![]() Red Dead Redemption 2 continues to lead open world games visually, and Tsushima won’t dethrone it However, I had as much of a struggle in finding major pop-up issues during normal gameplay in Ghost of Tsushima, as I did in Rockstar’s Old Wild West masterpiece. Most recently, Tales of Arise (Unreal 4 Engine) had massive pop-in issues (even on Xbox Series X) that were jarring and even distracting during my play-through. Some games (including the aforementioned Valhalla) have had huge issues with this. It doesn’t (at least when compared to Valhalla), but Sucker Punch made a great job in trying to convince me that it does.Ī big problem with large open world games in the PS4/Xbox One generation has been the foliage and texture ‘pop in’ issues. Unique Visual Art Style Elevates Graphical Presentation Reflections are everywhere and the game’s moving foliage is quite a sight to behold.Īt a simple glance, many will argue that Ghost of Tsushima looks better than many third party open world games including Ubisoft’s Assassin’s Creed: Valhalla and oldie but goodie, The Witcher 3. The two games? Red Dead Redemption 2 and Horizon Zero Dawn. ![]() In terms of open world games, I can only put two other games above Tsushima’s class comfortably, in regards to presentation. ![]() ![]() Ghost of Tsushima, in terms of acting, facial expressions, and overall cinematic presentation is a step (or two) below The Last of Us: Part II, but so is everyone else. Ghost of Tsushima is a beneficiary of this, as its overall audio/visual package is, truly, top of the line stuff. Sony own’s AAA movie studios, it is not a coincidence that its exclusive story driven content (in terms of gaming) is a level above the competition’s efforts on competing systems. In some ways, it is the inferior open world adventure, but it is its cinematic flair and artistry that elevates it to a higher level in gamers’ perception. In essence, Ghost of Tsushima isn’t different from say, Assassin’s Creed: Valhalla. The rest of Sony’s studios have been, in a way, competing with one another since they were formed. Though it could be argued that games like Resident Evil 4, God of War, and Gears of War paved the way in terms of jaw dropping in-game engine sequences that left gamers feeling like that had experienced a Hollywood caliber action movie, rather than just ‘another’ video game. Naughty Dog started its tradition of strong writing and cinematic focus with its Jak and Daxter trilogy, but it wouldn’t be until Uncharted 2 that the studio really took things to the next level. ‘In-game’ engine cut-scenes would eventually take precedence over CG scenes as they were easier to make and modify than CG renderings, and hardware became more powerful. It began with Final Fantasy VII and its CG scenes, and perhaps, The Legend of Zelda: Ocarina of Time with its own take of ‘in-game’ cut scenes utilizing that game’s engine. While I give credit to Naughty Dog, as they are the best at it, other games tried the cinematic approach before they did. Naughty Dog Changed The Way That Stories in Games Are Told It didn’t take long for me, coming from the playing the amazing Gears 5 on Xbox Series X, to once more confirm one of the biggest reasons for Sony’s continued success with its single player and story driven games… its cinematographic excellence. It only took a few minutes into Ghost of Tsushima’s running time for Sucker Punch, the game’s developer, to capture my undivided attention with its Tsushima’s incredible opening scenes.
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