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[PS4] Ghost of Tsushima


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The year is 1274. Samurai warriors are the legendary defenders of Japan--until the fearsome Mongol Empire invades the island of Tsushima, wreaking havoc and conquering the local population. As one of the last surviving samurai, you rise from the ashes to fight back. But, honorable tactics won't lead you to victory. You must move beyond your samurai traditions to forge a new way of fighting--the way of the Ghost--as you wage an unconventional war for the freedom of Japan.

 

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Ghost of Tsushima, an open-world game set during the era of the samurai in feudal Japan, is coming exclusively to PlayStation 4.

 

17.7.2020

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Pred 4 urami, dzaver pravi:

a so sploh že pokazali kak konkreten gameplay oz dali kakšne bolj podrobne informacije o špilu? razen tega da ful dobr zgleda 🙂 zdej sem prvič zasledil, da je to open-world špil 😄

Upam da imaš oblečene zelo ohlapne gate, ki drugače ni varno gledat 😄 Tole je ves footage do zdaj, vsebuje tudi (early) gameplay.

 

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Komaj čakam dej aaaaaa. Po moje sem skoraj mal bolj hyped za tole, kakor za TLOU2 in Cyberpunk.

Ful upam, da bo res popoln raztur, sam verjetno bo dosti bolj trashy od omenjene konkurence. 😄

 

Pa res na polno upam, da bodo dodali not kak B&W cinematic filter. To bi bila čista zmaga.

uredilo bitje KE RIT
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Slinch reče Dne, 8. 5. 2020 at 22:56:

Upam da imaš oblečene zelo ohlapne gate, ki drugače ni varno gledat 😄 Tole je ves footage do zdaj, vsebuje tudi (early) gameplay.

 

Potrjujem koristnost pravnega pouka.

uredilo bitje Jin
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dzaver reče Dne, 8. 5. 2020 at 18:11:

a so sploh že pokazali kak konkreten gameplay oz dali kakšne bolj podrobne informacije o špilu? razen tega da ful dobr zgleda 🙂 zdej sem prvič zasledil, da je to open-world špil 😄

 

Evo.

 

Navedek

Main stuff:

  • It’s an open-world samurai adventure.

  • The game is grounded and realistic. There's no supernatural elements in this game.

  • The game is a original work of fiction they are not rebuilding history stone by stone.

  • Ghost of Tsushima is huge – the biggest game Sucker Punch has ever made by a wide margin.

  • You can play the game with a Japanese voice track. Even with a cast of mostly native Japanese speakers, they still have a dialogue coach for the game for authentic ancient Japanese.

  • No branching narrative

  • The game launches July 17th

  • The Game does have a photomode

  • Ghost of Tsushima Has Multiple Difficulty Settings

  • This isn’t going to be a UI heavy game

  • Swordplay and the horse is all mo-cap.

  • The composer of the game is Shigeru Umebayashi

The Story :

In the late 13th century, the Mongol empire has laid waste to entire nations along their campaign to conquer the East. Tsushima Island is all that stands between mainland Japan and a massive Mongol invasion fleet led by the ruthless and cunning general, Khotun Khan. As the island burns in the wake of the first wave of the Mongol assault, samurai warrior Jin Sakai stands as one of the last surviving members of his clan. He is resolved to do whatever it takes, at any cost, to protect his people and reclaim his home. He must set aside the traditions that have shaped him as a warrior to forge a new path, the path of the Ghost, and wage an unconventional war for the freedom of Tsushima.

The World :

  • There a lot of stories in the game that you may not find them all.

  • The game will feature NO waypoints

  • There are many side characters in the game, most which have sidequests.

  • Jin will learn new things from NPC quests

  • Each area in the game has a different theme. That reflects to different stories and narrative themes for each area. The name of the area on the demo is "The forest of no return". Features betrayal stories with darker tone

  • You will roam vast countrysides, explore billowing fields, and tranquil shrines to ancient forests, villages and stark mountainscapes,bamboo forests to the urban center of ornate castles

  • They want to give players alot of navigational options ,we seeing horse riding, parkour and Jin swinging with the grappling hook so far

  • Dynamic time of day and weather , we seeing snow, and rain areas so far

  • Simulated clouds. All dynamic, not painted, never going to be seen twice

  • Procedural skies and procedural sun break tech

  • If you roll around a lot in the mud you will be completely cover. If it starts raining it washes away all the mud and blood

  • “Movement” is the environment theme, expect everything to move - blowing trees, windy fields, falling leaves

  • If you see something and you expect to be able to climb on it, then we want you to be able to climb on it

  • The trailer with Masako from E3 was a side mission

  • Jin will change what he is wearing. In a rain-drenched part of the world Jin has traded his traditional armor for a straw raincoat called a mino. This has both mechanical value and narrative value.

Combat :

  • The theme of the combat is “mud, blood, and steel”. They want a feeling of intensity and danger in the combat

  • Combat system can scale all the way up from a one-on-one combat with a worthy opponent all the way up to dealing with a horde of Mongols

  • Master the bow to eliminate distant threats with lethal precision

  • Develop stealth and deception tactics to disorient and ambush enemies with surprise attacks

  • An adaptive landscape and organic approach to combat makes Tsushima the perfect playground for mixing and matching skills, weapons, and tactics to find the perfect combat blend for your play style

  • As Jin’s story unfolds, versatility and creativity will become your greatest weapons.

  • You can customize your katana

  • They want every swing to feel real, so every hit that connects leave a scar.

  • There is a progression system. Jin has learned to use a grapple hook but this is not part of his samurai training. He’s had to learn new tricks to silently kill the Mongols

  • Duels in the game is going to be very narrative base they want to build the tension, each duel will be around some unique element like the red tree

  • The square button will swing your sword

  • You can kill an enemy with a single strike from the blade if you hold the triangle button and release it at the right moment

  • You parry with L1

  • You can clean your blade with a button

  • Τhe chain assassinations we seen in the trailer you must hit the button at the right time to go to the next one there is a time period

  • Assassinations are one of the tactics you can use. There’s a fear factor here. If you do successfully assassinate someone then it stuns the other enemies around you and gives you an opportunity to perform follow-up attacks

  • You can perform horseback assassinations

  • Weapons we seen so far, swords,bows, stun/flash bombs and big possibility of more

  • Where Jin stabs someone though a screen is call the Shoji assassination.

Credit : https://www.resetera.com/threads/ghost-of-tsushima-everything-you-need-to-know.201765/

 

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kemik reče pred 2 minutama:

 

This is not the samurai way. 

Hehehe... to je res. Ampak igra mi je na pogled res kul. Nimam pa volje se investirat tako kot se je potrebno v From igre. V nobeno igro pač, ker mam rad več al manj lagano, sproščeno igranje in zabavo, ne pa žicčno - napeto. Malo truda že, da pa bi crknil več kot 3x pri kakem osebku pa mi je dovolj, da sem na robu napada božjasti, pri 6 smrtih lomim kontroler, pri 9 smrtih pa že konzolo in TV.

uredilo bitje tomazek
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Ma glede na to, da je čisti open world s kvesti in sidekvesti pomoje ne more bit tok težka kot From igre. Jaz za prijeten skozihod upam, da bo nekje nivo DKS1 minus 10 % težavnosti, torej lih tok da tisti edge od souls iger vzame stran. Ker v open worldih je lahko dinamika replayanja nekega področja precej bolj nadlažna. 

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GoW je meni mel mal čudno težavnost. Ne vem sicer točno kje sem igral (zadnja ali predzadnja), vem pa da je blo do prvega upgrejda ful zajeban, potem se ti pa nekej unlocka in od takrat naprej je bil špil vedno lažji. Ni mi lih optimalno to :D Razen če je bil git gud faktor tok velik. 

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ja ni optimalno.. saam meni je bilo ql.. igral sem na hard, do open world dela sem jebal jeza pol je slo in pol takisto na najtezjem.. razen valkire so bile malo poglavje zase

 

ampak mi je bila ql izksunja.. kot receno ni optimalno, sem pa videl precej vec slabsih varijant.. to ej pac prva, kot relativno ql ki mi je padla na pamet

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tomazek reče pred 52 minutami:

Upam, da v osnovi nebo kot From Soft igre - zaguljeno in brez izbire težavnosti. Naj bo za entuziaste pač tisti very hard mode, za nas kažualce pa naj bo izbira :D

 

Ni šans da bi imela Sony 1st party igra z AAA budgetom samo eno težavnost ala FromSoft. 

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Gatsu reče pred 6 minutami:

 

Ni šans da bi imela Sony 1st party igra z AAA budgetom samo eno težavnost ala FromSoft. 

No fino :D

 

dzaver reče pred 5 minutami:

V tistem tekstu, ki ga je bitsurugi objavil piše, da bodo različne težavnosti. Me pa zanima kako bodo naredili špil brez waypointov oz. “teleportiranja”. 

 

Tistega pa res nisem vsega bral. Sem pa površinsko preletel. Bom se kar pustil presenetiti.

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dzaver reče pred 7 minutami:

V tistem tekstu, ki ga je bitsurugi objavil piše, da bodo različne težavnosti. Me pa zanima kako bodo naredili špil brez waypointov oz. “teleportiranja”. 

 

Sej to da te igra ne bo vodila za rokico z 100 ikonami na zemljevidu ne pomen da nau fast travela. Fromsoft igre niti zemljevida nimajo pa se da teleportirat naokol.

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