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Ghost of Tsushima Creative Director Discusses Working with a Japanese Setting as a Western Developer
January 10, 2026
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During a group interview at E3, Sucker Punch creative director Nate Fox talked in detail about the upcoming game and described its progression system. According to Fox, Jin develops numerous skills throughout his journey in Ghost of Tsushima which give him multiple options for solving problems. The trailer shows Jin using a grappling hook to reach the roof of a temple. His methods make it easier for him to get the drop on his enemies, but as Fox points out, Jin could easily have attacked the Mongols head on. All of Jin's skills combined make him a bit of a " samurai commandGhost of Tsushima does share some DNA with Sly Cooper’s stealth sections. Jin can attack enemies outright or stalk them from the shadows and stealthily take them out. While this is out of character for a samurai, Sucker Punch did confirm that the narrative motivates the use of stealth. All of Jin’s samurai allies were killed fighting like samurai. To beat back the Mongols, Jin needs to vary up his tactics, even if it goes against everything he knows. Delays are inevitable in the gaming industry. While this sometimes upsets players, it's a necessary reality because a lot of work goes into game development, and it forces the choice of a compromised release or a slightly disappointing delay. October 24 is an interesting day, however, as not only 1 or 2 major games received delays, but 5 of the most anticipated games of 2020 have been pushed back, including The Last of Us Open world games, especially huge ones, have got to have progression, that thing you're going for. Now, Jin [Sakai]'s evolution from a samurai, and being an expert swordsman, expert archer, and so forth, what are the techniques he picks up along the way? We saw one of them - a clear example here: a grappling hook. It's not something a samurai would have. It's an aspect of progression and a good example of how you become more capable by unlocking more ways to solve a situation. He didn't have to climb that temple to take out those Mongols; he could've gone in through the front door. The monk might've been killed, but that is an example of progressions. It's absolutely part of the game. It's how you transition from this guy, who is kind of bound by the rules of conduct, to becoming more of a samurai commando. ...There's no supernatural elements in this Ghost of Tsushima 's delay is a little different in that its it is entirely dependent upon The Last of Us 2' s. Reports indicate that, because of the aforementioned delay, Ghost of Tsushima was delayed further into 2020 to give the two big PS4 exclusives some breathing room, as it was supposed to launch sometime in early 2020 after TLOU 2 . It's also worth mentioning that it did not yet have an official release date, so this may not be a traditional delay. There's a possibility that the reports are wrong, but there's a high chance that they aren't. As of right now, Ghost of Tsushima does not have an official release d Sucker Punch's Ghost of Tsushima will feature a progression system which can evolve the player character into a " samurai commando ". The trailer for Ghost of Tsushima Combat guide|Https://tsushimalegend.com/ of Tsushima , which was revealed during Sony's E3 press conference, shows the game's protagonist, Jin, making use of several talents outside of the normal skillset of the samurai, which demonstrates how the main character progresses through the game stPlayStation’s focus on a handful of games for E3 2018 was well-known weeks before they held their press conference. With rumors swirling about a potential PlayStation 5 on the horizon, it was apparent that the platform holder would focus on its current crop of announced titles. The Last of Us Part II and Spider-Man are proven winners, and Death Standing continued to intrigue. Ghost of Tsushima, however, was perhaps the most interesting title. A far cry from Sucker Punch’s previous work, Ghost of Tsushima made its presence known at the show and stunned in its debut. Developers id Software and Avalanche Studios have put together a playground of carnage for Rage 2 . Where the first game was a showpiece for id Tech, this sequel is all about giving players a handful of tools (both cool weapons and abilities) and letting them loose. The game is fast-paced and violent in a way that doesn’t feel celebratory but is exciting enough to make the loop feel satisfying. Much like Doom before it, Rage 2 looks to take the existing framework and dial everything up to Dead or Alive has always maintained a passionate fanbase at DualShockers, and I'm no exception. The newest iteration -- Dead or Alive 6 -- is no exception, even with the game shying away from inclusion of fan favorites . Though, with robust and tight gameplay and stages that will have you shifting up strategy, playing a couple of pick-up rounds with Producer and Director Yohei Shimbori was an instant highlight from my time at It's been interesting working on this game because in past titles we've been able to make it up, frankly. For a superhero game set in Seattle, we knew what we were doing, but in this game we are constantly learning about Japanese culture or the norms of samurai. And it's exciting because it changes the way you work to learning in the same way that players get to learn about these things, and in fascinating det
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