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Sucker Punch: When designing Ghost of Tsushima, the battle system was the hardest part

Sucker Punch: When designing Ghost of Tsushima, the battle system was the hardest part

Brian Fleming, the co-founder of Sucker Punch Productions, spoke at the GDC Showcase. The leader was asked which aspect of Ghost of Tsushima was the most difficult to implement – the chapter immediately stated that it was battling.

Ghost of Tsushima
Ghost of Tsushima

According to the IGN portal, Brian Fleming’s comment reads: “The answer will be easy because the answer is battles. The combat system was what [the whole] team was working on – a handful of programmers, designers, and animators. They worked without interruption for six years and created several versions of the combat system, approaching the problem from different angles. “

“The combat system, along with a few other elements … they form the backbone of everything, ” continued Brian Fleming. ” They have to work [well] in any situation; they have to work in any light, they have to work in any terrain, they have to work in any weird game environment – the battle [after all] can start anytime. “

Summing up, Brian Fleming said that Sucker Punch Productions had made good progress in implementing the combat system. However, the path to this was long and difficult.

Recall: Ghost of Tsushima was released on July 17, 2020, exclusively on PS4. On Metacritic, the game scored 83 after 122 reviews. Users put 9.2 points out of 10, 18810 people voted.

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