Ghost of Tsushima director Nate Fox and art director Jason Connell in
The idea to use nature (wind, animals) as a guide for the gamer came to the developers from films about samurai. The authors want to encourage users to "look at the game world, not the interface."
“The goal of all these mechanics is to get you excited about the beauties of Tsushima rather than treating [Ghost of Tsushima] like a video game. We want to put you there, in feudal Japan. That’s why the interface is so minimalistic,” Fox explained.
According to the developers, the “down-to-earth” combat system, which Sucker Punch Productions describes in just three words: dirt, blood and steel, also adds credibility to what is happening.
“If you've ever seen samurai movies, you'll understand. There people kill each other with one swing of the sword. Because of this, the [Ghost of Tsushima] combat system is very different from what other games have, because you can die very quickly - and your enemies too, ”connell said.
Ghost of Tsushima will release on July 17 exclusively for PlayStation 4. Last week, Sony Interactive Entertainment and Sucker Punch Productions released
Ghost of Tsushima will
Source: 3dnews.ru