Summary

Ghost of Tsushimais Sucker Punch’s 2020 open-world, third-person action-adventure samurai title, and introduced a new IP to the crowded field in the genre. As a first-party Sony studio, Sucker Punch had previously developed theInFamousseries, which was highly regarded as some of thebest original superhero gamesof its era. The studio built a reputation on the back of its expertise in crafting excellent worlds and a host of fun mechanics in its releases. When Sucker Punch showed off the next project it was working on followingInFamous, it instantly caught the attention of many players.

Early impressions ofGhost of Tsushimawere that it looked like an entry in theAssassin’s Creedfranchise. To the delight of many fans, it was based in feudal Japan, a historical period that they had been clamoring to see for years. Upon release, not only didTsushimaoutdo several similar titles in the fundamentals of open-world design, but Sucker Punch showed off their skills again in one specific area– map marker and travel navigation.Tsushima’s clever integration of this seemed simple, but it added a perfect touch to its other great elements and displayed how such a mechanic could be improved. With a hypothetical sequel, it has the chance to do so again.

Ghost of Tsushima Director’s Cut Tag Page Cover Art

While aGhost of Tsushima 2has not been officially announced, it is widely assumed, based on the first’s success, that another is in the works.

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Ghost of Tsushima’s Guiding Wind Has to Return in a Big Way for the Sequel

Ghost of Tsushima’s Guiding Wind Navigation

Ghost of Tsushima’s worldwas striking in design and art style. Its depiction of the titular island during the 13th century was gorgeously rendered. Players were instantly engrossed in its version of the land and culture of the time in breathtaking detail. Even before delving into the compelling tale of noble samurai Jin Sakai’s efforts to repel the Mongol invasion of his home in 1274, and his subsequent struggles with reconciling his methods to do so, Tsushimaitself was a central character.

A huge part of whyGhost of Tsushimawas so satisfying to explore was its Guiding Wind navigational tool. Going against the grain of its contemporaries, rather than inserting an immersion-breaking marker or forcing players to constantly check a mini-map, the world itself acted as their directional assistant. Trees and grass bent in the wind, indicating the path players should take to their set destination.Tsushima’s Guiding Windtook a necessary staple of open-world design and turned it into a diegetic element, providing a more free-form and less intrusive means of how waypoints functioned in such games.

How Sucker Punch Can Iterate on Guiding Wind in Ghost of Tsushima 2

Another decision that worked in its favor wasGhost of Tsushima’s map size not being bloated or overloaded with busy work. While players' mileage may vary on how much is too much, it is generally agreed thatGhost of Tsushima’s collectibles and side activitieswere manageable and satisfying to undertake. Thanks in large part to Guiding Wind working seamlessly within its overall presentation, they didn’t feel like chores in the sense that others of its ilk often can. The sensation of riding through the gently blowing breeze towards the next adventure or item was unique to it.

Ghost of Tsushima 2can’t rest on its laurels by simply replicating Guiding Wind, or worse, removing it altogether. Instead, Sucker Punch needs to find a way to keep Guiding Wind intact for the sequel, and optimally iterate on it. In pursuit of this,Tsushima 2could take cues from more recent releases in its vein, likeStar Wars Jedi: Survivor. If it is to recapture the sensation of uninterrupted navigation, the sequel has to see Guiding Wind create an even more immersive navigational experience.