Last week PlayStation And SUCKER PUNCH organized a ghost of yōtei gameplay show and talked more about the game. However, they did not reveal all the chips. The Game Informer publication took a great interview from creative managers Neita Fox (Nate fox) and Jason Connell (Jason Connell), in which they talked about the structure of the game, the wolf companion and other aspects "Ghost of the Jetay". The leaders also mentioned the series Infamous .
Basic information about the game
Action Ghost of yōtei It takes place in 1603 – a little more than three hundred years have passed since Ghost of Tsushima. The era of the warring provinces has just ended, the world has been established, and a crowd of warriors was left without work. Some of them headed north in Edzo (the former name of the island of Hokkaido). In the XVII century it was still a wild and unbridled edge. “It is in this place that I want to deploy my game with the open world, right? It’s amazing ", – He thinks Nate Fox.
The main character will be obsessed with a thirst for revenge atsu. Due to the desire to track their enemies, the inhabitants of Edzo began to consider her onreyo-a woman-ghost from folk tales, who strives for revenge. Over time, it becomes a walking legend in these lands.
Will they be in Ghost of yōtei plot garters to "Ghost Tsushima"? With direct text, the developers do not say this and continue to insist that Ghost of yōtei – independent history and spiritual sequel of the previous game. To enjoy the adventure of Asu, it is not necessary to get acquainted with the story of Jin Sakay.
Plot and research
The main goal of Asu is to track down and kill the members of the so -called "six from the jetay". However, players will not be able to freely choose which of the villains to move. IN SUCKER PUNCH They believe that the structure of the plot is important: the history of the main character should be built in such a way as to touch the depths of the soul, and each character should have plot arches with the beginning, middle and end.
To maintain a gamer curiosity and ensure freedom of research is also important. IN SUCKER PUNCH We tried to withstand the balance between these components: the game still has a certain structure, but gamers will still be able to choose which of the proposed ways to move.
Therefore, without going into details, I will say – we found a balance. There is a clear structure, very important. However, in the first hours of passage, especially at the initial stage, we give the player the opportunity to decide himself with which of the “six from the jetay” he wants to encounter first of all. Some options can lead to rather unexpected places.
There really is a choice, but https://quacksino.co.uk at the same time we retain the linear structure of the plot-we are firmly sure that this is how the history of revenge can truly take the soul. This is our main goal.
Jason Connell
In the world Ghost of yōtei There are several places that mean a lot to Azu. When she is there, a hint appears on the screen to instantly transfer the player to the girl’s memories. There will be a more young version of Asu to see how the current place has changed and convey to the gamer what the main character feels. It will be possible to spend time with parents and brother Azu, to better recognize them.
The navigation system in the project was finalized. If earlier the wind pointed to the point, ignoring natural obstacles, now the system takes into account their. Added other navigation options. For example, ATsu can learn different songs for Samisan – certain melodies will lead to certain places on the map.
Companion animal ATsa is a wild wolf that follows her on the heels throughout the adventure. Moreover, this is not just a wolf, but a representative of an extinct look of the wolves Edzo. Fox He noted that the wolf is the personification of the same wildness of Hokkaido of that time. Other animals, for example, herds of wild horses, will meet on the way of the heroine.
IN Ghost of yōtei Sincerely dates back to the player, so not only prescribed lightning fast speed, but also prepared a useful function for the camp. If the user needs, for example, to improve the onion, it is not necessary to move to the nearest settlement. You can go to the "Wolf Block" menu, organize the parking lot and call the right character. When he comes, he will bring the desired upgrade.
So players can remain in the moment – pick up an improvement, cook food to get a bonus, and then go further – even though our quick movement works instantly.
But if you want, you can use the Fast Trevela-the system is flexible. There is a pleasant bonus: if you do not call anyone, someone you have not expected unexpectedly appear in the camp. Sometimes strangers or unexpected guests will come – this adds an element of a surprise.
Jason Connell
In another interview, managers clarified that the duration Ghost of yōtei comparable with Ghost of Tsushima. The upcoming game will offer more different classes, which can also affect the time spent on passing.
Details of development
As in the case of "Ghost Tsusima", In preparation for development "Ghost of the Jetay" The team plunged into the culture of Japan. Developers watched films, enlisted the support of consultants and went on a working trip to Japan. In addition, the team even talked with representatives of the Ainu people, who are the indigenous inhabitants of the Japanese islands.
In the sequel, the team managed to improve the "huge number of aspects". For example, the review has become much further-the mountains look truly distant and grandiose. All thanks to the modified landscape tesselia and improved detail of remote objects. They also added voluminous fog, improved low clouds and improved skin and hair rendering.
IN Ghost of yōtei The studio does not chase photorealism, but tries to withstand the style set by the franchise in the first game.
U "Ghost" has your own unique visual language. It is not just hyperrealism, although he plays his role. We took this aesthetics, strengthened it and added new elements that help achieve our goals – both visual and emotional. For example, the northern lights. In the last game he was not. Or atmospheric effects that now fill the sky. These are not just technical “buns” for realism – each element works for the atmosphere and the impressions that we want to convey.
Jason Connell
Other
Connell And Fox do not worry due to the fact that Ghost of yōtei will be compared with Assassin’s Creed Shadows . According to the first, creators can perceive such ways in two ways: either to hide on everything that appears next to the chosen direction, or rejoice that the chosen niche is developing.
Nate and I are definitely the second type. We are always delighted when we see intersections – whether it is a movie or a game. This is an inevitable part of the creative process, and you just need to accept this. Ubisoft Makes amazing games. I have been in the industry for a very long time, and I am just great to see so many cool projects in our genre. This is inspiring.
Jason Connell
When managers were asked about the desire to work on the series again Infamous, Nate Fox He answered positively. He would like to take up a new part or overpower the trilogy, but so far all the attention is focused on Ghost of yōtei. “We are in SUCKER PUNCH We make only one game at a time ", – emphasized the developer, apparently to cut off potential speculations by fans or media.
Ghost of yōtei will see the light on October 2 only on PlayStation 5. Pre -orders are already open.