When Ghost of Tsushima showed his combat system a few days ago the State of play, one of the first ideas that came to mind was that it seemed to follow the line of Batman Arkham or the first Assassin's Creed. Without a doubt, good news for those of us who are fans of that style of fighting, but also a problem of the system itself.
Getting the hang of dodging, parrying, and wiping out large groups of enemies is relatively easy once you internalize the fighting dynamics and how to counteract every small variable that is entered. However, since Sucker Punch
This has been announced by Nate Fox and Jason Connell, director and art director of Sucker Punch
We wanted it to feel solid and with lethal precision. If you watch a samurai movie you know how this goes. These men can cut each other off with a simple swipe of their sword, and to capture that, combat is very different from that seen in other games because that means you can die very quickly and your enemies too.
Fox and Connell acknowledge that they have a phrase to refer to that more earthly fight: "mud, blood and steel"They also affirm that it has not been easy to achieve what they wanted, but that they are proud of the result and they think they have managed to transfer that spirit to the screen.