DF discusses physics, animations and atmosphere


The Digital Foundry collective attended the State of Play with Ghost of Tsushima gameplay to reflect on the graphic and artistic elements that will characterize the open-world action coming in July on PlayStation 4.

Looking at everything from an exquisitely technological point of view, DF’s expert journalists wanted to underline the efforts made by the authors of Sucker Punch to overcome the contradictions and problems highlighted in the animation system of their latest project, inFamous Second Son (in addition to the spin-off First Light).

According to the guys from Digital Foundry, the extreme fluidity of the movements of Jin Sakai and his opponents contributes to elevate the atmosphere of the title and the sense of identification of users. Of particular interest are the speeches on the physics of Ghost of Tsushima and, in particular, on the artistic expedients found by the Bellevue developers to make the gaming experience even more immersive. For example, the DF team focuses on the wealth of the ingame elements managed by the physical engine, like the fabric of Jin’s cloak or the blades of grass that sway in the wind along with the foliage of the trees and the smoke emitted by the flames of a bonfire.

Finally, we remind you that the new title of Sucker Punch will be available from July 17th exclusively on PS4, but first we advise you to read ours gameplay analysis of Ghost of Tsushima.

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