Ghost of Tsushima is a masterfully crafted game with a hidden game mechanic, which changes the way the game is presented. While there are no player choices to make that force certain changes story-wise, a player’s action unwittingly does impose some certain visual alterations. Specifically, the milieu that happens to be in effect corresponding to the player’s choice of play.
With that said, weather conditions, therefore, can be dependent on the player’s activities in-game. Coincidentally, this meant that players have the power to invoke certain atmospheric conditions by resorting to a kind of deed.
A Marvelous Mechanic
According to Nate Fox, creative director of Ghost of Tsushima, the game is designed to “provide more storms” when players perform “Ghost” actions. To the unaware, “Ghost” here refers to the game’s stealthy mechanics, which renders Jin doing acts that deviate from the Samurai code.
Therefore, players who prefer going for the “Shinobi” route would inevitably encounter a setting that’s replete with darkness and storms. This is indeed a pretty cool feature, especially if your idea of a climactic game is set in a tumultuous background. Only involving strong winds, heavy rains, and random flashes of lightning.
Stealth-based Advantage
Not only for just added dramatic effect, however. The action-driven storms at the backdrop also serve a substantial benefit, too. Considering that it’s typically dark when there’s a storm, triggering the event encourages players to play more stealthy. This is by the fact that light also plays a pivotal role in the opponents’ level of visibility.
Jin Sakai’s ability to employ his “Ghostly” moves significantly becomes easier to employ with more skills, however. Not particularly very difficult, simply far more accessible as an option. This meant that, until such time, players would mostly be opting to fight under the Samurai code. Meaning, fighting enemies upfront, whether by sword or other means and less, if at all, involving stealth.
Weather Dynamics
Players would be inclined to think that the game can be played throughout via underhanded means. However, this isn’t necessarily the case. There are story-driven cases that are stringent to a particular weather condition. This means that even those who are consistent in calling forth the storm will eventually stumble missions where it’s bright and shiny.
It truly is a very interesting feature that gives the impression that the surroundings you play in react with you. Not in a way that goes against you, but rather in the complete opposite.
Image used courtesy of PlayStation/YouTube Screenshot