Ghost of Tsushima surprisingly has a lot in common with Red Dead Redemption 2. Ghost of Tsushima mixes ideas from other series like Red Dead Redemption and Assassin's Creed, but the combat stands on its own. Sekiro has better combat, but Ghost of Tsushima comes close, has a better story and is more accessible. I wasn't expecting this to be a close fight, but I truly think both games are great. The story in Ghost of Tsushima was potent enough to make me genuinely emotional. The story in Sekiro was competent enough to keep me involved. It has a compelling villain and interesting, flawed main characters with engrossing story arcs. The story in Ghost of Tsushima is one of the highlights. It veers into some strange territory and still takes some detective work to figure out all of the nuance, but I was generally invested in the fates of the main cast. Other games by publisher From Software have left most storytelling to background lore, but Sekiro has explicit beats and interesting characters. That said, accessibility options would have been a nice extra touch.Īs for the story, I liked the narrative in Sekiro. You don't have to be a great gamer to beat Sekiro, you just need to be willing to learn. I appreciate this, as it's perfectly balanced as it is and part of the experience is patiently learning what the game is trying to teach you. You can find a few hidden items in the game to make combat more challenging, but you can't make it less punishing. Sekiro, infamously, doesn't have explicit difficulty options. You're just as deadly at higher difficulties, but the enemies are more aggressive, they hit harder and the timing needed to counter enemy moves is stricter. Most games turn enemies into damage sponges on higher settings, so it takes forever to kill them as they absorb blow after blow. It also has four difficulty settings, and I like the way it ramps up the challenge with each. After a recent update, it has options that include making subtitles easier to see, helping with aiming projectiles and reducing the speed of enemy attacks. Ghost of Tsushima gets extra points for accessibility. Both are good examples of two different video game genres. Structurally, it offers the freedom of an open world, but has more bloat in terms of time filling side quests compared to the tight structure of Sekiro. Ghost of Tsushima has more flexibility most of the time but also missions with forced stealth that annoyed me. Neither stealth system is as robust as what you'd get in a stealth-focused title such as Metal Gear Solid 5, but both are functional and fun. Both transition well from stealth to open combat if and when you get spotted. The open world of Ghost of Tsushima lends itself to more flexibility, but the levels of Sekiro are crafted well enough to allow for plenty of avenues of approach. You can climb in both games and assassinate your opponents from above. Do you want to navigate tightly designed levels filled with hidden shortcuts while looking for secrets, searching for the way through and doing everything you can to stay alive? That's Sekiro.īoth have simple stealth systems so you can get the drop on enemies - sometimes literally. Do you want to ride a horse through sun-swept fields, battle enemy encampments, and learn about a small group of misfit friends over the course of several side missions? Go with Ghost of Tsushima. Outside of combat, the games differ in style, tone and even gameplay. Sucker Punch/Screenshot by Sean Keane/CNET Ghost of Tsushima mixes beauty and brutality really well.
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