Today marks the fifth anniversary of Ghost of Tsushima’s release, specifically on July 17, 2025. Let’s take a trip down memory lane and reexamine the contrast between its storyline filled with vengeance and the tranquil moments of contemplation during meditation sessions.
Soaked in rich, dark-red blood from rampaging through many Mongol encampments and leaving behind countless enemies, I leisurely journeyed through the landscape of Tsushima, seeking my next objective. The one thing that could momentarily quell my craving for vengeance was a quick soak in a warm spring.
In Ghost of Tsushima, a captivating and heavy tale unfolds that revolves around revenge, a potential act of filicide against an uncle, and a hero who is compelled to commit brutal acts in order to shield those he cherishes. As the Mongol conquest of Tsushima progresses mission by mission, it strips protagonist Jin Sakai of more and more—family, friends, and even his own dwelling.
In Tsushima, the gameplay can be intensely violent, filled with endless scenes of swords slicing through people, explosions destroying homes, and tragic sights of Japanese civilians who have lost their lives. However, amidst this brutal reality, Ghost of Tsushima offers moments of tranquility, such as quick soaks in hot springs which boost Jin’s health capacity and offer brief insights into the game’s narrative. These calm interludes not only create a more leisurely pace but also invite players to reflect on the story’s themes.
Numerous other action games, like The Last of Us and Uncharted on PlayStation, share a common structure with their intense narratives, featuring relentless violence. However, only a handful of games manage to present such harsh themes within their stories, while also providing room for players to reflect upon these heavy topics.
In the storyline of Ghost of Tsushima, Jin Sakai endures a sorrowful existence marked by the loss of loved ones and betrayal from his kin. Witnessing the demise of relatives and friends, he also faces rejection from those still alive after employing harsh warfare strategies against the Mongols. A pivotal moment in the plot that struck me was the discord between Jin and his maternal uncle, Lord Shimura, as the latter struggles to come to terms with Jin’s actions during the conflict. This family feud could escalate into a devastating duel if the player decides on that particular resolution.
As a gamer, I find myself immersed in open-world games like Ghost of Tsushima, which some call “podcast games” because you can roam freely, take on side missions, and multitask without fully engaging. While Sucker Punch’s title offers this freedom, it also presents moments where the gameplay pauses, requiring minimal input from me. In our fast-paced, productivity-driven world, having brief periods of forced relaxation in a game is an uncommon design decision that I appreciate.
During my travels, as I discovered hot springs along Tsushima’s unexplored regions, I paid close attention to Jin’s thoughts while he soaked there. The story left me curious and uncertain about who to support – Jin or Lord Shimura – when it came to dealing with the Mongols in a similar ruthless manner. I might not have given this much thought if the game hadn’t provided opportunities for brief pauses.
In contrast to the distinctive hot-spring scenes found in blockbusters like Tsushima, numerous regions worldwide are brimming with repetitive content. Side missions often follow a predictable pattern: locating someone in distress, listening to their tale, venturing to a fresh location, and then eliminating every adversary present. Additionally, the other collectibles such as cosmetics, bamboo strikes, and platforming segments were steeped in monotonous tasks.
In an interview with The New York Times, Sucker Punch’s art director, Jason Connell, mentioned one issue they face when creating an open-world game: the monotony of repeating the same tasks. To counteract this, they aimed to create distinct and memorable experiences instead.
Hot springs are a perfect example of unique, immersive experiences that seem tailor-made for games with complex narratives like Ghost of Tsushima. When Ghost of Yotei was announced, I was curious to see how Sucker Punch would develop their open-world design further and whether they’d incorporate hot springs and other relaxing elements into the game.
The studio located in Bellevue is incorporating elements from Tsushima into its upcoming title, and pushing the concept of a “podcast game” by introducing the “Watanabe mode.” This feature will play soothing tunes reminiscent of Shinichirō Watanabe as background music. This built-in soundtrack should help players relax and seamlessly blend with Yotei’s gameplay while exploring.
In a conversation with Variety, Fox expressed that the game we’ve created is exceptionally open. One of the best aspects is the sense of getting lost in exploration. The player’s curiosity leads them through the scenery, making each journey unique and immersive. We aim to encapsulate this moment as a profound experience for players, enabling them to truly feel engrossed within the settings of Hokkaido or Ezo, as it was known during our game’s time period.
Fortunately, as depicted in the State of Play Demo Deep Dive, hot springs are set to make a comeback. This will provide players with additional opportunities to ponder and reflect on another harrowing storyline revolving around revenge.
As a dedicated game enthusiast, crafting immersive side missions and distinctive moments like this in a sprawling open world is no small feat. Building an engaging open-world environment is a colossal task. Introducing quests that foster a connection with Japanese culture, such as vegetable foraging, I hope will distinguish Yotei from Tsushima and provide players with alternative opportunities to savor the game at a leisurely pace.
As a devoted admirer, I’d like to emphasize that Ghost of Tsushima has set a remarkable standard for future games, especially when it comes to handling sensitive or intense narratives involving conflict and violence. It’s crucial for developers to provide players with the chance to reflect on their journey, even if these moments are just fragments within a vast game universe. In some cases, a well-crafted, focused narrative can leave a deeper impact than an overly complex one.
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2025-07-17 17:09