tHe’s a recent gameplay deep diving Ghost of Yoteinow more than two months away from the highly anticipated launch, it made me think about how Sucker Punch could be smarter to expand the sequel Tsushima’s Ghost It’s not within range, it’s not size.
The maps for the new game are roughly the same size as the original game points to the approach many other PlayStation Exclusives may have taken in the sequel, pointing to making them better, rather than making them bigger. Sucker Punch’s decision to fill Ezu’s land with limited space Ghost of Yotei An unparalleled sequel.
https://www.youtube.com/watch?v=dk0j8kvub54
But why is that a clever decision? It’s because of the studio’s approach to creating the world that has been built to explore as many protagonists as the protagonists of new games. Gameplay Deep Diving from the Suction Cup Punch has brought many interesting aspects of the world’s buildings to the forefront of examining how it was built into an incredibly successful 2020 release. And there are many things to justify the decision to keep that new world roughly the same size.
The world tells a story
Tsushima’s Ghost Place the nominal island in the spotlight of its story, and use Jinsukai’s battle with Mongolia as a reflection of his love for the land he called home. It was a wise way to make his story deeply personal with the added benefit of reflecting the inner conflict between his upbringing and his journey to ghosts.
Suction cup punches skillfully scatter beautiful meadows, fields and villages in areas destroyed by war, portraying Mongolia as an ever-present enemy that demonstrates the overwhelming odds that Jin faces and the need for him to become more than just a samurai. The world it created by justifying its story in many ways and by retaining similar sizes Ghost of Yoteistudios can replicate integrations that have been skillfully processed for the first time.
For example, allowing players to view flashbacks of ATSU’s past lives with a simple button, which actually addresses one of the few complaints they had in Jin’s story. His own flashbacks often appeared in key moments in the present, pausing tensions to trek through his extremely unpleasant memories. By controlling when players go down the memory lane, Soccer Punch has ensured that the new map will place the player in the driver’s seat.
Also, given that ATSU is not facing an invasion force in her revenge story, it makes sense for the story that the new game will feature maps of similar sizes. As far as the sequel story goes, the bigger mapnot necessary, and the suction cup punch certainly made a good call to not expand its size.
The suction cup punch keeps your hot feet firmly on the ground. And because of the story it is trying to tell, it’s good.
There’s a lot to do
As far as gameplay goes, the size maps make sense again, just like Tsushima Ghost of Yotei. It focuses on organic discovery of all the content that Soccer Punch has brought to the table. Despite its many strengths, Tsushima’s Ghost Side content, along with its recurring activities, was one of its weaknesses, among which it provided beneficial rewards for the gameplay loop.
That side mission was also a painful point, moving mainly to the Fetch and Carry quests, Jin moved from point A to point B, and several platoons of Mongols fell. There were notable exceptions like the mythical tales, but that was a flaw in the design that had some open world titles of the time fallen on prey. However, it is a high time that changed, as the current generation system is raising the bar for the quality of the games offered.
ATSU adventures do not take the risk of such unnecessary bloat. The Ghost of Yotei The gameplay loop is prepared to become a debate in favor of a more ambitious approach to that world, and having a map full of substantial activity certainly outperforms the larger activities that its content spreads out to pad out any important playtime.
Certainly, by keeping the same map size, the sucker punch actually takes into account that ATSU is actively involved with the world around her, taking into account the painstaking ways she actually considers the cues about the people she hunts. It is an approach that can make her the ultimate predator in a world where her prey is so good at staying invisible.
The bigger maps carry the risk of ruining the engagement that sucker punch’s new approach to worldbuilding is intended to establish. It makes no sense to spend more time in the saddle than hunting targets in a story focused on presenting a lonely wolf hunt that feels like an entire jungle.
It also helps in pacing the main story and can solve obvious problems Tsushima’s Ghost The third act has been brought to the fore. The northernmost part of Tsushima felt barren in the sky, with only a handful of dust activity before taking over the remains of Khotun Khan and his dismantled army.
Tsushima was by no means small, but there must have been much more diverse depending on the side activities. Sucker Punch’s sequel ambitions are those with maps that don’t size in scope in almost every aspect, allowing for a more focused gameplay loop that maintains the freedom that players will explore the freedom they expect from an open world.
Quality of life
Another reason to support the suction cup punch decision not to go to a larger map Ghost of Yotei It is a way of implementing changes in quality of life that are meaningful for players. First of all, the ability to create camps while you are out in the world makes sense, and important NPCs will find you rather than corner you.
It is a significant change that once again justifies the decision to avoid a larger map Ghost of Yotei Because it simply eliminates the need for it. It is exacerbated by a more streamlined approach to quests, including NPCs, as the new menu presented by Sucker Punch. From Tsushima’s Ghost We believe we will definitely return with new games.
Additionally, adding a flower stream that adds a boost to your speed while you walk through them is another meaningful tweak that can work with the favor of sucker punches. If the distance ATSU had to cover was very large, the added speed meant nothing. However, appealing the added size will ensure that the new additions are meaningful from a traversal standpoint, highlighting the determination to bring the amount of sucker punch to the new title.
Keeping the same map size is also an opportunity for the studio to integrate more verticality into its world and potentially improve the climbing mechanics established in the first game. They certainly got the job done, but it’s unlikely that players will say about more climbing points, or especially the elusive targets that the ground might think are safe from ATSU steel as they try to push them down new abilities.
Bigger doesn’t translate better
With all in mind, we believe that Soccer Punch has been skillfully set for success by using a map as large as the one originally established for a highly successful franchise. This will allow the open world to be brought to players, not inevitably welcomed, and studios can create experiences that put players first.
The larger map does nothing to enhance the ambitious change the studio is bringing to narrative, gameplay, and exploration mechanics. It will help you limit all meaningful things while exploring the area Ghost of Yoteiplayers will move away from experience by traversing larger distances for the same reward.
In short, a map similar to Tsushima is not at a disadvantage. That’s an opportunity Ghost of Yotei It surpasses its predecessor in almost every respect. And we believe that Soccer Punch saw it immediately when he sat on that drawing for future titles.
Note: The views expressed in this article are those of the author and do not necessarily represent GamingBolt’s views as an organization.