Ghost of Tsushima first concept art

This was the first piece of concept art made for the game (Pic: Sucker Punch/PlayStation)

Ghost Of Tsushima’s setting could have been vastly different according to Sucker Punch, which briefly considered making a pirate game.

Sucker Punch’s Ghost Of Tsushima may be the Japanese Assassin’s Creed game that people have wanted but, ironically enough, it could’ve been more like Assassin’s Creed 4: Black Flag, at least in terms of its setting.

In a new PlayStation Blog, Brian Fleming, co-founder of Sucker Punch, details the history of the game’s development, revealing that the team initially didn’t have much of an idea of what their next game, after finishing up the inFamous series, would be like.

All they knew was that they wanted an open world game that had melee combat. One possible setting that was thrown around was a pirate setting, but it appears that this was only briefly considered.

Other settings that were suggested included one based on the Three Musketeers and one based on the Scottish folk hero Rob Roy, which certainly would have made for slightly different experiences.

Fleming admits, though, that the team would constantly be drawn back to the feudal Japan setting and ultimately settled on it when they found a historical account of the Mongol invasion of Tsushima in 1274, which led to the story of a lone samurai that survived the assault.

Ghost of Tsushima

Would you have preferred a pirate or Musketeers setting? (Pic: Sucker Punch/PlayStation)

Once they settled on that, the team was faced with the hurdle of making the setting authentic, as they had more experience making modern locations, such as inFamous: Second Son’s Seattle.

‘We’d helped launch the PlayStation 4 with Second Son. We’d built our rainy home of Seattle and a powerful visual effects system to provide visual sizzle. Now we were trying to build a place half a world away and more than 700 years in the past… that’s a lot of distance to cover,’ writes Fleming.

‘But the real challenge? The scale. Nothing was immune. World size, foliage placement, dialogue lines, missions, characters. These things didn’t just increase, they multiplied. 5x, 10x, 20x, even 40x in some cases. And none of the tools from inFamous were up to the task…. except for our visual effects system.’

Despite the challenges, Fleming reveals that what helped the team pull through was that the original vision remained completely unchanged, something that had never happened with any of his previous projects.

Ghost Of Tsushima is available exclusively on PlayStation 4.

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Source: Gaming – Metro

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