Tsushima is a game of three halves – the good, the mediocre, and… the not so good. It’s in no way a bad game, but it does struggle for greatness once you scratch below the surface. At its heart it’s a fairly generic open world set in one of the best open world locations. For years Assassin’s Creed fans have been shouting for medieval Japan and now if it ever happened it would face stiff comparison with what we have here, as this does with Ubisoft’s franchise.
The good starts with the graphics. Possibly the best seen on PlayStation 4 and likely the crowning achievement of this generation. A true high to go out on. Like The Last Of Us, Sucker Punch weren’t aiming for photorealism, choosing instead a slight cartoon feel to the art direction that always keeps the right side of the uncanny valley and allows the rest to shine. In this case it is entirely about physics and lighting which never, ever ceases to impress.
Particle physics and wind is what it’s all about. Everything in constant beautiful motion. Grass, hair, leaves, fire embers. The amount of small onscreen items moving independently is jaw dropping. You can spend hours just watching cherry blossom falling from the trees. Especially during some of the magical sun sets. Colour plays a huge part of this game and is often times nothing short of stunning.
All this visual splendour is crowned by lack of onscreen UI. A odd choice that having experienced you wished more games would attempt. The use of the wind to guide you to waypoints not only fits aesthetically with the overall styling of the game, but works. It’s absolutely brilliant in its implementation.
Moving to the passable we come to the combat system. It’s a good combat system that does work surprisingly well. Change stance, block, sweeping attack and jabbing. In some ways it reminds me of what Bushido Blade was trying back on the original PlayStation. The fighting feels more involved and realistic. More focus on defence and parrying. A refreshing change from the Arkham style combat systems that have become popular in recent years.
One thing I did find, early on, was taking the hit and finally accepting “easy mode” greatly improved the gameplay experience. Sure in this mode combat is just that little bit too easy, but it gives the time needed for the combat mechanics to shine and allows the player some breathing space from faffing with the controls.
The story is interesting but nothing special. A generic tale of reclaiming your land following a Mongol invasion. And the gameplay itself is pretty standard stuff. Bordering on the bad you pretty much move from one cut and paste enemy encounter to the next. The open world serving to do little more than add a little travel between each encounter that is only ever a slight variation on the last.
As the first act progressed and the game, slowly, started to reveal itself I started to find the silver coloured (on the game map) side story waypoints to be a little more interesting as, while the encounters remained very cut n’ paste, their stories give the island and game world the depth and colour the main game craves.
Which brings us to the not so good. I found myself constantly fighting the controls. Button allocation felt wrong. Certain actions have long held button memory. Pressing ‘X’ as the main action button for instance, moved to ‘R2’ here. Instead of getting on my horse I found myself taking swipes at it. Want to go faster? hold down ‘L3’. Even tapping the touchpad for listening mode instead of bring up the main map. Everything always feels counterintuitive. I see it’s all for the combat system but I can’t help thinking the combat could have worked just as well while keeping certain generic functions where the game expects to see them.
Assassin’s Creed wants the player to be stealthy and then goes out of its way to push the player in to head on combat. Tsushima is the exact opposite. Honour, as the game explains at the start, demands facing your enemy head on. The rest of the game then pushes you in to being stealthy. Trying to maintain honour just lead to being quickly outnumbered and overrun as 5 or 6 enemies would pile into me at once. Dodge, attack, defend becoming incredibly difficult very quickly. Especially when arrow rain down while a couple of spears are prodding in your direction.
Putting the game in its easy difficulty mode and focusing on side story missions completely turned the play experience around. Suddenly we have a living, breathing, world ripe for exploration. It also allowed better time to understand gameplay mechanics that perhaps weren’t fully embedded early on. A future replay on medium difficulty shouldn’t be so challenging with a clear idea on where and when to focus your efforts.