This much was divulged to GamingBolt, with Zimmerman telling the outlet that Ghost of Tsushima will have its combat designed to be like a brawler, and that the title will require a lot of different kinds of skills from players due to the way in which it is structured. As explained by the Sucker Punch co-studio head, “If it were hack ‘n slash, [the live-demo player] wouldn’t be nervously practicing before every demo. It’s a brawler. It’s skill [based] in a bunch of different directions.”
Zimmerman then went on to state that Ghost of Tsushima will require players to be on point during practically every encounter, as each will involve careful decisions that determine the life or death of the main character, Jin. After describing the scene in the game’s E3 trailer in which Jin goes three-on-one against enemies, the Sucker Punch co-founder said, “It’s really out of the ordinary if you think about it. You have lots of games where fighting one guy is hard, and then you have lots of games where fighting 20 guys is hard. But three ends up being an interesting number, it gives the game sort of a fresh feel.”
Taking all of this into account, it seems as if Sucker Punch aims to have Ghost of Tsushima’s combat veer more toward realism. This is undoubtedly to avoid having encounters with enemies not look so fast-paced and frenetic like something along the lines of Bayonetta and to convey the story’s somber tone, which is inspired by the invasion of Japan by the Mongol Empire. The combat’s pacing will also help players get a more authentic sense of the era while also soaking in the narrative thanks to the game featuring Japanese voice acting with English subtitles.
Ghost of Tsushima is currently in development for PlayStation 4.
Source: GamingBolt