Ghost of Tsushima DIRECTOR'S CUT

Ghost of Tsushima DIRECTOR'S CUT

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FreakyAt May 25, 2024 @ 12:17am
An honest review by me
I really don't get the whining and badmouthing the game got prior to release.
I really like the game content, and gameplay wise.
Controlls on mouse and keyboard are really intuitive even when some require some getting use to.
The gameflow is really great and there ist enough content for completionists and casuals.

You are not forced to get an playstation account or pass, that is a huge plus.
Sadly for achivement hunters it is required to get an playstation pass to acomplish this.

Sadly even thou the game had a long time for bugfixes and development there are some huge problems in the game itselve.

Example (Some ingame spoilers follow):

->When challenging opponents with an eagle when it purches on the opponent it's plainly obvious that it wasn't intendet, since the eagle just sits on the shoulder and follows the moves of the oponents
-> In cutscenes while in samurai cinema mode with subtitles, sometimes neither the audio, nor the subtitles play
-> Especially in one of the main stories (don't remember the title) (the one where you take out a mongolian warship a la assassins creed) it is easy to go out of bounds and swim in the air, while that sounds cool it is a softlock and the visuals are horrendous (my graphic card shot up to about 90°C) !Warining for eptileptics!
-> Easy endless sliding collisions. Example -> Early on just at the start just jump into some debree and you slide endlessly and die due to falldamage
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Showing 1-4 of 4 comments
Aid of Healer May 25, 2024 @ 12:32am 
nah the combat is pretty mid. No locking on or target tracking sometimes results in Jin completely turning is back on whoever he's fighting. There's also an awful tint and dim filter slapped on to this game along with abyssmal contrast and gamma.
Shiki Yui May 25, 2024 @ 12:57am 
Originally posted by Aid of Healer:
nah the combat is pretty mid. No locking on or target tracking sometimes results in Jin completely turning is back on whoever he's fighting.
Skill issue
Playing without lock-on and have no problem blocking/parrying enemies behind and to the side
Penguin Lord May 25, 2024 @ 2:57am 
Combat is great. It’d only benefit from a greater variety of enemy patterns or combination.
This will be a very strong foundation for the next game.
Where the game drops the ball is NPC interaction. It’d be great to see some improvement there in the sequel. Maybe also world interactivity. Then again, after playing Tears of the Kingdom I might be biased here.
I like how there isn’t an excessive number of combat encounters. I’d love to see them give more depth to the non-combat aspects of the game.
FreakyAt May 26, 2024 @ 12:09am 
Originally posted by Penguin Lord:
Combat is great. It’d only benefit from a greater variety of enemy patterns or combination.
This will be a very strong foundation for the next game.
Where the game drops the ball is NPC interaction. It’d be great to see some improvement there in the sequel. Maybe also world interactivity. Then again, after playing Tears of the Kingdom I might be biased here.
I like how there isn’t an excessive number of combat encounters. I’d love to see them give more depth to the non-combat aspects of the game.
I do agree, in some parts.
The foundation for a sequel are there, and i wish some of the sidequests like the arena, animal shrines, bow range etc. would be all around the world.
On the main island the collectibles are verry boring after a while, and don't give any substance to the game. F.e: I'd love for the mongolian artefacts to tell a bit of history, the flags to have real world flags and give info on them.
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Showing 1-4 of 4 comments
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Date Posted: May 25, 2024 @ 12:17am
Posts: 4