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As most groups of enemies consist of different types, learning to swap between these styles and using your kunai, smoke bombs and such is essential. Where one will do more damage and easily stagger enemies with swords, it'll be far less threatening against someone with a spear.
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Each of these is especially effective against one type of enemy. You wouldn't approach a large brute with a sledgehammer and a rōnin the same way, would you? Me neither, which is why you'll gradually learn four different fighting styles. This isn't easy when going up against a large and diverse group of enemies. Time it perfectly and you'll enter slow-motion as the enemy becomes completely open to a lethal and oftentimes cinematic final attack. Time your block or dodge and see the enemy stumble, leaving them somewhat open for a slash or two. It's great that you have a few abilities/weapons that not only allow you to stop these attacks, they also let you do it in style. Try to break through an opponent's block with more than two or three slashes and be prepared to see a razor-sharp katana or arrow come at you. Don't worry, that's definitely not the case in the final game. Some of you were disappointed when the State of Play presentation made it seem like enemies would wait for you to finish your attacks before going on the offensive. Both you and your enemies can be killed with a few stabs or slashes, making blocking and parrying essential. Having a great combat system is obviously a must in a game about samurai, and it's amazing to see the leaps Ghost of Tsushima has taken compared to the Infamous games. While the plot starts slow and forgettable, the pace picks up and the intrigue builds towards the latter half as the consequences of his actions and methods start to show, which makes it easier to look past some obvious twists, especially when the cinematography's cool style is reflected in the gameplay as well. What is new is how protagonist Jin Sakai decides to stray from his samurai traditions and core values to actually stand a chance against the Mongol invaders and their brutal tactics. Sure, you've seen the core plot before a guy seeking revenge isn't particularly new. Nate Fox and crew have been very open about taking heavy inspiration from Akira Kurosawa and other masters of Japanese cinema, and the results speak for themselves. One aspect I'm glad they haven't modernised too much is the story and how it's told. However, I'm glad to say that it has been worth the wait, although the developers haven't always made good use of the general improvements made in the genre since Infamous: First Light launched in 2014. It's a big change for the studio, which is probably why it hasn't spent this long between games before. Players around the world have been begging for an open-world game set in feudal Japan for years, so Sucker Punch gave us a pleasant surprise when, back in 2017, the studio announced it was leaving Infamous and its superpowers behind to focus on an authentic samurai experience with Ghost of Tsushima.
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