Summary

Ghost of Tsushimafollows the story of Jin Sakai who faces off against Khotun Khan and his army to stop the Mongol invasion of Tsushima Island. Jin is deadly with his sword and bow, and his skills only grow more vast as he becomes the “Ghost” and learns to strike from the shadows. To make the most of Jin’s abilities, players must master his stances.

Changing stances helps Jin fight different types of enemies effectively. FutureGhost of Tsushimagames should place greater emphasis on stances, as it is a unique aspect of combat that ensures that players grow familiar with the various enemies and how to combat them. If possible, it may be a good idea to introduce more stances while introducing even more types of enemies.

Ghost of Tsushima Director’s Cut Tag Page Cover Art

Stances in a Ghost of Tsushima Sequel

Tsushima is a beautiful island where nature flourishes and is bursting with color. It’s easy to spend hours exploring the island and all its different environments, andGhost of Tsushima’s robust photo modeensures players can capture their memories. Players shouldn’t be fooled into thinking it’s peaceful, as the game is violent and bloody.

When exploring Tsushima Island, players will cross paths with Mongols who are intent on taking over the island. This leaves it up to Jin to save his homeland, which requires him to learn new tricks and master the art of stances. Stances add a unique twist to the gameplay ofGhost of Tsushima, ensuring that combat isn’t just a matter of button-mashing. They force players to think carefully about the threat they are facing and how to best combat it strategically. The system isn’t perfect, but this allows the sequel to make things even better.

How a Ghost of Tsushima Sequel Could Improve the Stances

One of the ways the system could be improved is by simply introducing new stances. Currently, there are four main stances (Stone, Wind, Moon, and Water) with a special fifthGhost stancethat is unlocked during the story. These stances are adequate to deal with the variety of enemies the game throws at Jin. Adding new stances would give Sucker Punch an excuse to include new enemy types, which would go a long way to ensuring that combat remains fresh and engaging.

Another way stances could be improved is by expanding the variousGhost of Tsushimaskill trees. In doing so, developers could introduce more benefits for players using the right stance against the right enemy type. This would make the stances feel more impactful, encouraging players to learn the system.

Another way stances could be made fresh is if they were given use outside of combat – for example, using a stance to break through barriers, or having stances that are especially useful against the predators of the island. This would increase interactivity with the environment and give players more reason to experiment with different stances.

Sucker Punch Should Handle Stances Carefully

Ghost of Tsushima’s combat is engaging and requires concentration, especially when playing inLethal mode, where one sword swipe can end Jin. Although the idea of having more stances is exciting, it should be noted that things could get a little too complicated if players have to worry about too many stances and enemy types while still navigating Jin’s Ghost abilities. Consequently, instead of adding new stances, it may be a better idea for enemies to be able to switch their tactics, forcing players to alter their stance mid-battle.

Another problem that arises is the limitations of theDualSense controller. The stances are activated using the directional buttons on the controller, which isn’t a problem at present, as there are only a few stances. If more are introduced, Sucker Punch will have to get creative with how they’re implemented.

Lastly,Ghost of Tsushimalooks best when the screen is clean and void of any HUD elements. This gives players the chance to marvel at the visual beauty of the game. With extra stances, it may be necessary to have a HUD present to remind players which stance they have activated. For some players, this will be exceptionally useful. However, for others, it will serve as nothing but a distraction that fills up the screen with unwanted information. Hence, if Sucker Punch decides to implement more stances, there should be options given regarding how much of the HUD is displayed.

Stances make or break combat for players. Some players enjoy how constant stance changes keep players on their toes and force them to learn the different enemy types. For others, it’s a bit too complicated and things are much easier when sticking to a single versatile stance that works against all enemies, even if it isn’t the most effective. Learning all the stances and how to take advantage of them takes practice, but once they’ve been perfected, Jin has an easier time thwarting his enemies.

Ghost of Tsushima Director’s Cut

WHERE TO PLAY

In the late 13th century, the Mongol empire has laid waste to entire nations along their campaign to conquer the East. Tsushima Island is all that stands between mainland Japan and a massive Mongol invasion fleet led by the ruthless and cunning general, Khotun Khan.As the island burns in the wake of the first wave of the Mongol assault, courageous samurai warrior Jin Sakai stands resolute. As one of the last surviving members of his clan, Jin is resolved to do whatever it takes, at any cost, to protect his people and reclaim his home. He must set aside the traditions that have shaped him as a warrior to forge a new path, the path of the Ghost, and wage an unconventional war for the freedom of Tsushima.