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Ghost of Tsushima Ditches Infamous' Karma System for a Straightforward Story

No good and evil meter in this tale.

News by Mike Williams, .

Sucker Punch Productions has been making Infamous games since 2009, giving players a glimpse into a world of super-powered citizens. For its next game, the studio is trying to do something different. The result is Ghost of Tsushima, a spin on the story of the Mongols invading the Japanese island of Tsushima in 1274.

Players take on the role of Jin, the last samurai on the island trying desperately to protect his people. Armed with expertise and a mean sword, Jin will see how far he's willing to go. What you won't see is any sort of a Karma system. Karma has been the core of every Infamous game, a progression system allowing new players to unlock new abilities depending on their Good or Evil actions. Jin will progress on his journey, but not along any good or evil axis.

"We made nine years of games where players were making a lot of choices and that's really not the point of this game," said Sucker Punch co-founder Brian Fleming. "There are going to be playstyle choices that you're going to make, but not the 'good and evil, play through it twice to get different endings' type. That's not the type of game [Ghost of Tsushima] is."

"It's really the story of this single human who's facing this unimaginable set of problems. How would that change him? Less Karma system, more we want to give you a way to play that's satisfying to you," he added.

Jin will likely have to do acts that might be considered evil to survive, it just won't be counted on an in-game meter. We'll find out more whenever Ghost of Tsushima finally releases, as the game does not currently have a release date.

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