yep, pretty unimpressive dude
It may have been a Sony E3 media briefing short on new announcements, but there was no shortage of spectacle. Alongside…
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Otherwise, the demo stands out in three areas: the swathes of plant life, the physics interaction, and also Sucker Punch's post-effects pipeline. Of course, the breadth of swaying plants in that opening shot is staggering, and the first thing to catch the eye. The draw distance is quite unlike anything we've seen this generation, and even a game like The Witcher 3 with its White Orchard area had to prune back its rendering range to cope on current-gen systems. By contrast, Ghost of Tsushima shows no sign of pop-in at all. Combined with PS4 Pro's 1800p resolution, you can see the wind causing a ripple-effect across a sea of white, and even a siege on a village far away the distance.
What takes this to the next level is the physics simulation. It's a showcase feature across the demo, and a big focus for Sucker Punch's engine next to the more static cityscapes of InFamous. Grass bends around Jin's horse as it gallops through the meadow, and individual tousles of hair in its tail bounce against each other mid-stride. Most impressive of all is the final showdown though. Hundreds of leaves swirl around the legs of our hero, as he makes sharp lunges forward. A burst of energy forcing a clear line across the ground, but it's impermanent, and these patches are covered up again by a new wave of leaves falling from a nearby tree.
Everything is affected. Clothing ripples in the wind, and even flags, ropes and everything in between flap during the initial horse-ride too. Now let's be clear: Ghost of Tsushima puts a big emphasis on the stillness of its warriors. Whether it's the characters engaged in a stand-off - waiting for the opponent to strike - or a chance to take in the view, the interplay with physics offsets that lack of motion beautifully. At every moment the screen feels alive - even if that moment is a quiet one.
Another great touch is the lighting. Over the course of the demo, a conscious effort is made to have the sun slowly set; from the grasslands, to the temple, to the final battle, each area incidentally has a different tone as a result. At the start, the leaves glisten brightly, and bloom blends in with the layer of mist across the grass. You can catch streaks of god rays firing down between the dark clouds - but everything is clearly lit to show off that open space. It's a dynamic time of day - and shadows are affected by the sun's position, casting detailed shade from branches.