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Ghost of Tsushima: Mastering the katana

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Ghost of Tsushima: Mastering the katana

How swordfighting, samurai cinema, and real-world reaction speeds influenced katana combat.

Our goal with Ghost of Tsushima has always been to capture the heart of the samurai fantasy — to transport you back to feudal Japan, to live through the beauty and danger of Tsushima Island under attack. Our hero, Jin Sakai, has trained his whole life in the samurai way — watchful, precise, disciplined, deadly. He’s a master of the katana, a confident horseman, and skilled with the bow… but those skills aren’t enough when faced with thousands of Mongol invaders. He needs to be something more than the perfect samurai if he wants to save his home. That’s what Ghost is about.

Our hopes of achieving our goal, of creating the time machine we were after, rested on capturing the right feel for the katana. Without katana combat that looked right, sounded right, and felt right, Ghost wouldn’t succeed. We could look for inspiration in the great combat examples in classic and modern samurai movies — my personal touchstone is the 2010 remake of 13 Assassins — but the things that work in movies don’t always work in games, so there was work to do.

In the end, we ended focusing on three things: speed, sharpness, and precision.

First, speed. We wanted your attacks to be fast. Katanas aren’t heavy — roughly two to three pounds — so quick slashing attacks are at the center of most katana fighting styles. All the attacks in the game are captured on our in-house motion capture stage, so they represent realistic movement speeds. Those realistic speeds created an interesting problem — they were too fast to react to.

Human reaction times are slower than you think — it takes about 0.3 seconds to respond to a visual stimulus, no matter how simple the stimulus and response are. That’s just how long the nervous system and your brain take to figure things out. This time doesn’t vary much from person to person — we’ve done lots of internal tests, and everyone’s pure reaction times are about the same.

A lot of the design work we did on katana combat was dancing around these limits. There’s no problem with your attacks being fast, of course — the NPCs can react instantly if we want them too. We actually ran some experiments with NPCs having more realistic reaction times and it looked totally wrong. That’s probably because our ideas about how a sword fight looks are driven by watching movies, not real sword fights, and in a movie everyone knows the choreography ahead of time. (We actually watched real sword fights with blunted weapons during development, and they’re way sloppier than we wanted the game to be.)

So your attacks can be arbitrarily fast, but Mongol attacks can’t be faster than the player can react. That created imbalance early on — just hammering on the quick attack button defeated most enemies, which was certainly not the deep combat experience we were aiming for. It would have been nice to have solved this before Hideo Kojima visited Sucker Punch and tried Ghost combat, since that was the first thing he tried. Sigh.

We changed a couple of things to fix this. First, we realized that while there’s a limit to how fast players can react, there’s no limit to how fast they can anticipate. If an enemy launches into an attack string, we need to give the player enough time to react to the first attack in the string, but since subsequent attacks can be anticipated, they can happen arbitrarily fast. One of our Mongols uses a five-hit combo, for instance; the first attack is slow enough to react to, but the others happen fast.

We also realized that we could overlap enemy attacks. While one enemy attacks, another enemy can be winding up. We tune things so that Jin has barely enough time to deal with each enemy attack as it lands, just like in the samurai movies that inspired us, but there will often be two or even three attackers in the middle of an attack sequence at once.

That combination — really fast player attacks, overlapping enemy attacks — created the intensity we were after, the sort of intensity we saw in 13 Assassins. No enemies standing around waiting to be attacked, just unrelenting aggression. That’s great, because we wanted players to be just a little bit nervous about jumping into a fight. Ideally, players leave fights a little bit exhilarated, because that’s how Jin feels. Barely in control, barely alive, but moving forward nonetheless.

Ghost of Tsushima: Mastering the katana

The second big focus area for us was sharpness. “Respect the katana” was one of our mantras during development — Jin’s family katana, the Sakai Storm, is a meter of razor-edged steel, wielded with malice, and we needed to respect that. In the samurai films that inspired us, a handful of cuts is enough to fell the toughest enemy. We couldn’t stray too far from that — and when we experimented with letting enemies absorb more damage, when they could take too many hits before falling, the sword no longer felt sharp.

Obviously, that would create imbalance if Jin wasn’t subject to the same rules. The Mongols keep their weapons just as sharp, and Jin can’t ignore cuts any easier than the Mongols can. That helps balance things. The speed and intensity of combat help, too — Jin spends as much time defending as he does attacking, and that slows down how quickly he can ladle out damage. And late in development we had success building in more defensive tactics for the Mongols — blocking, parrying, dodging — which sidestepped the damage problem.

Sharp weapons and aggressive enemies mean that death is always nearby. That sense of danger, that you’re never more than a few mistakes away from dying, is crucial to Ghost of Tsushima’s tone. Players have plenty of techniques to defend themselves, and even more ways to attack. If you concentrate, if you stay focused, you’ll survive the fight. If you lose focus, you’ll die. We’re trying to put you in Jin Sakai’s footsteps; those are the rules he is forced to live by, and they apply equally to you.

Our final big focus area was precision. The katana is a weapon that rewards precision — a lifetime of discipline and practice to make exactly the right cut at exactly the right moment. It was important that the player got the same sense of precision — and those same demands of discipline and practice.

That starts with responsiveness, making sure that Jin reacts instantly to the player’s input. Quick attacks happen quick. We work hard to make our animations fluid, to flow naturally between movements — but if forced to make a choice, responsiveness wins out over physical accuracy.  Jin does have slower, more powerful attacks, but they can be instantly cancelled at any point, leaving Jin free to respond to unexpected events, like the shout of a Mongol charging in to attack. Starting a high-level attack only to cancel it when circumstances change is an important part of high-level play.

We also wanted to reward the player for precise execution of Jin’s abilities. Take Jin’s ability to block most incoming attacks. Basic execution of blocking is simple — hold L1, block the attack. But there are levels beyond that. Waiting to press L1 until the attack is about to hit changes the block into a parry. The attacker isn’t just stymied, he’s spun past you, vulnerable to a counter-attack. And Jin earns a little bit of Resolve, Ghost’s measure of the samurai spirit that lets him push through the pain and injury he sustains. With the right upgrade, a third level of success opens up — press L1 just as the attack is landing, and the parry becomes a perfect parry, stunning the attacker and leaving him open to special, devastating counter-attack, and earning Jin a big dose of Resolve.

That precision carries over to the player’s decision-making. Jin can attack his enemies in dozens of ways, but choosing exactly the right attack at the right moment is crucial. Jin is forced to evolve beyond the lessons he was taught, to incorporate what he learns from closely observing and fighting the Mongols. These lessons are distilled into new Stances, collections of new attack techniques, which the player can switch between at any point. Each Stance is designed to be particularly effective against a subset of the dozens of enemy types Jin faces; switching between Stances based on who Jin faces amplifies his deadliness.

Here’s a video clip that shows the player switching stances as they move between enemies. Jin uses Stone Stance to quickly finish off a swordsman — Stone Stance is his ancestral style, developed to fight other swordsmen, so it works well against Mongol swordsmen — then quickly switches to Water Stance to create an opening against a shieldman. Jin devises Water Stance in frustration after the techniques he’s practiced for decades prove ineffective against the Mongol shieldmen.

Ghost of Tsushima: Mastering the katana

All of these things — speed, sharpness, precision — combine to produce an experience we think players will love. More precision means a more effective player, which means things can go faster and get more deadly to match. We hope you’ll choose a difficulty level that really challenges you as a player — because the focus and discipline and practice it will take to meet that challenge is exactly what is demanded of Jin Sakai.

It’s a dangerous world, but Jin Sakai is a dangerous man.

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65 Comments

  • The game is going to be phenomenal. Congrats on the Gold! Looking forward to get my hands on it on release! <3

  • The videoclip is missing

    • Minor tech issue with the vids, they’re embedded in the post now. Thanks for your patience!

    • Hold the video and copy on some writing board and paste the copied video then it transfers you to youtube and the video is there

  • Where’s the videoclip? :(

  • Ahhahahahah soo hypedd for the gamee, have been waiting for this game for 2 to 3 years now and its finally coming out in less than a month! I LOVE SAMURAIS!!❤️

  • Sounds great. Hopefully they get those clips back up as well.

  • Are you telling me Hideo Kojima was the one who was mashing the quick attack button?

  • Sounds great, but the video is missing.

  • So excited
    One of the best games for ps4
    Never been to jp. I can’t wait to explore tshusima. 👍👍

  • “No enemies standing around waiting to be attacked, just unrelenting aggression.”

    Will you capture some footage of that? Because in the trailers it just looks like a bunch of enemies standing around taking turns and rather passive.

    Maybe this thing needs a demo?

    • Just watch the first video clip of the post. The enemies literally attack him and stab him at his back while he fights others

    • The enemies take it in turns, just like the Arkham games. There isn’t a single moment where 2 enemies attack at once.

  • This game cannot come out soon enough.

  • Good read. Can’t wait for this, an exclusive samurai game made by a western developer is what I’ve always wanted.

  • Where’s the video? It’s not present in the article

  • congratulation!! I can’t wait. any news of new game plus?

  • That water stance clip tho. Loving the details provided here.

  • Thanks for reminding me why I love Sucker Punch games–deep gameplay mechanics system that feel good to perform and a focus on skill and strategy. Well I’m sold (as if wasn’t already).

    We need more posts like this—deep-dives into gameplay details.

  • I know Ghost of Tsushima isn’t out yet, but I really hope ideas for a sequel are being considered.

  • I still have a hard time telling if this is more like Spider-Man / Batman Arkham games or more like Dark Souls.

  • I’ve been trying to finish Nioh 1 and recently bought Sekiro (haven’t played it yet), and I absolutely cannot wait to play Ghost of Tsushima. I can’t get enough Japanese & Samurai lore. More blogs and videos like this, please!!! :)

    Congrats on going gold, Sucker Punch!

    • SAME! Nioh was a little too crypic for me, I stopped once I got to that giant blob thing lol
      Emotional broke me many times though.

      Unless you can dedicate the time in under a month, just wait to play Seikro after.

  • Very cool, my pre-order was done the moment it went up on store. Sucker punch always delivers!

    Just a quick note, but the videos are switched, resolve heal should be before stances.

  • This article gets me hype. Can’t wait

  • This will most likely be the last came I get for my PS4 hoping it lives up to the hype. We have all been waiting for this game forever it seems like.

  • I’m getting Sekiro meets Nioh vibes, and that makes it even more exciting. I’m looking forward!

  • I like this Jin guy :)

  • Looks great, definitely getting it :)

  • I cannot wait!

  • This looks so freaking amazing. Can’t wait to play it. Great job everyone.

  • Damn, I really can’t wait for this to be released! I even pre-ordered this game about 2 months ago! So hyped!!!

  • How long will this game be?
    Like 40 hours?

  • No sound in the first video.

  • Looks absolutely phenomenal. However I wish they would take their study of the blade a bit more seriously. In the video they do not handle a blade properly. As for their weight they are usually closer to 5lbs if made correctly. Tanto = 1 handed slightly longer than dagger length wakizashi= 1 handed shorter than Katana Katana= 2 handed blade as you normally see in movies Nodachi/Odachi= 2 handed around 5.5 feet in total length.

    • Well considering that the katana weren’t even constructed until later in time I think I’m fine with this misconception honestly.

    • It’s pretty obvious they don’t care at all about historical or accurate anything. 😜

      I mean the guy is a samurai called “Jin” in the 1200s (Jin is a very modern name, and they used a slightly weird letter for it too), wearing armor that wasn’t all invented until the late sengoku era (around 300+ years later). Using a style of sword that is way too modern for the era (yet is also somehow also a relic), fighting against a horde of Mongols, when the invaders were mostly not Mongols (and didn’t even stick around for very long) and a horde of other bizarrely wrong things.

      So it’s pretty much a standard “hollywood accurate” thing, so probably best not to take it too seriously. Still wish they’d fix the name though.

    • Still better than having to play with a guy called Abby.

    • I didn’t know any of this, thanks :)

    • Still better than having to play with a guy called A-b_b-y.

  • Excited for this game, night the CE day one. My only issue is that the katana wasn’t invented during this time period, samurai used the tachi.

    • Katana is general term for swords. The proper name of his sword, uchigatana, existed alongside tachi. By the 16th century, tachi was fully dropped out of use. The uchigatana was created BECAUSE of the Mongols. The tachi wasn’t effective in ground combat and against their armor. So this game is actually pretty accurate. In fact, there are points in what’s been revealed that suggest both tachi and uchigatana exist in the game.

    • The style of Japanese swords were changed due to the Mongol Invasion, but not until after it happened.

      Maybe he was randomly living with a master swordmaker (who could make and redesign a sword in 5 minutes in his secret forge instead of the weeks it took everyone else), but his sword is apparently an old “family heirloom”. So unless it was sent by his family from the future, it’s not really going to work for accuracy.

      This isn’t a historical documentary though. So them getting basically everything wrong or horrendously inaccurate from the names, weapons, combatants and cultural elements doesn’t really matter. It’s made for a US audience by a US company, the most you can wish is that they don’t somehow make the main character a time traveler from the US (though maybe they actually have, time travel would explain a bunch) 😁.

  • Super excited for the game to come out! Unable to watch the embedded videos though – I get an error that says I may not have access to the content 😂

  • There will be a stealth option oe just fight? Im curios to knkw more about game mechanics.
    I hope to play it soon as possible

  • That’s great and all but Katanas where not invented until much, much later, let’s hope you guys take the time before shipping the game to fix this. Still love the game so far.

    • The game is done and I don’t think something like that is much of an issue if fans still like it and want to play it.

  • This has been my most anticipated title since it’s reveal. I’m thrilled it’s finally coming out next month.

    But I will say I was very disappointed to learn there is no fantastical element to this game. Japan is rich in amazing lore. Even if it wasn’t front and center – it would have been amazing to see the game lean into that part of the culture a bit harder. AC Origins did this well. It was grounded, but still had a close connection to Egyptian lore and allowed for you to engage with it at times without feeling disconnected.

    I hope there is DLC for this game that introduces a more lore-centric experience… 🙏

  • Why is there no lock on feature for the camera? I would instantly buy it if the camera would be as it is in Soulsborne

  • wow, great

  • Great article, but it would be nice if it was easier to input our D.O.B. to watch the videos on mobile. Hate having to tap backwards from June 2020 to July 1986

    • Just tap on the year in the upper top corner. It will drop down and you can scroll to your year. Took me a min to figure that out lol

  • Great way to send the PS4 off I really don’t get why some people think a more challenging game is ….bad anyway I personally can not wait to get a hold of it

  • I’m not digging the red flashes when enemies do a heavy attack, it is possible to turn off that feature?

  • I am very excited about this, I’ve been waiting for a proper samurai game eversince I started gaming.

    I’ve got high hopes Sucker punch!

  • Can i turn off red indicators of attacks or all indicators ?

  • Can’t wait. Day 1 for me!

  • Your videos are awesome cannot wait for the game come out on Xbox one

  • I pre-ordered my collectors edition and I can’t wait for it to get here!

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