Ghost of yoti Dual katana Gameplay

Just feels like you're pushing your opinion as fact towards people who think the game looks meh apologies if I'm reading too much into it, Also no game has to be like any other, Be your own identity I say, But for a PS5 exclusive from a Sony 1st party studio this is weaksauce, It looks last gen as fuck.

It could run on a PS4 no problem at 30fps, It's literally an expansion with a girlboss and a dog....Very dissapointed in all honesty I don't have anything against female leads at all but it does seem like Sony 1sr party really push this for some reason and it just doesn't look right at all, Leave the Samurai to the blokes ffs.

An opinion is still just an opinion, i'm not forcing anything on anyone. I was referring to that funny moment when a dog (or wolf) tries to attack a retreating opponent and misses, biting the air. I've seen similar things in animation tutorial videos i've watched out of pure curiosity.

As for the nature of Sony's high-budget output, i don't expect much from them, really. It seems they're playing it safe. GoT sold 13 million copies, so they're just doing more of the same. Is that not enough? Maybe. I'm no longer crazy about graphics, since the best games i've played in recent years weren't even the best-looking ones.

What we can expect tho is good image quality, stable framerate and an environment that looks crafted rather than auto-generated with small tweaks.
There have been some games on current consoles that looked like a step forward (AW2, BM:W, Warhammer etc.), but they had performance issues or atrocious upscaling artifacts (or both), leaving much to be desired.

I wouldn't mind more technological progress, but firstly, i haven't seen the game in its final release on my own TV yet, and secondly, i have no problem accepting compromises if i know they might be necessary or if the studio doesn't really have the skills to do it differently.
 
Not hard labour when the evidence is right before our eyes. But yeah keep defending that corpo.
Weird Fish Reaction GIF by MOODMAN
 
Fucking hell. I bet there's an absolute cunt involved in everything ever made. If I had the same mentality as some of you guys I'd own nothing and just sit in a field shouting at cows or something.

Honestly, fuck cows. Never trusted those fat fucks.
 
Having a seizure or an orgasm or practicing cpr for a lifeguard careeer as we speak, not super clear.


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I figured it out!

For the sake of science, I slowed it down to see why this wolf is so horny.

The wolf got stuck in the arm grab animation for a couple of seconds after Atsu interrupted it too early (thanks to our favorite adderall addicted gameplay recorder). The leader's arm snaps out of the grab to react to the sword hits, leaving wolfie tugging on a phantom arm.

Seems like a bug. Fix would be to cancel the wolf's canned animation when interrupted. Problem solved! You are welcome, SP devs!


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Sucker Punch: "Maybe a 7th 60 second trailer will get people excited?"
Sony: "Uh yeah sure, why not"
Haha. I don't know to what extent SP has control over the marketing cycle though. I think they just do as they are told.

I remember during the Driveclub days that Evo had almost zero control. They sent out a build and the rest is all handled outside the studio. Sometimes they didn't even know when a video would go out.

The way Neil phrased it recently for Intergalactic, I'm inclined to think this is still the case. Local leadership may not have much say in the matter.
 
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Haha. I don't know to what extent SP has control over the marketing cycle though. I think they just do as they are told.

I remember during the Driveclub days that Evo had almost zero control. They sent out a build and the rest is all handled outside the studio. Sometimes they didn't even know when a video would go out.

The way Neil phrased it recently for Intergalactic, I'm inclined to think this is still the case. Local leadership may not have much say in the matter.

Either way the marketing has been a disaster and the fact that this game launches in two weeks and they're still unable to show some legit cool or amazing stuff aside from some vistas is a big problem.
 
An opinion is still just an opinion, i'm not forcing anything on anyone. I was referring to that funny moment when a dog (or wolf) tries to attack a retreating opponent and misses, biting the air. I've seen similar things in animation tutorial videos i've watched out of pure curiosity.

As for the nature of Sony's high-budget output, i don't expect much from them, really. It seems they're playing it safe. GoT sold 13 million copies, so they're just doing more of the same. Is that not enough? Maybe. I'm no longer crazy about graphics, since the best games i've played in recent years weren't even the best-looking ones.

What we can expect tho is good image quality, stable framerate and an environment that looks crafted rather than auto-generated with small tweaks.
There have been some games on current consoles that looked like a step forward (AW2, BM:W, Warhammer etc.), but they had performance issues or atrocious upscaling artifacts (or both), leaving much to be desired.

I wouldn't mind more technological progress, but firstly, i haven't seen the game in its final release on my own TV yet, and secondly, i have no problem accepting compromises if i know they might be necessary or if the studio doesn't really have the skills to do it differently.


Fair comments, I do expect better from Sonys major studios though. Look at what we seen with ND intergalactic... Thats what we should be seeing especially with the Pro on the market which is shockingly under utilised.
 
I can see some minor improvements to the combat, but it still feels too iterative to me a sequel, and they probably should just some higher difficulty stuff because all the trailers just show you mowing through people.

They mentioned fleshing out the open-world side content more, so I'm hopeful that adds more value to the game over the 1st.
 
Fair comments, I do expect better from Sonys major studios though. Look at what we seen with ND intergalactic... Thats what we should be seeing especially with the Pro on the market which is shockingly under utilised.

There is nothing wrong with expecting better, if we all had the same point of view on everything, there wouldn't be much to discuss.

The reason my standards may seem lower is that for me, the visuals in games have already reached a satisfactory level, but certain aspects such as storytelling, sound design, interactions with the environment, etc. are still something i would like to see evolve. Whether SP has made any progress in this respect, i will have to find out during the game, i can't deduce that from a few minutes of footage on YT.

And when it comes to pro, this could be a test of how seriously Sony takes its new product (and its buyers), who else should care about it the most if not them?
 
There is nothing wrong with expecting better, if we all had the same point of view on everything, there wouldn't be much to discuss.

The reason my standards may seem lower is that for me, the visuals in games have already reached a satisfactory level, but certain aspects such as storytelling, sound design, interactions with the environment, etc. are still something i would like to see evolve. Whether SP has made any progress in this respect, i will have to find out during the game, i can't deduce that from a few minutes of footage on YT.

And when it comes to pro, this could be a test of how seriously Sony takes its new product (and its buyers), who else should care about it the most if not them?

I think a major problem we have in so called AAA games is the rancid AI that's dogged gaming for years, Enemy AI is truly insulting sometimes, Sound design and environmental interaction has become incredibly stale too.

If devs made good strides in the above I'd be very content with solid but not mind blowing visuals absolutely.
 
Like almost all sequels this gen from Sony. Sony was on fire last gen in regards to tech. Must have been some massive talent exodus or replacement by less competent people on a large scale.
I think Sony made the decision to reign in their budgets as they soared bast the USD$200m mark. They likely believed their titles didn't next-gen visuals to sell either themselves or the console past the launch window. And, to their credit, that's largely been true.
 
I figured it out!

For the sake of science, I slowed it down to see why this wolf is so horny.

The wolf got stuck in the arm grab animation for a couple of seconds after Atsu interrupted it too early (thanks to our favorite adderall addicted gameplay recorder). The leader's arm snaps out of the grab to react to the sword hits, leaving wolfie tugging on a phantom arm.

Seems like a bug. Fix would be to cancel the wolf's canned animation when interrupted. Problem solved! You are welcome, SP devs!


JHdUhzFBi6upV5vp.gif
 
anything on PRO support or whether there will be a performance and quality mode for base PS5?
Not yet. But they did say there would be a dedicated piece on it, so I would assume it's next week. Not sure if that will be a blog post or video.
 
Care to explain?

If you can get swordsmiths to arrive to you, wherever you are, how does that not risk potentially causing ludo-narrative dissonance?

The way it's been sounding to me is, no matter where you are, any swordsmith or merchant can come to your makeshift camp out in the middle of nowhere. If that merchant is supposed to be 10 miles away, and they arrive at the campfire instantly, how is that supposed to be explained by the rules of that world? When did ancient samurai-era Japan invent lightspeed travel or instant teleportation, in a game that's fairly grounded compared to, say, Sekiro?

I know open-world games already get a bit goofy with instant travel between preset camp sites and stuff like that, but I can understand why those types of design choices are made. Yes they do break the immersion a tad, but for purposes of actually making a functional and fun open-world game, it's kind of a necessity. The campfire feature in Yotei, again based from how it's been described so far (I could have misinterpreted things, let me know if so), sounds like it could be convenience at the risk of excess.

Is the time a merchant or swordsmith takes to arrive at your random campfire instant in all cases, or based on their current location relative to yours? Do all merchants and swordsmiths have access to all of your makeshift campfire sites, or will it be limited to the geography areas a merchant or swordsmith actually knows? If they don't know where you're at, can you make a map for them to give them directions? Does that map just teleport to them instantly, or is some believability i.e do you get a pigeon to fly the map over to them after you've made it?

Sometimes it feels like when most people talk about immersion in these games, they only focus on the graphics. Well for me, that's clearly not the only focus or even the most important one at this point, considering how good typical AAA games tend to look these days. It's the nuances that can make or break immersion, IMO. The more realistic the visuals get, the more believable nuances the game world needs to have in the mechanics & systems to complement the increased visual realism.

And yes I know Yotei has a quite stylized art direction, but it's still got way more in common visually with games like AssCreed Shadows or GTA6 than it does Hi-Fi Rush or Pokemon. And the character designs are way more grounded than, say, Black Myth Wukong's, by design. So there's that as well.
 
If you can get swordsmiths to arrive to you, wherever you are, how does that not risk potentially causing ludo-narrative dissonance?

The way it's been sounding to me is, no matter where you are, any swordsmith or merchant can come to your makeshift camp out in the middle of nowhere. If that merchant is supposed to be 10 miles away, and they arrive at the campfire instantly, how is that supposed to be explained by the rules of that world? When did ancient samurai-era Japan invent lightspeed travel or instant teleportation, in a game that's fairly grounded compared to, say, Sekiro?

I know open-world games already get a bit goofy with instant travel between preset camp sites and stuff like that, but I can understand why those types of design choices are made. Yes they do break the immersion a tad, but for purposes of actually making a functional and fun open-world game, it's kind of a necessity. The campfire feature in Yotei, again based from how it's been described so far (I could have misinterpreted things, let me know if so), sounds like it could be convenience at the risk of excess.

Is the time a merchant or swordsmith takes to arrive at your random campfire instant in all cases, or based on their current location relative to yours? Do all merchants and swordsmiths have access to all of your makeshift campfire sites, or will it be limited to the geography areas a merchant or swordsmith actually knows? If they don't know where you're at, can you make a map for them to give them directions? Does that map just teleport to them instantly, or is some believability i.e do you get a pigeon to fly the map over to them after you've made it?

Sometimes it feels like when most people talk about immersion in these games, they only focus on the graphics. Well for me, that's clearly not the only focus or even the most important one at this point, considering how good typical AAA games tend to look these days. It's the nuances that can make or break immersion, IMO. The more realistic the visuals get, the more believable nuances the game world needs to have in the mechanics & systems to complement the increased visual realism.

And yes I know Yotei has a quite stylized art direction, but it's still got way more in common visually with games like AssCreed Shadows or GTA6 than it does Hi-Fi Rush or Pokemon. And the character designs are way more grounded than, say, Black Myth Wukong's, by design. So there's that as well.
I get where you are coming from, but I wouldn't call it "ludonarrative" dissonance as there is no narrative/story involved. It's simply an unrealistic gameplay system, like most other gameplay systems. Like shaking off near fatal injuries or riding a horse from beach to mountain top within minutes, animals guiding you to upgrade spots or wind blowing towards your next arbitrary objective. Whether that's immersion breaking or not would be a more subjective discussion compared to ludonarrative dissonance, which can be a bit more of an objective debate. But now I understand what you meant
 
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