[HOT] : Ghost of Tsushima has “perfect parry” and attack cancellation
It seems odd to be more excited about the exploration side of Ghost of Tsushima than anything to do with sneaking around or slicing dudes, but that’s where I’m at after presenting the state of play of may. Will the fight be difficult, deep and engaging enough to support the entire island adventure?
It’s one of those questions that can’t be answered before release, but here’s a bit more to continue.
Today, in a PlayStation blog post, Sucker Punch shared more details on the game’s design and combat intent – including a gameplay clip that changes positions and looks better than the footage. previous ones.
There are also several choice quotes from Sucker Punch co-founder Chris Zimmerman.
- “Jin has slower and more powerful attacks, but they can be instantly canceled at any time, leaving Jin free to respond to unexpected events, such as the cry of a Mongolian charging to attack. Starting a high level attack only to cancel it when circumstances change is an important part of high level play. “
- “If an enemy embarks on a chain of attack, we need to give the player enough time to react to the first attack in the chain, but since then subsequent attacks can be anticipated, they can happen arbitrarily fast. «
- “While an enemy is attacking, another enemy may be liquidation. «
- ” Waiting press L1 until the attack is about to change the block in parry. The attacker is not only blocked, he is passed in front of you, vulnerable to a counterattack. And Jin earns a little SolveGhost’s measure of the samurai spirit that allows him to get through the pain and injuries he suffers. “
- “With the right upgrade, a third level of achievement opens – press L1 just as the attack lands and the parry becomes a perfect parade, stunning the attacker and leaving him open to a special and devastating counterattack, and earning Jin a large dose of Resolve. “
- Each position is designed to be particularly effective against a subset of the dozens of enemy types facing Jin. “For example, Stone Stance is suited to take on swordsmen, while Water Stance can be used to create openings against shield bearers.
- Too, Hideo Kojima visited the studio and played Ghost of Tsushima when the combat system was in a much older and much less tuned state where “just hammering the quick attack button defeated most enemies.” It sounds intimidating.
Zimmerman summed up their approach to katana fighting by saying that “if you stay focused you will survive the fight.” If you lose your focus, you will die. On that note, there is Easy, Normal, and Hard mode.
“We hope you choose a difficulty level that will challenge you as a player. “