Ghost of Tsushima: Fighting hardest feature to add, says Sucker Punch co-founder

Ghost of Tsushima: Fighting hardest feature to add, says Sucker Punch co-founder


Sucker Punch co-founder Brian Fleming says the hardest feature to implement Ghost of Tsushima “Hands down” was the fight. Fleming explained in detail how perfecting this key piece was a six-year journey for the team that was absolutely crucial to doing well. the hit game from the studio Ghost of Tsushima. Fleming was asked at the start of the session which feature was the most difficult for Sucker Punch to implement, to which Fleming responded without hesitation that it was a fight.

“Easy answer and the answer is combat. The team that worked on it – the handful of programmers, designers, and animators – were part of the combat system. You know they worked tirelessly for six years and built multiple versions of it with multiple approaches.

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In Ghost of Tsushima, players control Jin who started out as a samurai but over the course of the game learns how to fight using stealth. Ghost of Tsushima’s combat reflects this by incorporating both stealth combat and a unique dual sword system for simple fight.

Fleming says combat, along with traveling, was such a central aspect of Ghost of Tsushima that implementing a system that worked with Tsushima’s vast open world while remaining stimulating and unique was a constant challenge for them. developers.

“The combat system along with a few other systems… they’re kind of the center of it all,” Fleming says. “They have to work in all situations, they have to work in all lighting situations, they have to work on all terrains, they have to work in all the weird modes the game could be in – the fight could potentially break out. “

It also meant that there was no room to trick the system, as some developers may have to do in the natural setting of game development (just watch how developers struggle with the doors.) “It has been an elusive and continuous effort over a literal six-year journey continuing to work on it. I think the results have been good, but it has been a long and difficult road.Fleming shared other stories about the development of Ghost of Tsushima, including working with Shuhei Yoshida on PlayStation to get the authenticity of the right settingand how transparent load times were the result of good programming and good data management.

The GDC virtual showcase will continue throughout the week with more discussions from the developers behind games like Demon’s Souls and Spider-Man, so stay tuned for more IGN news.

Matt TM Kim is the editor-in-chief of IGN.



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