Suker Punch’s samurai action title, Ghost of Tsushima, was showcased during PlayStation’s E3 2018 briefing. The gameplay showcased in the briefing featured some sequences with very quick interactions and duels, and most of the questions were directed towards how Sucker Punch managed the game’s difficulty settings. WCCFTech managed to know from Sucker Punch’s co-founder Chris Zimmerman that the development team managed to create several difficulty settings to cater for all playing styles.
“There’s a range [of challenge], because different people play games for different reasons. Especially when you’re talking about open-world games, which are big games, so you have players who are basically just tourists, there people who are really story-driven, there are people who are really action-driven. For us to be successful, we kind of need to appeal to all those groups, and one of those groups are the people who are really, really into the action and really want a challenge. That’s part of the experience for them.
The story is about Jin being forced to change and being challenged by these overwhelming numbers of Mongols — I want to feel that. And the game will absolutely give that to you, if that’s what you want. We will wreck you if that’s what you want. At the same point, if you’re playing to be a tourist, you still need to feel like you’re challenged, you don’t just want a cakewalk. The game needs to scale down to provide the right challenge, but still make your choices feel meaningful. If you can just cakewalk through every fight, then the parts where Jin is sneaking around don’t make sense anymore. Why would I do that? No matter who you are as a player, if your experience doesn’t match Jin’s, the story won’t land. There does need to be challenge for everyone, but what that’s going to mean is going to depend on who you are as a player.”
Ghost of Tsushima doesn’t have a release date yet, but you can check out the game’s E3 gameplay reveal.