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Ghost of Tsushima [2020] - 4

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  14. #104
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  26. #116
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    Will Ghost of Tsushima, one of the last games coming for PS4, honor samurai tradition?

    There is no shortage of films or games that draw some form of influence from samurai culture. And for Ghost of Tsushima, steeped heavily in classic samurai movie references and set to be one of the last major games to be released exclusively for Sonys PlayStation 4 console, the developers arent running from comparisons.

    The Bellevue, Wash., studio Sucker Punch, working in a storied genre known best for how it shaped action-adventure movies, fully embraces the history laid out by samurai culture. Yet Ghost of Tsushima, releasing July 17, is not a retro work.

    With new consoles from Sony and Microsoft due later this year, Ghost of Tsushima aims to bring the PlayStation 4 era to a close with a work that shows interactive medias evolving emotional complexity. It just happens to do so while extending a hand to a shared, cross-cultural nostalgia. The developers, for instance, spent a significant amount of time creating a grainy black-and-white mode for the game, one they intend to be no gimmick.

    The classic samurai films set many peoples expectations for what it is to be a samurai. Theyre the way that we fell in love with the genre, says Nate Fox, creative director of the game. To honor that, to give people the same experience they have watching Yojimbo, we wanted to be able to affect the graphics, to put them in a black-and-white film-grain scratch. We even adjusted the audio so it sounds more like one of those classic films. For people who are really purists, theyll enjoy it. Its us recognizing that these are the roots that were drawing from and we want to honor that.

    While film and games increasingly enjoy a symbiotic relationship, what works well in the interactive space doesnt always provide lessons for a more passive medium and vice versa. Yet when it comes to Ghost of Tsushima, an adventure set in the late 13th century in which a samurai named Jin Sakai hopes to protect his island against a Mongol invasion, Fox believes games still have room when it comes to translating films emotional and narrative beats to the interactive space.

    Its often a matter of tone and pacing, elements that are created by game designers but, once a work is released, are manipulated, controlled or ignored by players. A scene Fox studied, he says, was a duel from Masaki Kobayashis 1962 film Harakiri, where the build-up to a fight is just as important, if not more so, as the action that follows.

    In Harakiri, there is a duel and the preamble for the duel is five minutes long, says Fox. Its just two men walking through a graveyard, and then up a windswept hill. Then they look at each other and slowly draw their swords and the music finally starts. It is so thick with tension and expectation. The violence is actually not very long. But because of the landscape thrashing around these two men, who are still like statues, it is electrifying. This is something that could be, should be, put in an interactive medium. Movies like this are thick with things to try and transport from a cinematic medium into an interactive one.

    While a game may not naturally allow for such a curated direction when a player is controlling the action, Fox says the team at Sucker Punch attempted to craft combat in such a way that it forced players to take a measured approach. Part of that is allowing players to plot engagements with a heavy emphasis on stealth but also to traverse the landscapes and study enemies. If Sucker Punch gets it right, says Fox, Ghost of Tsushima will place an extremely strong emphasis on timing, as combat hopes to be exact, and a misread of a set piece should be fatal.

    There are two things that make a samurai sword battle feel like a samurai movie. One, says Fox, is respecting the lethality of the sword. With one or two strikes you can drop an opponent; with one or two strikes you yourself can be killed. That is typical of the films and makes the combat feel very deadly.

    The second thing, he continues, that really makes a fight feel like a samurai battle is stillness. Warriors are not just attacking crazily. Theyre waiting and watching each others motions. Theres anticipation. When the swords do move, the sword moves with precision. The game rewards looking at what an enemy is doing, pushing the attack if its right or waiting to respond if its not. When you make your move, Jin, our hero, doesnt breathe heavy and move around. He stays still and just moves his head ever so slightly. Theres complete economy of motion.

    Combat, not surprisingly, is perhaps where the Sucker Punch team pulled from the most modern of influences. In swordplay, Fox cites Takashi Miikes 2010 retelling of 13 Assassins, a film The Times praised for its ability to juxtapose cruelty and beauty.


    When we were making combat we went off three words: mud, blood and feel. We want the combat to feel incredibly visceral, dirty and deadly. If you watch 13 Assassins,′ that is the touchstone there. They treat swords with respect. Those swords are sharp and people are fighting for their lives, Fox explains.

    He can go through a number of his favorite samurai films and trace their impact on Ghost of Tsushima.

    Take Akira Kurosawas 1961 film Yojimbo, in which a master swordsman comes upon a town and manages to play multiple evil factions against one another. Ghost of Tsushima hopes to capture that sensation of being a solo wanderer who can stumble into characters and conflicts outside the main story, for instance, following a forest creature who can lead to new narrative strands.

    ″Yojimbo is a good representation of what its like to wander the countryside and come upon adventure. Ghost of Tsushima is a big game, and while there is a tale of Jins transformation to warrior, you can go off of the main narrative path and get to know these other characters who have their own problems, Fox says. The game is a big anthology of stories. Yojimbo shows how that would work.

    Then, of course, theres perhaps the best known samurai movie of them all: Kurosawas 1954 classic, Seven Samurai, which manages to tell a number of personal stories amid its overriding tale of mercenaries who are hired to protect a farming village. Here, like other action-adventure games that alternate quiet, contemplative moments with those of violence, Ghost of Tsushima attempts to show the personal toll such deeds can take.

    ″Seven Samurai is the most important film to me, personally, Fox says, because it shows the samurai treating everybody with intense respect, and feeling as if it is their duty to protect the people. They selflessly sacrifice themselves, and as a result you feel they are operating on a higher level. That is something that is directly put into Ghost of Tsushima, that sacrifice.

    Jin, says Fox, will have to rethink what it means to be a samurai, getting mixed up in all sorts of gruesome business because the odds are stacked against him. If he doesnt do anything, if he just protects his own concept of self, the people of his island all die. So this is the story of sacrifice.

    Of course, Fox doesnt deny that he and his collaborators at Sucker Punch are a bunch of Americans who just like samurai movies. Since the game was announced a few years back, Sucker Punch has talked up the studios parent company, Sony, as providing easy access to Japanese studios and artists who could either correct any wrong assumptions of the Pacific Northwest developers or lead them to experts who could put them on the right cultural path.

    Fox hopes that helped imbue Ghost of Tsushima with a respectful, authentic tone. As an example, he says the studio aimed to reflect the meaning behind any Japanese imagery it shows in the game. He cites the reddish-orange torii gates that Westerners are often introduced to via postcards from Japan or other tourist paraphernalia, which serve as gateways to sacred Shinto shrines.

    That gate is something that has all this meaning attached to it, and I didnt know that when we started this game, Fox says. And now its something we put in the game, and they do all lead to Shinto shrines. Players who play this game will get that extra transportive quality by learning about the things we learned while making the game.

  27. #117
      Komandarm
    23.05.2007
    80,000
    The Samurai Films To Watch While Waiting For Ghost Of Tsushima
    If you're eagerly awaiting the release of Ghost of Tsushima next month, why not check out these films to hold you over?


  28. #118
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