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Ghost of Tsushima dev says sticking with PS4 worked out great

Published: 12:53, 21 July 2020
Sucker Punch Productions
Ghost of Tsushima protagonist in a sunset
Ghost of Tsushima, is this not painting-like?

In a recent interview, Sucker Punch Productions' co-founder Brian Fleming and creative director Jason Connell discussed the development of Ghost of Tsushima at length, remarking that sticking with PS4 was the right decision.

Sucker Punch already mentioned in their launch-celebratory post that the VFX part of Ghost of Tsushima is the only thing that survived from their earlier games. Everything else required new solutions, as it just wasn't up to scratch. 

When it comes to the choice of platforms, however, the studio has no regrets."I was talking earlier about the difference between jumping platforms and having a long sustained build on the PS4. In a lot of ways, I think we benefited because we weren't switching consoles. We made the transition to the new hardware on an existing IP and then did our innovation once we were across, and that may have actually helped us", Fleming told Eurogamer. 

In fact, the two mentioned that Ghost of Tsushima has 3 million trees, which in itself required systems with which they'll be distributed, so you get the drift. 

We suppose it was inevitable that Sucker Punch would be asked about PlayStation 5 but we don't have the news you'd like to hear. 

"If you're gonna be one of the final big titles on a console, you're kind of necessarily one of the trailing groups getting on to the next hardware and that's kind of where we are. That all said I think I'm particularly nerdily excited about haptic feedback in the controller", Fleming said. 

Ghost of Tsushima samurai drawing a sword Ghost of Tsushima, Bane? Is that you?

Sucker Punch are well known for utilising controllers to the fullest, though, and Ghost of Tsushima is no exception. 

"It's kind of, it's like embedded studio philosophy, even little stuff like when you use the wind and it kind of comes through the little speaker in the controller. That was our audio guy. He just thought it'd be kind of cool. And that's utilising the controller in a totally different way. That's just this embedded philosophy that gets people to think that way", Connel said. 

You can find the interview over at Eurogamer .

Ghost of Tsushima, a samurai adventure by Sucker Punch Studios

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A man with an axe running through a forest in SCUM
Ghost of Tsushima

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