![]() ![]() ![]() I can remember where it is, I can see it from everywhere on the island. “And while that may feel a little bit loud, when you approach it, it feels very memorable. The Golden Forest can be seen beyond the green forest area, and Jin could head there from this spot.“We try really hard from an art direction perspective to make feel distinctly different and try not to muddy things up,” he said. Connell didn’t offer an exact number of the distinct regions, but counted the giant fields showcased at Tsushima’s last E3 reveal, a bamboo forest, a swamp-like area, and more among Tsushima's biomes. One of the biggest aspects in creating this open, engaging space involved making the many areas of Tsushima artistically unique, as Connell pointed to the Golden Forest seen on the horizon during Tsushima’s State of Play. “When it comes to some of the biomes and places that you go to, it's so long ago, there's not a perfect map of forestry of what was where,” Connell said, noting Sucker Punch's similar approach with Second Son to capture the essence of Seattle without necessarily recreating it building by building. Connell explained that while the team sought to honor and respect the real-life setting - the in-game landmass is pretty much geographically the same shape as the real-world Tsushima - it’s not meant to be a one-to-one recreation, especially given the setting’s period. ![]() That work has gone into producing the ambitious island of Tsushima, inspired by the real-life location, though set hundreds of years ago. It's stunning what they've been able to pull off for us from a technical perspective,” he continued, noting the combined work of the many different teams within the studio coming together to produce Tsushima. You can just get down from that mountain and go to those places. “You can see pretty far in the game as we show off, and that's not some fabricated thing with hacks. “They've managed to pull out every little ounce of performance so that we could have our dreams of making this game. “We've learned a ton and we've just built on tech, on tech, on tech, and we have amazing technical rendering gurus at Sucker Punch,” Connell said. Given that it’s Sucker Punch’s first full game since Infamous: Second Son in 2014, one of the first first-party games on the PS4, Connell explained how the studio has worked to push the hardware now as, currently, the last PS4 first-party exclusive for the system. People that can just play story and people that can go get lost in the environment.” And as our few looks at that environment have shown, Ghost of Tsushima looks to be a visually beautiful adventure. The studio recognized this, and worked “to create a world big enough that has both those opportunities. Some people just play the story and others want to find everything. Connell explained that the team often gets asked about Ghost of Tsushima’s size in terms of length of completing the game, though he noted it’s hard to pinpoint because “completing” can mean various things for people with open-world games. It's definitely Sucker Punch's biggest game we've ever made by a landslide, both in the amount of stuff that's in it and also just sheer landscape, square footage-wise,” Connell, who also told IGN about Ghost of Tsushima's move away from a karma meter, said. ![]()
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