Sucker Punch’s Creative Director and Art Director Jason Connell told IGN that Ghost of Tsushima focuses on protagonist Jin Sakai’s story, the challenges he faces in his specific social class, and how situations shape the actions he takes.
Connell spoke at length about the reason behind the decision, saying:
Connell also wanted to remind readers that choice comes into play for how you deal with certain circumstances. You’re never locked to Ghost mode or Samurai mode and are free to proceed as you see fit.
…It definitely plays with the notion of, you’re born and raised into this certain way of life. There’s expectations of you, the way you should perform.
And then at some point, because some events happen, in this case a war, you have to challenge those things. And not everybody’s going to love the fact that you’re going to challenge an assumption that’s made upon your life.
Ghost of Tsushima Director Nate Fox spoke with IGN Nordic and provided some additional details. Fox said the customization system — how you spend your skill points and deal with your armor — is very deep, and you’re free to choose what weapon you want to use the most.
The world is also much bigger than the State of Play indicated, with Fox mentioning the presentation showed just the starting area and a very zoomed-in version of it at that.
Finally is the game’s objectives. According to Fox, taking over camps and attacking forts is actually just side action — not a central part of the game or a super-important objective. What else Jin has to do to save his home, Fox didn’t say.
You can check out the morality interview over on IGN and the other details on IGN Nordic. And if you haven’t secured your pre-order yet ahead of Ghost of Tsushima’s July 17 launch date, be sure to check out our Ghost of Tsushima pre-order guide to get the best fit for you.
Stay tuned to GameSkinny for more Ghost of Tsushima news as it materializes from the mists.