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Trang chủ đánh giá ghost of tsushima

ĐÁNH GIÁ GHOST OF TSUSHIMA

by Admin _ May 13, 2022
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By Mitchell Saltzman
Ever since Assassin’s Creed started leaping from ancient Jerusalem khổng lồ renaissance Italy to lớn colonial America and beyond, there has been a longstanding itch to see the open-world stealth-action series take on feudal Japan. Consider that itch sufficiently scratched with Ghost of Tsushima. Sucker Punch’s latest is an absolutely gorgeous adventure through one of history’s most strikingly beautiful landscapes, and that beauty is compounded by one of the best blade-to-blade combat systems the open-world action genre has seen. There are some stumbles when it comes to stealth, enemy AI, & a few general minor frustrations, but for just about every moment where Ghost of Tsushima falters, there are plenty more where it soars.

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Ghost of Tsushima is a fictional tale told with fictional characters, but it’s based on the very real invasion of japan by the Mongol Empire in 1274 that began on the Island of Tsushima. You take control of Jin Sakai, capably acted by The Man in the High Castle’s Daisuke Tsuji, who starts off as a samurai before a disastrous battle against the invaders quickly teaches him that perhaps the honorable but restrictive ways of the samurai code might not be enough to khuyễn mãi giảm giá with this new and existential threat.


Every Sucker Punch trò chơi Review






Ghost of Tsushima revolves around this inner conflict as Jin’s formative teachings push up against his need lớn save his homeland at any cost, & though it takes a little while lớn really get going, it’s a compelling struggle. Even if Jin himself isn’t the most charismatic of protagonists, his foil, Khotun Khan, played by Glee’s Patrick Gallagher, has charisma in spades. He’s one of the most memorable game villains of recent memory thanks khổng lồ his soft intensity that is oddly calming despite his terrifying intentions. He’s extremely cunning, always one step ahead, and his presence as the “Big Bad” is a large part of why Jin’s 40 lớn 50-hour quest for vengeance works so well.


Khotun Khan is one of the most memorable trò chơi villains of recent memory.
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As good as the English voice cast is, though, it’s a shame that Sucker Punch wasn’t able lớn find a way to have the performance capture match the Japanese voice acting as well. As a result, if you choose lớn play with the excellent Japanese audio track, which features the outstanding Kazuya Nakai as Jin, it comes off as a comparatively cheap dub with wildly mismatched lip flaps & facial expressions that don’t mirror the emotion in the voice. It’s not a huge issue as it’s still well worth playing in Japanese – và you have the option of enabling the beautiful Kurosawa Mode, which puts a film grainy black-and-white filter over everything to match the style of the classic Akira Kurosawa movies that Ghost of Tsushima so effectively pays homage to. I wouldn’t recommend playing the whole chiến dịch in Kurosawa mode, as there are some quests that demand some màu sắc recognition, but it’s a great visual effect lớn turn on every now và then.


What isn’t ever a bummer is the music. The dynamic score seamlessly shifts from quiet và ambient shakuhachi flutes during stealthy moments khổng lồ thunderous taiko drums once blades start clashing; tense encounters are made even more palpable thanks to increasingly speedy strums of biwas và shamisens. Overall, it doesn’t matter what you’re doing – the music always fits and serves to enhance whatever emotion the chơi game and the cinematics are trying to lớn evoke.

Fight like a Samurai

Ghost of Tsushima’s combat is like a witches’ brew made with bits of the Batman Arkham series, the pre-Origins Assassin’s Creeds, Sekiro: Shadows Die Twice, and the entire library of Kurosawa films. And, as witches’ brews tend to lớn be, the result is magical. Lượt thích all great combat systems, it’s simple khổng lồ understand on a surface level: there are light attacks to lớn quickly deal damage and beat out slower strikes, heavy attacks that khuyễn mãi giảm giá more damage và can break through enemy guards, a block button lớn guard against certain attacks, and a dodge button lớn avoid the attacks that can’t be guarded.

That probably all sounds familiar, but the glue that holds this combat system together & allows it to remain interesting the whole way through is the addition of the stances you can shift between at the push of a button. As Jin completes certain tasks, he’ll unlock new sword stances that each come with their own movesets, and, more importantly, their own strengths versus a particular type of weapon. The starting Stone Stance is ideal for dealing with swordsmen, as one charged-up stab attack can sneak through their guard và either kill them outright or khuyễn mãi giảm giá massive damage. Later on you’ll learn the Water Stance, which uses slower but more powerful strikes that can break through the defenses of shield-wielding enemies.

There are four stances total, and once you have access khổng lồ them all combat will challenge you to not only identify the greatest threat at any given moment but also khổng lồ swap lớn the stance that is best suited to khuyến mãi with them, all while balancing the very real need to play defensively. When it’s at its best, combat in Ghost of Tsushima is fast, chaotic, tactical, and is true to lớn the fantasy of being a lone hyper-skilled but outnumbered samurai.


The little touches go a long way towards combat's exquisite feel
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The little touches go a long way toward combat’s exquisite feel, in addition to lớn bringing a bit of visual spectacle. The on-screen HUD is minimalist và the camera always stays really tight so you can get an up-close view of the action; enemies have clear audio tells so that even if you can’t see them you know when to lớn dodge or block; fatal attacks often end with Jin spinning around khổng lồ face the camera while your enemy stumbles around with blood spurting out before finally keeling over. Even smaller still, defeated enemies will sometimes crawl helplessly on the ground desperately trying lớn escape you, you can wipe the blood off your sword, you can bow lớn pay respect to your opponent, và the các mục goes on & on.

The best part, though, is that there’s no traditional level-based stat progression. When you get stronger in Ghost of Tsushima, it’s not because invisible numbers went up and now you giảm giá khuyến mãi more damage và take less when you’re hit; it’s because your techniques got better và now you have new, better ways of dealing with tougher enemies. It’s so incredibly satisfying. When you level up you might spend a point lớn unlock the ability to block a previously unblockable attack from spear-wielding enemies, or you could choose the ability to lớn block arrows so you can better deal with situations where you’re surrounded by archers. Or maybe you’ll unlock the ability lớn make enemies flee in terror when you execute a perfectly timed Sekiro-esque parry.

It’s fantastic because it means that you’ll never run into an area in Ghost of Tsushima where, all of the sudden, you’re getting one-hit killed by archers who you’d previously brushed off, or having lớn spend a week chopping away at the sword equivalent of a bullet sponge just because they’re arbitrarily several levels higher than you. Crucially, this removes the problem of being forced lớn grind sidequests in order to reach a certain cấp độ minimum in order to lớn progress in the story, which is something that certain other games are notorious for.

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Impressively, Ghosts of Tsushima’s difficulty always managed to lớn be appropriate no matter what point of the chiến dịch I was at. Enemies do get tougher, and you bởi need to lớn improve your gear by upgrading your sword, armor, và charms khổng lồ meet the difficulty curve, but the stat improvements from gear always felt secondary to lớn the skills that you’d accumulate, but and the challenge always felt fair. Even when I bumped the difficulty up lớn hard mode, which makes enemies more aggressive, it never took away from the lethality of my sword.

On đứng đầu of all of this, there are also the various tools & gadgets that you earn over the course of your adventure. As Jin gets more & more comfortable with bending his samurai code and using tools outside of his normal repertoire, his combat abilities also expand dramatically. He can use kunai much like Batman uses his batarangs khổng lồ quickly interrupt or eliminate weakened enemies; he can throw sticky bombs khổng lồ disorient a large crowd; or he can take out his trusty bow and land a headshot lớn bring down a heavily armored foe in one hitpotentially over the fight before it even begins. The sheer variety of ways to lớn approach combat in Ghost of Tsushima is incredible.

Stealthy Stumbles

It’s a good thing that the blade-to-blade combat in Ghost of Tsushima is so good, because Jin’s ninja-inspired stealth does not hold up its end of the bargain. It works, on a very basic level, in all the ways that you’d expect it to: you can crouch-walk through fields of tall grass to lớn invisibly sneak around enemy encampments, you can assassinate foes from above, và you can even buy upgrades that let you take out multiple enemies at once if they’re all foolishly clumped together.

The problem is what happens once you get spotted. Enemies just don’t know how khổng lồ handle it. What if you climb onto a rooftop? They don’t follow you, they don’t hunt you, they kind of just yell & throw shurikens. What if you suddenly break line of sight and crouch into a nearby flower patch that they can still clearly see? They just turn around, look elsewhere for a bit, and then blow their little alarm horns. It’s as if you vị anything other than just fight once you break stealth, the AI just throws up its hands và shrugs.


Jin’s stealth tools are also very rudimentary & don’t allow you any sort of creativity that might make stealth a little more exciting. They all kind of bởi the same things, just with different ammo types. There’s a wind chime that works as a distraction on a single enemy & a firecracker that works as a distraction for a group of enemies. Then there’s your bow that silently kills enemies, your longbow that silently kills helmet-wearing enemies, a dart that silently kills enemies and makes them puke blood, và another dart that makes enemies try to lớn kill each other. There are also a handful of mandatory stealth segments which just boil down khổng lồ finding the clearly laid out stealth route và occasionally using distractions khổng lồ clear enemies out of the way. None of the flexibility & versatility of the melee combat is found in the stealth gameplay.


By the late game I was taking five enemies out at the start of every fight, and it felt awesome every time.
Fortunately, Ghost of Tsushima offers a way lớn make going loud right out of the gate just as advantageous as picking off a handful of enemies unnoticed, & it does so in the best possible way: by staying true khổng lồ its samurai cinema roots. At the beginning of most combat encounters you can trigger a stand-off, which allows you lớn target one of your enemies in a classic showdown where you must wait for them to lớn make a move to attack, và then strike with one of your own to lớn take them down in one hit. If you nail the timing, that’s one fewer for you to giảm giá with when the brawl begins. But that’s only the beginning: you can make these stand-offs a major part of your combat strategy by putting points into the stand-off technique and wearing armor that allows you to chain multiple stand-off streaks together. By the late game, I was taking five enemies out at the start of every fight, và it felt awesome every time.

Of course, there is a risk involved with stand-offs: they’re absolutely devastating if you lose. Your health is drained almost nothing & you’re put in a position where you’re surrounded by all of the still very much alive enemies in the area. That risk gets greater later on as enemies start throwing in feints to try to make you swing early. It’s an all-around fantastic mechanic that not only fits with the samurai theme, but also takes the fun but typically disadvantageous tactic of just waltzing in through the front gate of an enemy encampment and makes it potentially just as rewarding as silently going through an encampment and stealthily clearing out a bunch of guards.

Utsukushii

Open-world games can often feature some of the most beautiful virtual landscapes there are, và Ghost of Tsushima is right up there with the best of them. It may not quite meet the promise of its 2018 game play reveal trailer, but this is still a stunningly gorgeous game. Every scene is densely packed with grass, trees, leaves, & flowers all gently blowing in the wind every which way you turn. The island of Tsushima is teeming with natural beauty, which makes it a joy to explore even if you don’t have a particular destination in mind.


Sucker Punch’s kiến thiết encourages exactly that, with traditional waypoints being integrated into the environment instead of a UI overlay. Following a plume of smoke will always lead you to something worth investigating; a tree with different-colored leafs off in the distance will always yield some sort of reward; and following a trail of Torii gates will never disappoint. It’s all refreshingly organic, much like how it was in The Legend of Zelda: Breath of the Wild, especially considering that even when you do set a waypoint from your maps to head toward a specific quest or location, instead of following arrows on the screen you’ll follow the direction of the wind.

Sidequests are interesting in Ghost of Tsushima because there are actually several different types. The first and most common are your typical garden-variety tasks called Tales of Tsushima, which are short stories that have Jin going off & being the good and honorable samurai that he wants to be by helping people with their problems. Though the stories & characters in these sidequests are largely forgettable, at the very least they don’t seem lượt thích they’re just being churned out and used as padding. These are often thoughtful enough lớn be more special than they might initially let on thanks to some often unexpectedly dark turns and occasionally interesting chơi game scenarios. One, for example, is really the only time where I was literally surrounded by archers và nothing else. They were all spaced out on different levels of two opposing cliff sides, making it a fun and unique challenge that’s not replicated elsewhere.


One màn chơi above that e Tales are multi-part, character-specific sidequests that basically span the entire chiến dịch and serve lớn give each major character their own story arc. This includes Sensei Ishikawa, the renowned samurai archer searching for his missing student; Masako, a grief-stricken mother out for revenge on those who murdered her family; or Yuna, the thief who saved your life at the very beginning of the story & will bởi whatever it takes to save her brother from the Mongols. Each of these sidestories reflects an aspect of Jin’s own journey, và it’s very interesting to see both how they develop và the impact they have on his development. Some of the later ones that I’m not allowed lớn talk about due to lớn embargo restrictions are especially touching and giảm giá with some pretty heavy subject matter, with one in particular that makes exceptional use of Ghost of Tsushima’s scouting mechanic in a very clever and emotional way.

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