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Ghost of Tsushima: why is the lockdown missing from the game?

Locking down an enemy, an essential mechanic, is very present in the video game for generations. It makes life easier for the player who no longer needs to look for where the opponent is, since the game does it by itself. If this option can often be deactivated in the options, Sucker Punch decided to just not include it in their latest production, Ghost of Tsushima.

If this choice may seem strange in this industry which tends to casualiser productions in order to make them accessible to as many people as possible, Nate Fox, Creative Director, explained the reasons behind the decision to remove this feature.

While working on the fights, we watched some samurai movies, which of course is an inspiration for the vibe of this game. […] The fighters in these films often have to shift their attention very fluidly from one enemy to another. The combat is therefore built around the confrontation of several enemies at the same time. We tried to make the Mongols feel like a pack of wolves.

Indeed, the developers have tried to ensure that the player has to get by and improvise a strategy on the spot to counter blows and repel opponents. Auto-lock would have focused fighters in front of the player and it is the opposite of what we wanted Sucker Punch, who has preferred to put the character at the center of the threat in order to convey the danger and urgency of the situation.

What do you think of this choice? If you don’t have the game and want to try it out, do not hesitate to obtain Ghost of Tsushima sure Amazon priced at € 54.49.

Read also: Ghost of Tsushima TEST: like night and day …


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