Skip to main content

Ghost of Tsushima review - a likeable, if clunky Hollywood blockbuster

The horse you ronin on.

Limited by a rote and rigid world, Sucker Punch's samurai homage pairs okay action with enjoyably committed, if awkwardly fawning melodrama.

Quite early on in Ghost of Tsushima, you'll be introduced to its dramatic, one-on-one duels. Two warriors, a dozen yards apart, face each other down across the divide. Up close: narrowing eyes and crumpled brows. Hands hover at hips, knees bend, feet press down into the earth, muscle, sinew and fingers tighten. Then - bang! - combat. It's a cracking moment, especially the first time you give one a try, and it's also a cracking example of what Ghost of Tsushima's all about. These heightened standoffs begin with shot-for-shot facsimiles of that famous scene from Yojimbo, an Akira Kurosawa classic that's both a mirror of older westerns and an inspiration for the '60s greats.

They're also, once you've done a few of them, slightly flat, the enemies you battle mostly re-using the same attacks and movements of ones you've faced before, and the concept quickly becomes a little overused, predictably occurring at the end of certain quests, and generally lacking the complexity to require more than a few tries each time. Like the game itself, they go for authenticity through facsimile - recreating moments without the requisite weight and context. And, like the game itself, they're lacking a little depth. Despite the immediate and undeniable thrill, the gloss can be just a little too quick to wear off.

Watch on YouTube

Still, much of Ghost of Tsushima is enjoyable enough. Developer Sucker Punch has definitely aimed high with its first full-length effort since InFamous Second Son, way back at the start of the generation in 2014. The much-trumpeted inspirations here are the stirring epics of samurai cinema. It's a tough genre to crack, nevermind the potential for awkwardness in an American realisation of feudal Japan. Namechecked directors like Akira Kurosawa, who gets his own grainy, black-and-white mode in Ghost of Tsushima, are known for their lengthy epics of extraordinary nuance, adapting - and arguably mastering - the works of Shakespeare, or chipping away at the great problem of the human condition. Next to inspirations like that, Ghost of Tsushima is never really going to compare. It lacks the nuance and the depth, or the dedication, even, to telling a good story itself - as opposed to telling a story that simply keeps out of the way of the mechanics - and the slack left by its story isn't picked up in those mechanics, either. But it has a kind of Hollywood, popcorn charm, which shouldn't count for nothing.

In Ghost of Tsushima you are Jin Sakai, a samurai of noble birth, tasked with almost single-handedly fending off a Mongol invasion of the feudal Japanese island he calls home. In doing so you're forced to evolve, from staid and honourable samurai to the Ghost, master of underhand tactics. And therein lies your central conflict, as the screenwriting gurus would put it: Jin has to defend the people of the island, but he does so at great cost, abandoning tradition, honour, and everything that comes with it. It's a bit of a cliché - and one that happily departs from Sucker Punch's stated aim for authenticity, when you read historians' arguments that for most samurai in feudal Japan, there was no such code of honour at all - but Ghost of Tsushima is good at carrying you along with the drama.

As far as stoic male video game protagonists go, Jin Sakai sits somewhere in the middle, but he's played with likeable subtlety by Daisuke Tsuji, who leads a fantastic voice cast. It's a shame they don't benefit from Kurosawa's framing - for a game inspired by cinema, Tsushima sure does like a default over-the-shoulder.

It's helped by some stellar voice work from a cracking cast, including a turn from the magnetic François Chau, of Lost fame, as a curmudgeonly master archer Sensei Ishikawa, and an imperious Patrick Gallagher as the big bad Khotun Khan, a fictional descendant of that famous one Ghengis. There are some stirring sequences, too, especially when Sucker Punch digs a little deeper into its characters to mine their pockets of rage, or just finds an excuse for another heroic charge, while the family-political intrigue is at least more accurate to the period than the lengthy monologuing on honour and tradition. And there's a stunning, sweeping score to accompany it all, capable of dragging you up from even the deepest mid-game cutscene malaise, carrying you across rolling landscapes and striking wonderfully at the story's noticeable highs.

What it lacks is the grit to go with the melodrama. Samurai tales are, famously, much the same as what we'd more quickly recognise as westerns, and as such they're reliant on certain things to really work. One of them is that grit, or rather a sort of tangible earthiness, that comes from a particular grounding in the world. There have been obvious examples of earthy cowboy games recently but the best illustration in this case remains The Witcher 3, which told a similar story of a stoic, semi-outlawed warrior riding into villages and solving problems with his sword, but did so through the immense weight of its world, through the detail and humanity of its side stories and the intimacy of its smaller, quieter moments. There are countless others - Assassin's Creed's now known for its side stories that bring levity, heart and mystery, and the first Red Dead Redemption has even been cited by Sucker Punch as inspiration.

As far as the bulk of side quests go, 'Help! The Mongols!' is about as sophisticated as it gets.

This is why Ghost of Tsushima feels so frustrating. Side quests are the beating heart of a good outlaw story, the secret to a great samurai game that so many others not set in feudal Japan have managed to master. For Sucker Punch they seem to have been almost an afterthought. There are effectively four kinds of quest in the game: the main story, one-off side quests, mythic quests, and "tales" - multi-step quests - that are tied to a specific named character. The character tales are far and away the highlight - Lady Masako and Ishikawa's standing out among them, thanks to the strength of the performances and melodrama of the stories - but they're sadly over before they really begin, and the actual activities involved are still far too limited. Follow a character, track some footsteps, fight some enemies and maybe grind out some instant-fail stealth sections, onto the next. There's some minor variation on this for the mythic ones but not much - not enough - and the standalone ones are worse, often feeling like a procedural patching together of pre-set objectives and activities, wrapped in the loose-fitting context of another unnamed peasant crying for help from the Mongols. The only reward for your time with them is a nudge of XP or some upgrade materials, as opposed to a chance to really bed yourself into the character or the world itself. They're a huge disappointment.

In fact, if you pick at the surface of Ghost of Tsushima it all starts to quite worryingly unravel. The world as a whole is beautiful - utterly, undeniably, oppressively beautiful. Such colour! Everywhere you look, it's crimson, windswept fields and forests of golden yolk. Sunsets and oceans, beaches and snowy mountain peaks - environments of improbable range for a temperate island of Tsushima's kind, set to broad, enrapturing splashes of orange and teal. The vivid green bamboo jungles, the ephemeral fireflies, the swirling, milky petals that rise and fall with the wind - a wind that could be a game of its own, a magic thing bending everything around you. It's a sign of a studio that's mastered the tech, with a console generation's worth of experience behind it, but what it's missing is the maturity or restraint to put it to use. Ghost of Tsushima's bursting with undeniable beauty, yes, but beauty of the obvious, in-your-face kind, the kind that doesn't offer much thematic or tonal subtlety but makes a great ad for HDR OLED televisions. It's an odd thing to find a problem with - an excess of sumptuousness - but Sucker Punch is best imagined here less as master painter than overexcited barkeeper, serving up shot after shot of wincingly concentrated emotion, slamming the table and pouring out another - bigger moon! more falling leaves! make it a double! - before you've gulped the last one down. It's a bit much.

Ghost of Tsushima is absolute photo mode fodder. It's gorgeous, but conceptually that beauty is a little shallow.

More troublesome is the construction of Tsushima's open world, which is technically open but best described as closed. It's a big area - there are three parts to the island, the second and third opening up after you reach the end of the first act plenty of hours in, and they contain all the breadth of those wildly varied biomes outlined above - but the sense of closedness comes from how little mystery there is to it. In fact, there's really no mystery at all, once you get to know the way the game works.

Spanning the island are a litany of fixed, more or less identical locations-of-interest, which all involve a set interaction and a set reward (and all of which you'll be led to by the game's clunky, if admirable attempt at using nature for navigation - gallop past a nearby point of interest and a golden bird will appear, piping up incessantly in invitation to follow it to whatever that undiscovered spot may be). Those points of interest never change, though - they never deviate from the set list of things to do that you can check off from lists in the menus. So there are hot springs which you press R2 at to bathe in and increase your max health; fox dens, where you follow a mewling, over-adorable fox to a shrine, which you press R2 at to increase your max charm slots; bamboo strikes, which do at least give you a very brief, quick-reaction button-pressing minigame to beat before their designated reward (there's an accessibility option for turning off the time-sensitive element, if that sounded worrying to you).

Haiku spots, another point of interest, might be Sucker Punch's most egregiously fawning decision, and a key example of where they've gone wrong. You look at one of three preset points and press X to select a line of Haiku. It's such a lovely idea, with some nice writing, but practically it's all back to front, taking an act of observation and conscious mindfulness and making it one of passive follow-the-dot. An attempt at poetry through literalism.

I could go on, but the point is sooner or later you'll realise this is it. A bird will chirp and, after slavishly following them until now, you'll decide the bird can do one, actually, because it's just going to take you off your path to something you've already seen and done a dozen times before. Even the rarer, more elaborate activities like Shinto Shrines - locations that sit atop mountains and cliffs, requiring a spot of ultra-light, golden ledge guided platforming to reach - start to wear thin after a couple climbs. The result of it all is a busy world, full of activities, but one that soon feels paradoxically empty of things to do.

A brighter, if still imperfect part of Ghost of Tsushima is its combat. In melee, Sucker Punch has created a kind of Arkham-Sekiro hybrid, which works relatively well. Enemies all have a guard meter as well as a health meter, which will need to be broken for you to really get in there with the pointy end of your katana and do some damage. Much of your success will come from successfully countering, as is the Arkham style: you can dodge and perfect dodge, dodge-roll, parry, and perfect parry, all of which feel snappy enough - although I'd like some attack-cancelling to feel a tad sharper. And while there are unblockable enemy moves, marked with a red symbol - hello Sekiro - most of these can be turned into parryable ones with an early upgrade in the skill tree (Ghost of Tsushima has something between seven and ten skill trees, depending on how you look at it - don't ask), which unfortunately takes away much of the tension and skill.

The world is so darkly lit and densely packed that often you can't actually see what you're doing or where you're going, so the game resorts to overt and heavy-handed methods to compensate. Trademark golden climbing ledges is one. The guiding wind is another: a great idea for reducing ugly UI that soon becomes an aesthetically pleasing version of the infamously passive big Bioshock arrow.

Where it gets interesting is stances: there are four stances in the game, each granting new heavy attacks effective at breaking the guards of a certain type of enemy. You unlock them and their respective skill trees one at a time - with another slightly repetitive open world task of killing certain numbers of Mongol leaders - but once you do the combat gets noticeably more interesting, becoming a much more conscious exercise. At its most satisfying, you'll be facing swollen numbers of varied enemies, requiring you to rapidly switch between stances as frequently as every enemy attack, so as to clash swords, break shields, charge archers, parry spears and slash brutes as effectively as possible. In these moments of intimate violence, the music soaring, enemies cowering and crumpled, Jin clad in some imperious armour lashed with rain and soaked in mud, Ghost of Tsushima feels glorious, and also truest to its soily roots.

The problem is they come too rarely - there are a smattering of climactic battles in the story that open with a bang, before swiftly fizzling out - and too late, with the enemies only getting really varied and dense towards the end and the game falling into the usual RPG-lite trap of dishing out its most enjoyable gimmicks after a load of time without (or hiding them behind mythic quests, some of which are only accessible after certain points of the story). It struggles with the camera, which sits too low and close over the shoulder, and doesn't come with an option to lock onto an enemy. It sounds minor, but can result in annoying hits from enemies out of shot, an awkward inability to act and look around at once, or worse still a totally obscured camera altogether, if you get too close to an object or wall.

In motion Kurosawa mode is stupidly pretty, and lip syncing aside - oddly, it's not synced to Japanese dialogue - there's real attention to detail in the conscious application of shade, grain and sound. It's more than an Instagram filter, and makes me wish Sucker Punch had payed as close attention to samurai games as they have the aesthetics of the films - in focusing on the latter they seem to have missed the basics of what makes them great.

Ghost of Tsushima's stealth, meanwhile - which is prominent enough to be the driving force of its story, and technically half of your own arsenal - is frustratingly unsystemic and largely underbaked. It's very much stealth-lite, closest to modern era Assassin's Creed with even fewer toys, and so you'll be frequently defaulting to the usual suspects: X-ray vision, throw a jingly distraction bell, pop a smoke bomb if you get in trouble and try again. All of that couples meekly with a range of insta-fail stealth missions and yet another selection of excessively crunching, crackling and squelching neck stabs.

It's desperately frustrating, because I maintain that Ghost of Tsushima is still, largely, quite fun. The problem is it's an easy, breezy, lite beer kind of fun - the kind that Sucker Punch is known for, after all - and the blanket genericism of it just doesn't sit well against such a po-faced tone. It's another game fallen victim to the palatability blender, coming out the other side as a slightly formless smudge of every genre, without a mastery of any. Going back to Ghost of Tsushima's roots, as an American game inspired by the comics and the movies of Japan, in a way it's quite apt. It's what happens when you want to pay homage, but don't want to add anything new of your own. It's Hollywood.

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com