Kamusi Ya Kisw

Ghost of Tsushima never pulls the laurels of the "big" exclusive Sony - especially if you put it on a par with titans like Uncharted 4, God of War and Marvel's Spider-Man. The brainchild of Sucker Punch looks more like a game from the PlayStation 4 starter line than from the "finish" one. This is doubly ironic, because inFamous: Second Son - the studio's previous project - was one of the first games for the console. It's just between her and Ghost of Tsushima for six whole years of development of trends, technology and game design. In theory, there should be progress. But why then does the game released in 2020 look outdated compared to its own forerunner from 2014? Okay, though, that's not entirely true. There is one thing that Ghost of Tsushima beats the previous Sucker Punch games, and, for that matter, most other open-world action games: setting design. Tsushima Island turned out to be incredibly picturesque, but at the same time a real place. The artists masterfully conveyed the natural beauty of Japanese nature, which we do not often see in video gam Kamusi Ya Kisw es. Autumn forests, endless fields of pampas grass, rivulets, plains and mountain passes ... Tsushima's landscapes cannot be confused with anything. And the graphics have nothing to do with it - it's all about colors and composition. In the yellow fallen leaves, in the dazzling whiteness of the tea fields, in the glare of the sun shining through the thickets of bamboo. Wherever you look, there is a feeling as if you are looking into a kaleidoscope - everything is so voluminous and full of life. But the most important thing is that the head from all these beauties does not go round: the developers constantly shade the brightness of nature with the darkness of war. Ghost of Tsushima tells the story of the first Mongol invasion of Japan. The main character, Jin Sakai, together with his uncle and the rest of the samurai, gives the invaders a battle, but the defenders of Tsushima suffer a crushing defeat. Only Jin survives: now he is not only the last representative of his clan, but also the last samurai on the island. Who else is capable of stopping the troops of Khotun Khan if not him? Sometimes it seems that there are too many leaves and other little things on the screen, but they do not particularly harm aesthetics: everything is so beautiful that you can't take your eyes off It is interesting that, playing as a man who metaphorically rose from the dead, you will now and then come across traces of bloodshed. On makeshift graves by the side of the road, on hanged peasants, killed soldiers and many devastated villages that the Mongols literally burned to the ground. Sometimes pictures of violence and destruction look even too realistic, but this is the point: they "ground" the world around them, create a contrast. The scars that are dotted with Tsushima cause genuine sadness for the island, where the player, unlike the protagonist, has never lived - and all thanks to visual storytelling. Jin takes no pleasure in war. Before the innocent victims, you can bow and wish them peace, and mortally wounded enemies can be finished off so that they do not suffer Perhaps this is what the developers have done best. Ghost of Tsushima masterfully creates a sense of belonging to the outside world. The Mongol conquerors are foreigners, but you know Tsushima like the back of your hand. You don't need maps: when traveling, the authors hide almost the entire interface so that you can navigate by local signs. The foxes know the paths to the altars of the goddess Inari, the birds lead you to the hot springs, where you can rest and take a breath. And the tailwind serves as a compass: it always blows wherever your path lies. As if Tsushima is trying in her own way to help in the war against the invaders - and because of this, you quickly become imbued with even warmer feelings for the world. It's nice that the developers tied the development of the hero and the exploration of the environment to the real culture of Japan. Particularly enjoyable are the bamboo trainings and the torii gate. But this is the only thing that Ghost of Tsushima is really good at, and the only thing that somehow distinguishes it from similar projects. Speaking directly about the gameplay and game design, the game, in fact, is not bad - it is just "standard". Yes, not every more or less large project is obliged to revolutionize its genre. Doing nothing new, but improving the old in return is an absolutely normal, eve https://jiji.co.ke/kangemi/books-and-games/kamusi-ya-kisw-isfTEb3dx9IrT1EM5unvBaBw.html

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