
Wind of Inariįollow the Guiding Wind to Fox Dens. Perform a jumping strike from your horse to tackle your enemy and inflict Stagger damage.ĭodge at the last possible moment to perform a deadly counterattack. Sprint toward your enemy and slash them with a quick strike.Ĭharge into enemies while sprinting to knock them backward.Ī delayed quick attack that inflicts extra Melee damage and Stagger damage. RollĪn evasive strike useful against slow-moving enemies.
There are seven available Evasion techniques you can learn. Perfect Parry counterattacks have a 20% chance to Terrify nearby enemies. Gain Moderate Resolve by using a Parry or Perfect Parry. Parry an unblockable attack from Mongol swords. Parry incoming projectiles while blocking. Perfect Parries recover a small amount of health. Parry at the last possible second to perform a deadly counterattack. There are seven available Deflection techniques you can learn. Samurai Techniques include Deflection, Evasion, Exploration, and Mythic Techniques. The best thing is that you have the complete freedom to decide how you want to use these technique points.
Similar to other role-playing titles, Ghost of Tsushima has a game mechanic for growth and progression. You can access the skill tree in the Techniques Interface. They are the equivalent of Skill Points in role-playing games.
The music is composed by Shigeru Umebayashi but the game having grown a lot, he realized that he could not do everything alone so they hired a second composer to work with Umebayashi and his name is Ilan Eshkeri.Ghost of Tsushima's techniques enable Jin to acquire new skills and transform from a Samurai into the Ghost. There are a lot of side stories in the game where you can build more or less strong relationships with different characters to learn more about their stories but it's up to the player's freedom and you can miss them. There are several ways to retrieve the outfits, either through the main story, by doing quests, by buying them in the villages or simply by exploring the world. If you wear heavy armor you will be less agile so it will make infiltration harder. Weapons like the katana or the bow will be displayed on all the outfits of the game but not the smallest ones because there are a lot of outfits in the game and it would represent too much work. The main weapon of the game will be and will remain the katana throughout the game but there will be many other weapons and gadgets. There will be much more stances than the two that we saw in the video, it will be used to apprehend the different types of enemies.
The little tennis balls are called the Jin Resolved Meter when we hit an enemy the bar will load and it will also be used for healing and there are also many other things related to this gauge but he did not want too get into the details.The Standoff mode can be activated anytime even in infiltration.Animals are mainly there to be more immersed in the universe and guiding you. We can hunt animals in the game but there is nothing to gain by doing it.
The instrument that we see Jin playing in the video will be the only one present in the game and Jason did not want to say what it would be used for. He made a comparison with Red Ded Redemption which is for him a good and beautiful game but for Ghost of Tsushima they wanted the game to be pleasant as possible to play without having too many superfluous animations which break the rhythm and that is why Jin can pick up items on his horse. We can reduce the shine effect on the items that we can pick up. He wanted the game to be immersive as possible. The wind is the main way to navigate the game world, there are no markers. Zelda and Shadow of Colosus was a big inspiration for this game especially for artistic direction, he wanted the colors to be vibrant as possible. I made a translation of the information we were able to learn : Julien chieze was able to speak with Jason Connell, Creative Director on Ghost of Tsushima.