Ghost of Tsushima: graphic and artistic aspects analyzed by DF

    Ghost of Tsushima: graphic and artistic aspects analyzed by DF

    As you well know, last May 14th, Sony held a new one State of Play entirely dedicated to the gameplay of Ghost of Tsushima, certainly one of the most anticipated titles of 2020 together with The Last of Us Part 2. In the past few hours, the guys from Digital Foundry have decided to analyze in detail the demo of the new exclusive branded PS4, focusing in particular on the graphic and artistic aspects.



    First, the authoritative editorial praised the capabilities of sucker Punch, which has managed to improve the problems related to animation previously encountered with InFamous Second Son and First Light, adding that the protagonist (Jin) and the enemies have a great fluidity in the movements. Finally, Digital Foundry paused to talk about the physics featured in Ghost of Tsushima and the artistic elements that contribute to enrich not only the artistic side of the work, but the immersion and atmosphere of the title. Such as the huge amount of ingame elements managed by the physics engine, like the fabric of Jin's cloak or the blades of grass that sway in the wind along with the branches of trees and the smoke emitted by the flames of a bonfire.



    Please note that Ghost of Tsushima will be available from next July 17 exclusively on PlayStation 4. If you missed it State of Play and are you curious to find out more details on the new work of Sucker Punch, you can retrieve the gameplay video from the following link.

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