One Against a Pack of Wolves: Ghost of Tsushima Director Explains Missing Target Lock Mechanics

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Last updated on December 8th, 2022 at 02:19 pm

One Against a Pack of Wolves: Ghost of Tsushima Director Explains Missing Target Lock Mechanics

The director and creative director of Ghost of Tsushima, Nate Fox, in an interview with GameSpot, explained why the Samurai action game Sucker Punch Productions doesn’t have target capture mechanics.

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According to Fox, when creating the Ghost of Tsushima, team members were inspired by samurai films – in battle, they often had to quickly switch their attention from one enemy to another.

In this regard, the combat mechanics of Ghost of Tsushima are built around confronting several opponents at once. Fox compares the surrounding Mongol protagonist to a pack of wolves.

“If we had a target capture, you would not be able to deal with various enemies as fast as they attack [the main character],” Fox explained.

Earlier, Sucker Punch Productions named three pillars on which the Ghost of Tsushima combat system is based – speed, sharpness, and accuracy – and spoke about the difficulties in their implementation.

On the occasion of the release of Ghost of Tsushima, the developers admitted that they were very worried about how the battle mechanics would turn out because without it the game “risked falling apart”.

Ghost of Tsushima went on sale on July 17th exclusively for PlayStation 4. At its UK launch, the samurai action game lost out to The Last of Us Part II but surpassed all direct competitors, including Paper Mario: The Origami King.

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