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I’m going to play Tsushima’s ghost shit new cooperation mode

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Screenshot: Sony

Ghost of Tsushima is a lonely game. In the course of three long acts, you may team up with a computer-controlled character, but often the famous ghost Hitoshi Sakai is alone. Today’s update of Ghost of Tsushima adds a new, truly thrilling multiplayer extension for free, bringing teamwork and friendship to the game.

Ghost of Tsushima, an add-on released as part of the Game 1.1 update, introduces two new multiplayer modes to the game. The first is a series of two-player campaign missions focused on the story. The second is the survival gauntlet. Here you and up to three other players need to survive the increasingly difficult waves of enemies while protecting important positions. (A third mode like the raid will be added in the future.) I’ve been sticking to the campaign so far, but my colleagues Matthew Reyes and Michael Pasqualiello have played some of the gauntlet modes. .. You can see how it went down in the video below.

To access Legends, talk to Gyozen, an in-game Tsushima citizen, or jump directly from the main menu. (I chose the latter.) Next, I sat down in the cutscene. It’s not possible to skip and focus on the plump tutorial section in the classic Ghost of Tsushima fashion. The strange thing: you were taught how to move forward, block and parry, assassinate enemies, shoot bows, and even carry out light or heavy attacks. All of this is what you will learn in the main game.

I didn’t have to start over with Samurai 101, I didn’t want to, but I didn’t touch the game for months, so the refresher was certainly great. In addition, Legend is a unique game mode, which can be useful for those who plan to play this mode but haven’t played the base game yet.

It’s important to note that the tutorial also introduces four classes that you can play like a legend. There is a samurai who is a swordsman with a focus on traditional combat. Hunter, shooter with ace eyes for instant headshots. A stealth fighter that is certainly considered disgraceful in the eyes of the assassin, Sir Shimura. And a ronin in a straw hat who can use mysterious abilities to revive a fallen ghost and summon a literal spirit animal companion. After completing the tutorial, select a class. The class was sticking for a while. (You can unlock the other three classes later, but it will take longer.)

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The Legends platform is another starting point from the main game. To cross these platforms, you need to infuse the blades with different world energies that match the symbols. Screenshot: Sony / Kotaku

At first, you may get the impression that the abilities taught in each tutorial section are limited to a particular class. It’s not. For example, you’ll learn how to revive people in the Ronins tutorial section and how to shoot arrows in Hunters, but they’re not the only class that can perform those tricks. You don’t have to be an assassin to assassinate people. You don’t have to be a hunter to use a bow. There is little sunlight between the four, except for two unique and powerful abilities per class. Each plays much like a gin, with swords, bows, grappling hooks, some killer climbing abilities, and a supernatural talent to sneak out tall pampas grass without a trace.

I chose a hunter with an intestine because the bow helped him in his adventure as Hitoshi Sakai. (I’m a minority here. According to a Twitter poll conducted by Sucker Punch, only 8% of players plan to start as hunters.) Most of my time in the legend so far is two. Has been spent on players. A series of vignettes wrapped in campaigns and storytelling. Recall the base game Mythic Quest, where traveling musician Yamato rebukes Jin for an inspirational parable. A legendary campaign is like playing one of those parables in real time and is only recorded by another bard.

The bard is, so far, the only outstanding part of the plot. Legends narrator Gyozen is spoken by Greg Baldwin, who can be recognized as Uncle Iroh of Avatar: The Last Airbender and The Legend of Korra. So far, I have completed 5 of 9 missions. These missions don’t really have much of a narrative impetus. Instead, you just move forward, killing everyone on your way, perhaps rescuing some prisoners, and knocking out other purposes (again, the legend is rooted in parables, so the evil spirit portal. Close the door, etc.) and bathe in a mysterious landscape. The cooperative nature of combat is transcendental. It never gets old to headshot an unsuspecting Mongolian while my friend sneaks behind and stabs another. The same is true for coordinating assassinations from the roof on the other side. Some powerful enemies cannot be defeated by assassination. Assassination is usually a one-hit kill. But if you and your partner are in sync, you can perform a series of assassinations to kill almost instantly. It’s not an official move, and understanding these little ways of playing the system with friends is an explosion. (I’m looking forward to what players will come up with in the coming weeks.)

In the base game, these colorful evil spirit portals will not be displayed. Screenshot: Sony / Kotaku

What I’ve seen about Legends isn’t very narratively effective, but it’s all about mysticism in ways that base games don’t have. Torii functions as a teleport portal in another world. A huge stone pillar is floating in the sky. Some enemies can summon a magical murder of crows (it raises their heads and completely ruins your day). You may come across two enemies connected by a magic rope. If you don’t kill both in a short order, they will continue to revive each other. Some enemies have a green, blue, or orange aura. To do meaningful damage to them, you need to rush to matching pillars of the same color and infuse the same aura into your sword. Enemies with multiple auras are always on the field, forcing you to plan who will get which aura. I’ve played games that require co-op before, but I haven’t played to this extent.

Another change is that you don’t spend time collecting resources. Early success at Ghost of Tsushima was conditioned on hoarding a variety of resources, bamboo, supplies with unique names, iron and more. Legends doesn’t have any of them. It laser-focuses on sneaking into the same core combat that made the Ghost of Tsushimas action-packed combat so amazing. Of course, hunting for resources and meticulously upgrading gear was fun in the fleshy open world part of the game. But I’ve already done it (a lot), and if you’ve played base games, you do too. Being able to experience combat in a streamlined game mode is what I need to pull back.

If anything could keep ghost fans away from the legend, its new equipment system. Instead of meticulously allocating resources and leveling up your equipment, Legends turns somewhat into a Destiny-style loot grind. You start with a basic gray gear Katana, a bow, a charm, and two ghost weapons in five slots. When you complete a mission, you’ll get green gear, blue gear, and more from a randomized post-mission draw. Each gear has a skill level. The skill level of a character, which is different from the character’s rank, is the total skill level of the equipped gear. The level determines the eligibility of the mission. Specifically, the difficulty level at which you can play the mission is determined. Legend has three difficulty levels: Bronze, Silver, and Gold. Anyone can access Bronze missions at any level, but the other two ranks require you to reach a certain point. So far, I’m unaware that I’m gated off.

Those who just got the same gear but aren’t willing to embark on another green gear to remove because it has a slightly higher level of feedback loop in its blue are, of course, frustrating. There is a possibility. I’m upside down for that. Like many loot-based games, it’s a never-ending quest for dopamine fuel to make my hunter harder, better, faster, and stronger. And since Im is already familiar with the Ghost of Tsushimas gear system, you don’t have to learn a whole new jargon. I know what the charm is. I know what each ghost weapon does and how they work. If you’ve played Ghost of Tsushima, you can get it in seconds. Understanding how a loot game works can be a chore, or at least a small commitment. This mode is built into your existing system so you can jump in right away. On top of that, in addition to the fact that you don’t have to spend epochs to track 750 pieces of linen, etc., it significantly lowers the barrier to give you a little more defense. Gear loop.

Ghost of Tsushima: I just scratched the surface of the Legends. Not to mention a library of new cosmetic options that still have a lot to analyze, such as Huntertea’s armor kits and sword scabbards, between core gameplay changes, improved visual motifs, and stunning equipment. But there is one thing for sure. I’m going to play shit from this mode.

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