Building off the success of the Infamous franchise, developer Sucker Punch Productions has crafted Ghost of Tsushima to be the ultimate evolution of its open-world formula. With a vibrant and diverse landscape, a combat system that is precise and brutal, and a story that is epic and powerful, Ghost of Tsushima has many elements that gamers will love. At the same time, it also relies very heavily on the tried and true open-world tropes that many have grown tired of.

Ghost of Tsushima puts players in control of Jin Sakai, a Samurai living during the Mongol invasion and occupation of Tsushima Island in Japan. Following a bloody introductory battle, Sakai is believed to be the last living Samurai on the island and the last hope for pushing back the Mongols and their leader Khotun Khan.

Jin will work to recruit a “team” of Japanese fighters, many of whom have their own stories and pursuits when it comes to Tsushima. But the ultimate goal is to build up Jin’s legend among the people to become the “Ghost of Tsushima” and drive back the Mongols.

The story itself is an exciting adventure filled with twists, turns, and epic showdowns that all fit the setting and the tone. Jin struggles with adhering to the ideals of the Samurai (honor in killing) while trying to use tactics (poison, stealth, terror) that are less honorable but effective, and his development is easily one of Ghost of Tsushima’s best aspects. Sucker Punch games typically deal in players at odds with morality and while there is not a karma system like in Infamous, the PS4 exclusive still explores similar internal conflicts for its characters.

Many of the side characters are as well realized Jin if a bit less dynamic. Their stories are rarely about good triumphing over bad, but rather they exist in a morally grey area where everyone has a dark past and seemingly noble intentions can be interpreted in a variety of ways. Even as the Mongols are clearly the enemy, the story of Ghost of Tsushima shows the darker side of the Island's residents as well.

Where the story is weakest is in the game's cutscenes. Plenty of the main missions feature competent cinematography and writing, but other missions have awkward dialogue, a strange pulled back camera, and weird editing. It's as if the care applied to the big story moments was given significantly more attention than anything else.

Of course, the story is merely the setup for the gameplay, which fits into the familiar open-world mold. There is a massive map of Tsushima to explore with a variety of biomes, but at its core, this is a game with a ton of question marks on the map for players to uncover, outposts to reclaim, and a ton of collectibles. Personal preference will largely determine how well the open-world gameplay succeeds or doesn’t at achieving its goals. Those who were looking for a game that transcends the open-world genre, for example, will be surprised at how closely Ghost of Tsushima adheres to the formula. However, if players were looking for a unique setting to get lost in, Sucker Punch has more than delivered.

Combat in Ghost of Tsushima allows Jin to approach most encounters in a variety of ways. There are so many tools/gadgets at his disposal that it can be overwhelming at the beginning, but finding a use for everything can make players feel powerful. The swordplay puts a focus on blocking, dodging, and parrying, but with a ton of layers added on top. Basic sword attacks can deal damage but only if the enemy is vulnerable; it’s how players make those enemies vulnerable that allows for so much experimentation.

There are stances that support fighting against different weapon/enemy types (swords, shields, spears, brutes) and a few ranged options like bows as well. Each stance has a set of attack animations, but the controls are largely the same. The goal is always to find an opening, which can be achieved through parry and dodging, or by using heavy attacks in that stance to break the opponent’s block meter and stagger them. Players can be patient or aggressive and there are enough tools to support both approaches. At higher difficulties, though, the enemies will punish mistakes, so it’s best to find a middle ground.

ghost of tsushima combat

There are also kunai, smoke bombs, sticky bombs, and a few other tools that can open up enemies and even assist with eliminating large groups. It truly is a playground of death in Ghost of Tsushima, and it all works very well. Even if players only want to focus on the swordplay there is a ton of depth there and each engagement is tense. The only big drawback with the swordplay is the game's camera, which can sometimes position itself behind the environment or will allow for enemies to attack from offscreen.

Stealth is a bit more traditional in its approach – Jin stalks his targets and eliminates them quickly and quietly. There are tools for distraction and the bow can help take out distant targets, but it does largely boil down to getting close to an enemy, hitting a button, and then moving back into concealment. Rooftops offer fun verticality, but Jin is limited in his access to some areas. Once players do start picking off enemies one by one, the AI will do its best to acknowledge missing soldiers and setup in ways that make stealth kills harder, which rewards a more surgical approach. The whole of stealth is well done, but it also doesn’t evolve much beyond what gamers are familiar with.

Outside of a few forced stealth sections and more melee-focused battles, Ghost of Tsushima truly gives players the freedom to approach combat encounters in any way they like. Stealth is always a viable option, but it is never essential. If players make a mistake and alert a Mongol camp, they don’t have to worry about restarting. In fact, the game even lets Jin confront a group of enemies directly via the Standoff feature. When activated, players can eliminate one enemy (or a few after upgrades) via a reflex-based quick time event. If players time their attack right as the enemy advances, then they will be instantly defeated.

Standoffs are a great way to get an advantage when going for a more direct approach, and they also build Resolve, which is Jin’s resource for using his abilities. By and large, Resolve is used to heal Jin but it can support a variety of other cool abilities. The game doesn’t lean into supernatural elements too much, but Jin does have abilities that are rooted in Japanese myth or folklore. For example, there is an ability that lets Jin spend a Resolve pip to dash right towards an enemy and hit them with a devastating strike.

stealth in ghost of tsushima

Ghost of Tsushima is at its best when a group of enemies encircles Jin but it still feels like he has the advantage. Darting between attackers, perfectly timed parries, and then mixing in a devastating ability makes for a recipe that truly encapsulates the feeling of a powerful samurai. The game even recreates those one-on-one sword fights via its Duel system, which serves as a way to deliver boss fights in a way rarely seen in games. Players will be on the edge of their seats knowing that one wrong attack or missed block/parry can be devastating. The Duels are a major highlight of the game both for their tension and their visuals.

While the combat is satisfying and there is a lot of depth, the actual encounters and many of the missions in the game are fairly straightforward. Story missions try to evolve the basic concept, but a lot of them feature Jin eliminating a group of enemies to achieve one goal or another. The aforementioned freedom to choose stealth, melee, range, or a mixture is there, but the structure is repetitive. Ghost of Tsushima even has some missions that rely on the much-maligned “follow from a distance” and follow the footprints concepts that have become passé in the genre. How players engage with the systems and how much they enjoy the design of Ghost of Tsushima will largely determine their enjoyment of the game.

That repetition further extends to the collectible and upgrade hunting in the game. A lot of the elements in the periphery of the open-world hit a few basic templates of the open-world genre. Players can upgrade Jin’s health by visiting hot springs, but the only difference between the first hot spring and the 10th hot spring is some dialogue. The same can be said about so much of Ghost of Tsushima that plenty of eager players will be disappointed by how same-y a lot its activities and objectives are. Even the climbing hits that familiar beat of following a predetermined path marked by obvious handholds, jumps, and swinging points. Because of how freeing combat is, it's a bit surprising how limited traversal can get. When it comes to filling out its world, Ghost of Tsushima doubles down on hitting the familiar beats of its contemporaries, for better and for worse.

Seeking out those various points on the map, though, is key to further customizing Jin. There are the obvious boosts to health and Resolve, but they also include Charms, which carry passive buffs to things like defense, health regeneration, or stagger damage. Jin also has a series of upgrade categories that can improve each of the stances with new moves or their own buffs, or make the gadgets more potent, or even make finding new items in the open world easier. Customization runs the gamut in Ghost of Tsushima and is exhaustive in its possibilities. Armor can be upgraded and has its own buffs and ability augments, but it can also just make Jin look cool (or silly).

upgrade system in ghost of tsushima

While the pursuit of upgrades, armor dyes, katana skins, and masks is going to be hit or miss for players, it’s practically impossible to deny the world of Ghost of Tsushima is beautiful. Vibrant primary colors, an abundance of particle effects, and a stark day and night cycle make riding through basic plains on horseback feel like moving through a painting. Sucker Punch has created a game whose dynamic look is all its own and is eye-catching the whole way through. The design of the outposts, however, leaves a lot to be desired and players will see familiar buildings, tents, and encampments throughout the game. Key landmarks are well designed and have a great style, but the locations meant to support the side content are less impressive. Where the game does really give an immersive feel, though, is its use of visual cues to highlight important points on the map. The game's design offers players the option to get lost exploring as they move from smoke in the distance to a collection of butterflies to a specific point where a bird lands. Everything is enticing, not just because the world is so beautiful.

Ghost of Tsushima is a game that has so many positive qualities that can easily overshadow some key shortcomings. A wonky camera, stilted dialogue, and climbing that is limited by pre-placed handholds are more nitpicks than major criticisms, but they will impact some players’ feelings about the game. However, the big elements that are going to be harder to overlook are the repetitive mission structure and a generic open-world setup.

The game may not be an evolution of the genre but it is one of the best versions of it. By mixing a beautiful setting with visceral combat, Ghost of Tsushima hopes that its lesser elements won’t be as bothersome and its story will be able to propel players forward. Personally, the compulsion to uncover every question mark, complete every Tale, and master the combat was very strong. If the idea of controlling a deadly Samurai in an Assassin’s Creed-style open world sounds enticing, the game more than delivers.

Ghost of Tsushima releases July 17, 2020 for PS4. Game Rant was provided a PS4 code for this review.