Sometimes, when you’re the sequel to one of the greatest fighting games of all time, you need no introduction and you’re allowed to have repeat praise heaped on your shoulders.
We previously reviewed the PlayStation 2 version of Soulcalibur II in 4Q2010, yet here we are again talking about it in glowing terms for the GameCube version. There isn’t much new to say other than this port is just as beautiful as the PS2 version.
With the addition of Link to the cast for this version, the game is even better. Link fits right in with the proceedings and manages to unbalance the game heavily in his favor. He’s the perfect addition, to be honest.
With a killer soundtrack, beautiful graphics that hold up after 20 years, a deep storyline and superior gameplay to almost everything available on the market at the time, Soulcalibur II is a worthy successor in every way to one of the greatest fighting games ever made.
Ever since the now-Sony Interactive Entertainment introduced the PlayStation 2 to American gamers in 2000, the news surrounding the new gaming console ranged from a strong successor to the PlayStation name to the “Dreamcast Killer,” referring to Sega’s bowing out of making gaming consoles for the home market. While this was true, Sony was building up a relationship with a little-known gaming studio called Sucker Punch to introduce a character that would succeed Sony’s other well-known character, Crash Bandicoot. The result: “Sly Cooper and the Thievius Raccoonus.”
Though we’re jumping into the remastered version for the PS3, the base game is a result of what would happen if you put anthropomorphic animals together with Ocean’s Eleven and Splinter Cell games. The story is that Sly Cooper along with his team of Bentley Turtle and Murray Hippopotamus are trying to recover the Thievius Raccoonus, a scared book passed down in the Cooper family that records skills and techniques used to steal valuables from other thieves.
At age 8, Sly was to inherit the book, but a group known as the Fiendish Five appeared that day, killing his mother and father and taking all the pages of the Thievius Raccoonus, scattering them across the world. Now older and wiser, Sly, Bentley and Murray begin their quest to recover the Thievius Raccoonus and destroy the Fiendish Five.
The gameplay takes time to adjust to, but it is simple. You can either use the d‑pad or left analog stick to control Sly while using the square button to use his cane to strike, and the X button to jump and double jump. Sly also gets some help looking around his surroundings with the help of the in-game camera by using the right analog stick.
You pick up various objects such as coins, extra lives, and bottled clues to create gear, solve puzzles, and learn new skills. Sly also has a special sneaking technique that activates in times of need. Fair warning: Sly does not have a life bar. If he falls in water or gets hit by an enemy, you will lose a life. This adds to an already challenging setup. The graphics are well drawn and appear crisp in every level while the cut scenes pay tribute to the Ocean movie series. Sucker Punch took great care in the level design, which made the game seem more like an animated movie.
The music was energetic and relaxed enough for me to take my time playing especially when Sly performed a sneaking maneuver. The music was so top tier that I’m sold on a soundtrack CD to make a playlist. Voice acting was excellent with Kevin Miller as Sly, Matt Olsen as Bentley and Chris Murphy as Murray, adding to the theme of expert thievery.
Sly Cooper and the Thievius Raccoonus is a game that aims high and grabs replay value and fun. If you want to escape boredom and pull off a caper with the Cooper gang with great rewards and bragging rights, jump into the adventure instead of trying to be a real thief.
Don’t call it a comeback: SFV cleans up after launch
I’m going to be intensely personal for a minute: My life by the time of my mid-30s was not fun. It was a time of change, reboots in nearly every area (partner, career, school again), loss and learning from the mistakes of my 20s. I’m good now, but it wasn’t without struggle and pain. And the oldest entry in the fight game can commiserate with me because they know what that time is like. Street Fighter V is sitting at the bar with me, drowning its sorrows because it and the series, too, went through it in its mid-30s and like me is doing much better than one could expect after the struggle. SFV didn’t start out as magical as it has become. The launch was mired in problems and things just weren’t where they should be. The game’s story mode didn’t launch alongside the actual game and the netcode was terrible. But what a difference time makes.
The story, while still not as engrossing as past entries, has improved. It moves the SF world mythos along and makes sense if you know the series’ past. Taking place between Ultra SFIV and SF3: 3rd Strike, Charlie wakes up in a tomb and is guided to steal an item from Guile, which would help him defeat M. Bison. Third Strike boss Gill drives the plot overall, tying up the loose ends between SFII and the endgame of 3rd Strike, which is the known end of the series storyline-wise. I love that Gill is tied into this as it always seemed like he was out of place as the end of SF lore. I never fully understood why he was the boss of that trilogy of games except as something new for Capcom to try because everyone was sick of M. Bison by that point.
While I’m impressed with the story, I’m more impressed with the presentation. Much like its predecessors, SFV looks gorgeous. The backgrounds are beautiful as are most of the character designs. Even the menus look good. Sometimes, when I start the game, I take a second just to marvel at the main menu and how the modes are presented. And let’s talk about the soundtrack for a second. The music is all-around amazing. Every time I get in-game, I discover another track that I feel like I haven’t previously heard, and I fall in love all over again. It’s so good that it’s worth tracking down and adding to your music collection.
While I love the game, there is a big section I don’t care for: the play style. I’m an Alpha purist, specifically SF Alpha 3. That’s my Street Fighter style and has been for years. However, SFV plays kind of stiff — a lot like SFIV — and that’s hard for me to grasp. It’s playable, obviously, but it’s not my style of Street Fighter play. And that’s OK. It really doesn’t detract from the game’s ability to shine or be Street Fighter, but it’s not my personal preference to play. It is a lot of fun to watch being played professionally, though.
Street Fighter V has come a long way as the most current entry in the series. Game elements have gotten a lot of polish, whether it’s fixing the netcode or expanding the roster with old favorites and skins alluding to long-dormant characters. It’s now the flagship game it should have been, and it’s still ruling the fight game roost while everyone waits for the announced Street Fighter 6.
Sometimes, with the struggle comes the rewards and SFV has more than earned its life fight money.
Stop me if you heard this one. A group of four bounty hunters run amok on Pandora and open a treasure chest filled to the brim with loot after killing a bunch of things. In fact, you should have stopped me, because you’ve heard that song and dance before. Twice to be precise. It’s because I’ve waxed poetically about two other Borderlands titles in previous issues over the past decade. It was all fine and well, that running amok on Pandora. Until it wasn’t. You see, Borderlands has charm and grace, knowing when it’s hitting its limit at the bar. Borderlands 2, well, you have to tell it when to stop because it thinks it can handle its liquor but really can’t. Pre-Sequel? Brown liquor gives it courage to talk to folks a certain way, and it winds up getting thrown out of the bar and Ubered home. It’s because Pre-Sequel thinks it’s something we’ve never seen before, when we all have and we’re not buying. Borderlands: The Pre-Sequel is set between the events of Borderlands 1 and 2 storyline-wise but was released chronologically after Borderlands 2. Pre-Sequel tells the parts of the Borderlands saga that we didn’t see happening simultaneously in the first game and mentioned in the second game: How Handsome Jack discovered the Vault; took over the Hyperion Corporation and, by extension, Pandora; and, corralled an earlier group to assist in his nefarious plans of domination and galactic dominion. Along for the ride this time are characters we already know from Borderlands 2: Nisha Kadam, the future sheriff of Lynchwood and Jack’s future girlfriend; Wilhelm, pre-cybernetic obsession and transformation; Athena, wandering Pandora after the events of the Secret Armory of General Knoxx DLC in Borderlands; and, Claptrap, who’s assisted the Pandora Vault Hunters but doesn’t yet know he’s the sacrificial lamb of the story. These Vault Hunters are summoned through an EchoNet call from Jack to find the Vault on Pandora’s moon, Elpis. Knowing what we know now about Jack and his motives, it’s safe to assume that there will be greed, money and shenanigans involving guns. Those are there, yes, but it’s just Borderlands 2 with a slightly different mask and a lacking story. Because make no mistake: The story is not moving forward here. It’s solely meant to fill in some gaps, but it’s obvious it’s not meant to be some sort of pitch-shifter that Borderlands 2 or Borderlands 3 were and are. Knowing this about the story, what you find when you get to Elpis is definitely a whole lot of typical Borderlands skullduggery. From the beginning of the journey once you touch down on the planet, the new mechanics of oxygen management and low gravity are a pain to deal with and obnoxious. Yes, you do need something new to spice things up a bit, but it’s not implemented with any type of precision or enjoyment. Constantly having to manage how much oxygen is left while trying to avoid taking damage means distraction, and it ruins any sort of sandbox vibe the game might have been going for. Oxygen management is also taking precedence while working through Borderlands Beginning Syndrome, or when you start a character in a Borderlands playthrough with little to no help. The first few hours of any Borderlands playthrough are slow and a slog with no help, and Pre-Sequel is no exception. All other mechanics are Borderlands 2 based, so there’s nothing else new here of note. Much like the non-new mechanics, the graphics are Borderlands 2 based as well. So, you’re not going to see new textures, though there are a few new enemies and NPCs to change things up a bit. The new enemies are slightly interesting, as are some of the bosses. This has always been Borderlands’ strength as franchise: Colorful characters that leave an impression. Pre-Sequel manages to create some goodwill with some new characters, but they’re all in the style of Borderlands 2. Borderlands 2 was serviceable in its graphics as a marginally better upgrade to Borderlands, so you’re getting that marginal upgrade here as well. The soundtrack also is Borderlands 2 based, so if you enjoyed that, you’re probably going to enjoy this, too. There are a few tracks that stand out, but nothing special … much like everything else offered here. Take Pre-Sequel for what it is: a standalone package that really should have been preparatory DLC for Borderlands 2 or even follow-up DLC for that game. It really shouldn’t have been held back after Borderlands 2 because it works well as a stopgap measure between Borderlands and Borderlands 2. As a front-end sequel game, it’s just more of Borderlands 2 — down to the reused assets and soundtrack — and that doesn’t necessarily increase its endearing qualities, no matter how much I love Borderlands as a whole. At this point, it’s suffering from sequel-itis.
There are a few things Rare, the bastion of all that is unholy in retro gaming, has done correctly. One was GoldenEye 007 for the Nintendo 64. And another is the Ken Griffey Jr. MLB series. Ken Griffey Jr., for the uninitiated, is one of the best major league players to have ever picked up a bat and glove. There was once a time that folks believed that Griffey would beat Hank Aaron’s home run record in the ’90s. Alas, once Griffey left the Seattle Mariners after the 1995 season, he was never the same thanks to numerous injuries. He’s still “that guy,” though, and it remains that his game series is one of the best in arcade baseball. The first game was good, but the sequel — Ken Griffey Jr.’s Winning Run — is absolute fire. Let’s start with the premise, because there actually is something of a story here. The opening cinematics show Griffey Jr. at the plate doing what he does best: Smack the ball. Already beloved by fans and teammates, his heroics in the bottom of the 11th inning of the 1995 American League Division Series’ final game that year cemented the city’s love for “The Kid” and led to the birth of this sequel title. He was so beloved that when Griffey Jr. started thinking about retirement, Seattle actively campaigned for the Hall of Famer to simply “come home” and reclaim his title of King of the Kingdome. This setup is lovingly crafted in just the intro, and the rest of the game is favorable because of it. So, what’s inside the package with a slick outside? A lot, for a SNES game. There are several ways to play, depending on if you want a quick game or if you want to make a full 162-game season of things. The MLB League mode is a greatly appreciated feature. In it, you can choose to play three types of seasons: A short 26-game season, a medium 52-game season and a full 162-game season. There’s also an option to play an exhibition game in the MLB Challenge mode. I like the ability to choose between those options, because maybe I don’t want to sit through an entire season. I can’t do that in real life, so I know I don’t want to do that in a video game version. There’s even a mode to resume a previously started game. If you’re not so inclined to be a player, there’s a decent manager mode included. Ever the non-traditionalist, if you’re like me and you want to skip to the end, you can run through a World Series mode where you play out the Series to crown your champion. There’s also an All-Star mode where you can play through the titular game and participate in the Home Run Derby. With the wealth of options in how to play, it’s easy to actually play. Winning Run doesn’t reinvent the wheel of baseball video game mechanics, which is a good thing. That means that even if you’re not a sports nut, you could probably pick up the game and learn how to play baseball. Base running, fielding, pitching and batting are easy to understand here, and the mechanics all come naturally. While Winning Run doesn’t have the MLB player’s license — neither did the original game, either — it does have a flavor that competing games at the time didn’t have: Charm and charisma in every detail. The graphics are clean, crisp and outright beautiful. They are so well done that even 26 years later, as a SNES game, they hold up. Even the menu graphics look great. Rare was killing it in the late portion of the SNES’ lifespan, and Winning Run is a stunning example. And, for a moment, let’s talk about the soundtrack. This is one of the few sports soundtracks that I own. Rare’s sound team continuously makes up for the surrounding mess with quality sound, and this is one of the best from their catalogue. The main theme was fantastic, and the menu theme is outstanding as well. Both themes add to the overall package and get things started off right. The in-game ambience is nice as is the play announcer. Everything ultimately creates a good arcade baseball feel, which you’re going to need if you’re going to slog through an entire pennant. Technically, aside from the lack of the MLB player’s license, there’s nothing wrong with Winning Run. The lack of player names and likenesses is a bummer, but it doesn’t really take away from the core strengths of Winning Run. Excellent options, easy-to-understand mechanics and a fantastic soundtrack make running the bases fun in Winning Run. The Kid’s sequel effort paid off and bats high in the order of great sports games.
The Punisher makes good in digital crime cleanup
Before Marvel vs. Capcom became a relevant name to gamers, the companies collaborated on other games. Those games became essential classics to develop gamers who specialized in single-combat titles. In 1994, Capcom and Marvel brought a Final Fight-style game to the Genesis that starred comics’ most infamous anti-hero: Frank Castle aka The Punisher. The game follows the storyline of the classic Marvel comics series. Frank Castle, a decorated veteran Marine, was enjoying a day in the park with his family when they unwittingly became witnesses to a mob shooting. As a result, Castle and his family were massacred, him being the only survivor. Castle became determined to get payback by any means necessary. With fellow warrior Nick Fury (of S.H.I.E.L.D.), Castle begins his war on crime against mob boss Wilson Fisk aka Kingpin, who caused the death of his family and many other innocents. The game plays similarly to “Final Fight” and “Captain Commando.” You can choose to play as either Castle or Fury and can team up in multiplayer. You start off with the basics, progressing to combos and various weapons such as handguns, automatic rifles and katanas. There was liberal food and other power-ups such as cash, gold bars and diamonds that increased my score and restored health since the amount of enemies coming at me was nonstop. The graphics were pleasant enough, although they attempted to copy arcade cabinet-quality with little success. I will give Capcom credit for making the graphics comicbook-like. it was like reading an actual issue of the comics including captions “BLAM!” “KRAK” and “BOOM!” instead of playing a rushed paint job of a popular comic series video game. The music of each stage was also decent as Capcom’s sound team delivered, keeping things close to what the Punisher feels like. With the work Capcom put in, the attention to detail made me want to pick it up to play as a returning comic book fan who knew about Castle and Fury but wanted to learn more about the Kingpin and other Marvel villains such as Bushwhacker and Bonebreaker. The Punisher is the first successful paring of Capcom’s know-how with Marvel’s legendary vigilante who wastes no time dispensing his brand of justice on criminals. Playing through this isn’t exactly punishment.
There comes a time in every Mario Kart fan’s life when you have to make a choice of whether you still love the series or if you don’t. I assume this, of course, because I have no idea if anyone still plays Mario Kart or not. I assume they do, and I just don’t know it. The series hit that fabled peak of questionability for me when Mario Kart Wii was released. GI wasn’t using a rating scale when we reviewed it (editor’s note: This was reviewed in 3Q2008), but suffice to say it would not have received a good score. Mario Kart had a lot of work to redeem itself for me, a longtime lover of the series who started in 1992. The latest original entry, Mario Kart 8, has made significant effort to polish the series again. Mario Kart, at its core, has always been about arcade racing. There’s nothing realistic about playing as various Mario and other general Nintendo characters while romping through various Mushroom Kingdom locales. It’s always been about the Mario charm expanded to fit within a palatable driving scheme that makes anyone a champion go-kart enthusiast. Mario Kart 8 does not shirk on this charm. If it’s a memorable Mario character, they’re probably in this game. And, in a nod to the appeal of Nintendo crossover and nostalgia, there are new additions from outside the portly mustachioed plumber’s usual suspects: You can now play as Animal Crossing’s Isabelle and The Legend of Zelda’s Link. While they don’t necessarily contribute anything new to the series, their presence is enough to elicit excitement because it means Nintendo is finally opening Mario Kart up to the general roster. There is much to mine from, and if you’re questioning any of this, look at the lead Smash Bros. has taken in this field. Mario Kart has always been the sort of series that takes its history seriously. Entries after Mario Kart: Double Dash have begun referencing the previous tracks of yore, sometimes with varied results. Mario Kart 8 manages to gather a lot of stellar new tracks and some old that aren’t favorites but will suffice as entries. A lot of the older tracks are from more recent entries but make no mistake — they are there for the purpose of drawing you in to remind you of the good times and then send you on your merry way to try the new tracks. Tugging at my heart strings with a modern SNES Rainbow Road remake will get you everywhere, though there are caveats to these remakes. While the tracks are great graphically, the music is hit or miss. When I say I want a Rainbow Road throwback, I also want the original music to go with it. It doesn’t need a musical overhaul because the original music was brilliant. I’m not sure why Nintendo thought it needed to have the sound remade, but it wasn’t a particularly great decision. Other remastered stage choices, including Grumble Volcano and Music Park, are fine. And a lot of the new tracks are great; Dragon Driftway and Excitebike Arena are definite standouts. Graphically, the game looks amazing. It’s the best-looking Mario Kart produced yet. All the characters look life-like, and the stages are incredibly detailed. Even the water particle effects look amazing. There are times when there’s a brief lull in action that I can soak up the surroundings, and I’m impressed by the Wii U’s understated capability. Mario Kart 8 shows what the system could potentially do. It’s a testament also to just how good Mario Kart looks in the modern era. Now, here’s where we may have some issues. I’m not fond of the AI rubberbanding, and I haven’t been a fan of it since the Mario Kart 64 days. We are a quarter of a century grown up and past that, and we’re still having issues with last-minute victories by the AI. This is a known issue at this point, yet it rears its ugly head still. Also, while a lot of the new tracks are cool — Excitebike Arena among the best of the bunch — there are some that do absolutely nothing for me. Track selection is important, and this entry has dullards. Big Blue, for whatever reason, keeps showing up in modern catchall Nintendo games, and it’s here, too. I’m not impressed with the track at all, and they could have come up with something else. Also, while I love the Animal Crossing track, it needs something else than the series’ cute motif and catchy music. It’s your basic, run of the mill drive around in a loop track, but it needs something else to give it some pop. Same thing goes for the Hyrule track. It’s basic, too. What makes this worse is that the tracks are part of the DLC bundle for the game. If you’re asking me to spend hard-earned money on extras, the extras need to be super special. I’m not getting that with those two tracks, specifically. Thankfully, there are other extras to be had that kind of make up for those. Overall, this is a solid entry in the Mario Kart sphere of influence. This is the best entry in years, and it deserves some high praise for a lot of the things that it gets right. There’s always room for improvement, but the racing king continues to show why it’s the arcade racing champ and why it continues to rule the road of go-karting.
Watch who watches society in surveillance thriller
I am sort of a tech geek. While I do not have the latest gadgets in gaming or modern living, I love to have knowledge about the latest in digital security. During the height of the Covid-19 pandemic, I spent time off binge-watching the USA network show “Mr. Robot.” The protagonist, Elliot Anderson, was not a social butterfly, but if he wanted to know something about someone, all he needs is their digital details and he would either help or hinder them. Before Mr. Robot took form, Ubisoft in 2014 developed a game that applied action-adventure elements and mixed them with cybersecurity and personal privacy issues involving big technology companies. Watch Dogs was born of that curiosity. In Watch Dogs, you take on the role of hacker Aiden Pierce, who in 2012 was collaborating with his mentor/partner Damien Brenks on an electronic financial heist in a fictional Chicago hotel. Unknown to the hacking duo, they tripped off an alarm set by another hacker, which forces Aiden to take his family out of the city. While on the run, they are pursued by hitman Maurice Vega in a car chase that kills Aiden’s niece. Enraged, Aiden, along with partner/fixer Jordi Chin, sets off to find Vega and his employer while uncovering a hideous conspiracy behind the popular CtOS (Central Operating System) that has Chicago heavily dependent on it. Watch Dogs is simple to play yet requires some practice to be familiar with. Using the analog sticks to control Aiden’s movements and the in-game camera was difficult at first; however, with enough practice, you will have him almost invincible. The menu for Aiden’s collected items as well as driving scenarios are like Grand Theft Auto, which I found frustrating but not unplayable. Aiden’s main weapons are a collapsible baton and a portable device known as the Profiler. The Profiler picks up NPC info that could be used to loot or embarrass them, depending on the situation. Also, you scan scale vertical walls and crouch behind walls to hide from enemies. I especially like the ability to hide because it’s well done in its application. During the first mission of the game, I found Vega and roughed him up, hacked the baseball stadium’s power grid to cause a blackout and snuck away from the police. With the well-practiced controls, it was easy to make this sequence work and get on with the rest of the game. That’s how smooth it should be. The graphics in Watch Dogs are sharp and do well in taking advantage of Ubisoft’s Disrupt engine, which presented the city of Chicago and its landmarks with great care and detail. Another detail I liked was the ability to set the time for Aiden to rest. The representation of the day and night cycle was perfect. Watch Dog’s music is a nice mix of adrenaline and house music and contributed well to the overall atmosphere. Watch Dogs is great to play if you want to act out your vigilante hero fantasies, legally, of course. Watch Dogs will not disappoint, although I would recommend using a strategy guide to help make your first playthrough more enjoyable. For those who are interested in cybersecurity like I am or want to experience control of a city by technology, get to hacking.
Veteran fighting series Samurai Shodown returns with few flaws
SNK has done it again. Gorgeous graphics, fun play mechanics and a solid fighting game engine make up the core of one of its flagship fighting franchises featuring samurai. If you’re in the mode for beautiful fighting in the Japanese feudal era, you’ve come to the right place in the 2019 revival of Samurai Shodown.
Getting back to the root of what makes Samurai Shodown fun and unique, the 2019 reboot is basic in every way. The barebones options mean there isn’t much to do, but if you’re looking to just pick a fighter and jump in, it’s clearly there for that. You choose from 18 base roster fighters and duke it out in feudal Japan with various motivations. All are investigating a coming catastrophe, but their intention in the face of a sinister environment is unique. Timeline-wise, the game is set between the prequel Samurai Shodown V and the original Samurai Shodown. So, you’re getting a taste of the story before the main series even kicks off.
The characters, as well as the backgrounds, are stunning. SNK has always been known for its impressive attention to detail when it comes to graphics with Samurai Shodown, and this entry is no different. The colors pop with an emphasis on non-realistic graphics that resemble what we know in the West as ukiyo‑e and woodblock paintings; everything is utterly gorgeous, beginning with the menu and options screens.
As a title set in feudal Japan, the music must reflect the environment — and it’s well done as well. The use of traditional Japanese instruments has always been present in Samurai Shodown and it’s used liberally and to great effect. Also, the voice work is excellent. We appreciate the Japanese language, and it sounds beautiful and clear here.
We do have an obvious issue with the reboot, despite its beauty. There is a noticeable lack of things to do once you stop marveling at the graphics. Where are the modes beyond the standard offerings? So much more could have been added, especially with the series’ history at hand. It’s a pretty package but it’s missing a lot.
Samurai Shodown has been around for a long time, and this revival is just that: A return to the roots of a fantastic fighting game series. This entry is stunning and graceful yet just enough to whet the appetite of a fighting game newcomer or a seasoned veteran. With this success, SNK now knows what it needs to do to show up and show out with the renewed interest in the showstopper that is Samurai Shodown.
Beautiful. Stunning. Breathtaking. The Japanese countryside of Tsushima can only be described this way, and this is being modest. Immersion in the struggle and burden of a samurai lord in 13th century Japan against invading Mongols is stupefying once you realize that it’s intricately crafted in a video game. You are the ghost, the Ghost of Tsushima.
Wandering around the real island of Tsushima, Japan, in 1274 is a fairytale. Every location and nearly every blade of grass or tree tells a story. That story is of samurai lord Jin Sakai, a man desperate to save his home from an invading Mongolian force led by the grandson of Genghis Khan. Jin gathers a counterforce, only to be defeated and nearly killed. In the process of healing, Jin finds allies to rally to the cause and petitions for help from the shogunate to defeat the Mongols. You become Jin in your quest to save his home and gather weapons and supplies, learn skills, acquire alliances, and fight to repeal the invaders. There is much to learn and see in the open world presented to you even if you aren’t a history buff or care about the politics, economy, or goings on of feudal Japan. There are no time limits for tackling missions, and you are encouraged to free roam and explore the land.
Much like any other open world game I’ve ever played, what I like to call the “Metroid instinct” kicks in and I find myself searching every nook and cranny to find hidden supplies and other goodies. During my exploration, of course, I come across people who don’t like Jin. I note the presence of bonfires, which generally indicates who I like to refer to as “dudes.” Dudes are the type that are generally hostile to me and my interests. Those interests involve investigation and saving people in the general populace who require the services of a skilled samurai and contract killer. This is usually how the fight starts: Dudes notice me in my finery and my magical horse frolicking in the countryside and now they want to get reckless about things.
In an absolutely fun mechanic, I tend to get into standoffs with bandits. Now, my fighting skills here with a katana and tantō are not the best, but I have been known to make dudes meet their maker quickly. Similarly, I’m not great with archery, but I make the best of a bad situation and stealth kill my way through the countryside cleanly and quickly. My grasp of the controls is tenuous at best, but that’s on me and my lack of skill and “older folks’ reflexes™”. Ghost’s control mechanics are sound and easy to pick up with a little practice.
As I explore after my fights, looting what I need, I take in the scenery. Ghost of Tsushima is quite possibly the most beautiful video game I have ever seen. I’ve been playing games a long time, and I can’t say until now that I’ve ever been just wowed by a game where I specifically take in-game photography to use as a background. This is what you buy the latest console for and the best TV for: marveling at the graphics. I’m not even on the latest PlayStation model (I’m playing with a PS4 Pro), and Ghost makes almost everything else look like stick figures from the Atari 2600 era.
With a masterful audio experience, Ghost has the sound and feel of a Kurosawa masterpiece. You want to feel like the epic Seven Samurai? Turn on the Japanese dialogue and English subtitles. It’s that type of experience. The natural ambiance is also nice. It’s comforting to know that paying attention to sounds in the environment can save Jin’s life when I’m exploring. I’ve lost count of the number of times listening for audio cues linked to bears or dudes has helped me avoid an ambush.
While it’s a great experience, Ghost is not without its problems. The camera work doesn’t always help when it’s time to fight. Often, I’m fighting the camera to see my enemies and avoid taking massive damage. The camera could use some refinement in later updates. And my other issue is the Legends mode, added after the game’s initial release. I was all geared up to play with my partner and then realized that this long-awaited co-op mode does not support local play. We were hotly anticipating being able to roam around Tsushima together as we’re gamers, engrossed in the tale of Jin who absolutely love samurai. But we were highly disappointed to learn that the only co-op supported is online. Though the mode is free, it was a massive letdown to realize that we weren’t going to be playing this epic together.
Despite some minor technical issues, Ghost of Tsushima hits the mark in a lot of areas. A competent narrative, open world exploration, stunning visuals and an easy-to-grasp system are just some of the goodies awaiting engrossment in Jin’s tale of revenge and revolution in 1274 feudal Japan. Ghost of Tsushima scares up a great adventure worthy of all the praise one can muster.