Completed ghost of tsushima map
It leaves revelation almost entirely in the hands of the player by forcing them to explore in order to find things rather than making the thrill of discovery little more than a task to fulfill on a checklist. This groundbreaking Legend of Zelda game thrives on a sense of discovery in its sprawling open world, and this is largely due to an impressive lack of map icons. Some locations grant you special missions that earn you some of the best abilities and armor in the game others, like hot. In evolving Ghost of Tsushima's open-world model to better suit what may be a larger open world in Ghost of Tsushima 2, Sucker Punch could take a cue from The Legend of Zelda: Tears of the Kingdom. Exploring Tsushima Island in Ghost of Tsushima turns up a lot of rewards. A Larger Open World in Ghost of Tsushima 2 Could Take a Cue From Tears of the Kingdom Taking all of this into consideration, if Sucker Punch plans to make Ghost of Tsushima 2's open world larger than the first game's, it will need to adjust its approach to how the game's activities and points of interest are integrated into the map to prevent it from being too large, in a sense. However, by Act 3, most of these activities can begin to feel mildly repetitive, as very little of anything new is introduced that deep into the story.Īlthough Ghost of Tsushima's world remains stunning to behold even after spending dozens of hours traversing it, it is arguably as close to the line as it possibly can be in terms of being too large, as its activities only begin feeling repetitive for some players by the third act, but repetitive nonetheless.
Instead, do the first few story missions so. As players explore the island of Tsushima, various points of interest are revealed on the map as question marks that generally involve anything from finding a collectible to completing a side quest. Ghost of Tsushima: When you first begin the game, you might feel the bug to start exploring the map right away. Game worlds that fail to integrate their activities in innovative and creative ways inevitably feel large and/or empty as a result, regardless of their actual size.Īpart from Ghost of Tsushima's innovative use of wind as a guide, the action-adventure game's approach to the open-world model is fairly traditional. This portion of the Ghost of Tsushima guide includes all the Shinto Shrine locations across Act 1: Izuhara, Act 2: Toyotama, and Act 3: Kamiagata. Ghost of Tsushima is filled to the brim with a plethora of activities for players to complete and collectibles to find, and while this is a common characteristic of almost any modern open-world title, it is not the vast number of activities that creates a problem but how those activities are integrated into the open world. Ghost of Tsushima 2's Open World Should Only Be Larger With an Evolved Approach