GreyHorace
Member
Thanks very much for that summation. It was only about halfway through that I started paying proper attention to the stories -- mainly because one reviewer (Eurogamer) said they weren't good. What a lie.
Having a clear code of honour makes the stories much more interesting than they would be normally, as it allows the player to constantly think about what they would do? Would they cross that line or not? And why? It's a staple for Samurai movies, and isn't exactly original but it works very, very well as a tool for engaging the player.
Having all the history surrounding it as well, bolstering that, makes it far more engrossing than the usual 'are you evil or good' choices -- More so than games where you actually have an effect on the world.
Even though I knew that there literally was no effect, except for the weather, I still found myself role playing much more than usual. I hope the DLC comes soon.
I mentioned it in another thread, but Sucker Punch kind of played fast and loose with historical facts when they made Ghost of Tsushima. The armor, weapons, and style of dress within the game have more in common with the Edo period of Japan (1600-1868) rather than the Kamakura period (1185-1333) when the Mongol invasions took place.
The samurai code of honour that Jin adheres to didn't become a thing until the Edo period, during a time of relative peace when the country wasn't being torn apart by constant civil war. In reality, the dishonorable tactics that Jin uses would have been the norm rather than the exception during the time of the Mongol invasion. Samurai were perfectly willing to fight dirty and use terror against their opponents.
But this in no way detracts from the wonderful experience Sucker Punch has given us. They weren't out to make a game with historical accuracy, but a way for gamers to experience being a samurai, much like what Rockstar did with Red Dead Redemption in letting us feel like a cowboy.