In the folklore behind Japanese culture, fantastic elements abound that have made the leap to artistic expressions such as cinema or video games. During the Ghost of Tsushima demo last week, there were some glimpses of fantasy, in the form of guide animals and even wind breezes with a role in game mechanics; However, during his multi-media interview this week, Jason Connell, artistic director at Sucker Punch, highlighted realism as the conceptual pillar of the game.
A game with a human story, landed“What we wanted to do was not necessarily a historical game – although that is certainly the inspiration it came from – but a game with a human history, landed; focused on a samurai, a single person who has to go through a lot of sacrifice. “Connell clarified, but not before recognizing that Japanese cinema was an important reference and, in it, fantasy abounds. “Those are the pillars of the story, they are the pillars of the drama and we did not want to affect them with elements of folklore or fantasy that strayed from human history and, as I said, that is also one of the ways of distinguishing ourselves,” he added.
Just remember games like Nioh or Okami to find fanciful exponents of Japanese folklore in video games. Connell cataloged these types of games as amazing, but as he well mentions, Ghost of Tsushima is part of a real historical event that is the Mongol invasion of Japan during the second half of the 13th century.
Among this week’s findings, some games that served as a mold for Ghost of Tsushima, its duration , its playable structure , among other details , surfaced . The exclusive for PlayStation 4 will debut on July 17.