 sees you storming a castle to rescue Jin’s Uncle and kill the evil Khotun Khan. But guess what – the Khan’s in another castle! And the exact same thing happens at the end of Act 2. He’s like the mongol warlord equivalent of Princess Peach.
I hoped the third act would provide a suitably exciting conclusion but I hate to say it – the final battle sucks. It’s incredibly rushed, the contribution of your allies is massively glossed over, you only actually fight a couple of small groups of enemies and I defeated the Khan by running in circles and tossing sticky bombs on him. I didn’t really need to – it was just too funny.
It’s not like I hated the story – the story is easily the best part. I liked Jin and Yuna and the little quest chains for the key side characters. I also liked the ‘mythic tales’ quests because they provided slightly more varied quest structures and you can unlock more unique gear and abilities.
I don’t get why they shied away from the obvious romance between Jin and Yuna. I don’t normally give too much of a shit about something like this but come on – why is this game so sexless? It really needed something to spice things up. The story just doesn’t land the emotional beats in the way you feel it should.
And another thing – the plot is all about Jin turning his back on the samurai code and becoming the Ghost, but why couldn’t they have factored that story aspect into player progression in a more meaningful way? Perhaps you could have had different skills and gear for ‘Ghost’ and ‘Samurai’ and each is unlocked depending upon how the player acts – a player who sticks to the code and faces their enemies head on unlocks more samurai abilities, whereas a player who embraces stealth, poison and assassination unlocks more tools and skills along those lines.
It wouldn’t even need to change the story or how things play out, it would just present the player with diverging options on how they want to progress and how they want to develop Jin. But . . . maybe I expect too much. Maybe I’m asking for too much.
I can’t deny how striking the game looks. How polished it is. The visuals, the music, the VA, the animations, the UI – the production value is clear to see. And maybe that’s enough for some – but not for me.
Because I can’t overlook the bland, excessive combat, poor enemy variety, terribly paced player progression, the repetitive and dull side content, the lack of creativity of the missions, the lacklustre conclusion and the absence of emotion in the story. There’s nothing truly challenging or engaging here – neither narratively, nor in terms of gameplay.
That’s not to say I have no hope for the coming sequel – Ghost of Yotei – because the Iki Island DLC included as part of this PC edition does demonstrate some promising improvements to overall quest design. That said, I’ve seen other Sony first-party sequels suffer from a lack of ambition and an unwillingness to break from the tried and tested they believe will lead (usually correctly, sadly) to critical acclaim. Hopefully Ghost of Yotei won’t just offer more of the same.
5/10