Ghost of Tsushima: the weather changes based on how you play
In a recent interview, Sucker Punch creative director Nate Fox confirmed that the weather of Ghost of Tsushima changes based on the way you play as Jin. In other words, the more you play as a specter, the more chance there will be of encountering storms during the game.
This is a very strong and intelligent narrative and design choice, since it goes very well with that that players are led to do during their game. At first, in fact, more reliance will be placed on samurai skills and the sky will be clear. As the story progresses, the difficulty will increase, which will force you to rely more on Ninja arts and gadgets.
The wind and storms will become stronger and the sky darker: in other words, a perfect atmosphere to underline the increasing pressure of the Mongols on the coasts of Tsushima. In addition, in this way the shadows will be much more frequent, masking Jin's "shame" on one hand, forced to use these means to get the best and on the other providing the player with more opportunities to exploit the arts and ghost skills.
Did you notice it? In our review of Ghost of Tsushima we had not noticed, but we were still impressed by the work done by Sucker Punch to reconstruct this kind of elements.
Yesterday the 1.05 patch was released which adds the lethal difficulty level and other options to the game.
What do you think of this design choice?
Source
This is a very strong and intelligent narrative and design choice, since it goes very well with that that players are led to do during their game. At first, in fact, more reliance will be placed on samurai skills and the sky will be clear. As the story progresses, the difficulty will increase, which will force you to rely more on Ninja arts and gadgets.
The wind and storms will become stronger and the sky darker: in other words, a perfect atmosphere to underline the increasing pressure of the Mongols on the coasts of Tsushima. In addition, in this way the shadows will be much more frequent, masking Jin's "shame" on one hand, forced to use these means to get the best and on the other providing the player with more opportunities to exploit the arts and ghost skills.
Did you notice it? In our review of Ghost of Tsushima we had not noticed, but we were still impressed by the work done by Sucker Punch to reconstruct this kind of elements.
Yesterday the 1.05 patch was released which adds the lethal difficulty level and other options to the game.
What do you think of this design choice?
Source