Ghost Of Tsushima Has Plenty Of "Broad Commercial Appeal"

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Revision as of 11:06, 20 March 2026 by HildegardeLipsco (talk | contribs) (Created page with "<br>Japanese developers normally push on other elements as opposed to high-fidelity graphics, working on much lower budgets than their top western counterparts, while their games are often handled by smaller publishers with a lot less money to spend on market<br><br> <br>On the mobile platform, the continued dominance of Pokemon GO is also the most unsurprising, as the title's status of global phenomenon has not been in jeopardy despite the development team's slow respon...")
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Japanese developers normally push on other elements as opposed to high-fidelity graphics, working on much lower budgets than their top western counterparts, while their games are often handled by smaller publishers with a lot less money to spend on market


On the mobile platform, the continued dominance of Pokemon GO is also the most unsurprising, as the title's status of global phenomenon has not been in jeopardy despite the development team's slow response time in updating or implementing key design features. Pokemon GO sits comfortably ahead of its compatriots on mobile, much like League of Legends does its competitors on PC - World of Warcraft is the closest to Riot's cash cow, with the nearest genre competitor being DOTA 2 a full six ranks behind Leag


But let me get straight to the point. Sony Interactive Entertainment Japan and Asia are most probably going to work on a Japanese voice track. That's standard procedure for games of this magnitude, and the release of the first trailer voiced in Japanese is a clear indicat


The reason why Sucker Punch moved away blog post from Strategynewsbase inFamous and created something completely different is that they have done something for a long time, and they wanted to try something else. It was a "huge risk," but according to Harper it was "so worth


Join us on Saturday at 3:30pm as Nate Fox (Creative Director), Jason Connell (Creative/Art Director), Billy Harper (Animation Director), Ryuhei Katami (Associate Producer, Sony Interactive Entertainment) and moderator Brian Altano (IGN) discuss how we approached making the debut trailer and what inspired us to make this game. We’ll share epic concept art that’s driving the tone and visuals for the game, and share a little about our reference trips to Japan and working with new team members that are helping make Ghost of Tsushima even better. Also be sure to stop by our signing session after the panel and come say hi. Stay tuned for more info on time and locat


Most Japanese games don't go on to sell millions on their own, but if you put them together, they can certainly be considered a factor of attraction for customers due to the diversity they add to a console's cata


Think of runes like a Bandai Namco card game energy system. Every turn, you'll get two new runes automatically, which can pay for cards. How many runes you leave open can dictate how defensively or offensively the other player will act on their turn, so it behooves you to leave something open to resp


Fox explained that there is something to learn every day while making the game, as they're trying to recreate a place in a foreign country in a past era. Katami-san himself added that he's learning as well despite being Japanese, given that Tsushima is a rather obscure place even in Ja


IGN’s Podcast Beyond crew is here to figure out the 10 best PlayStation games ever, and they need your help! Uncharted 2 or The Last of Us? Metal Gear Solid, Final Fantasy VII, or Castlevania: Symphony of the Night? Journey or Shadow of the Colossus? Is it too soon for Horizon Zero Dawn to make the list? Help us build the best of the best that PlayStation has to offer. Help us celebrate 20+ years of PlayStation at


While the jury is out on whether or not the rune system will make for engaging gameplay long term, in the moment, I was thrilled that it was so easy to learn Riftbound and pick it up quickly. Having runes (mana) enter the battlefield each turn by default allowed me to fully focus on strategy, placement, and reading my opponent rather than logistical overh


The team went to Tsushima twice with two different groups of developers. The second time, it was during a festival commemorating the Mongol invasion, and that was an "amazing experience" according to Harper. They even visited a local high school to see historical Mongol artifa


One of my favorite aspects of Riftbound is easily the Battlefield concept. To actually win games, you need to conquer Battlefields with Champions and units, which are like locations that simulate towers or other important buildings in a League of Legends match. The game is actually won through points, and you need eight to claim victory in a 1v1 heads


Of note, despite not being particularly close to the first spot on either platform, Blizzard's Overwatch is making steady progress on both console and PC, making the top 10 list for both and finishing ahead of DOTA 2 on PC. Overwatch 's community has been praised very highly over the course of its brief existence, and its dedicated playerbase makes it a looming threat that could usurp other games on similar lists in the near fut


It’s been a month since we announced our newest title, Ghost of Tsushima. Here at Sucker Punch, we’ve watched so many reaction videos and read many of your comments with smiles on our faces, so we thought PSX was a great opportunity to share a little more with you


In a three or four-player game, the number of Battlefields is increased to three, which adds even more decision points into the mix. Like most card games in general (not just CCGs), the game is balanced around 1v1 play, but I'm interested in trying out bigger multiplayer games more often than not with this sys