Ghost of Tsushima and PlayStation Prestige Storytelling
There is an unspoken, yet constantly spoken, expectation that exists in the game industry that demands that games change over time. That they evolve. Yet, it is an expectation that is demanded hypocritically, or perhaps misguidedly.
When I started writing about games I remember holding a firm stance that Call of Duty was actually garbage, because it was all just recycled gameplay with minimal facelift year-to-year. There is this unspoken standard in games, it seems, that demands a distinguishable improvement over time. Yet, it never seems to quantify its own qualifications. What does that improvement entail? Surely graphical and mechanical improvements, yes? Do those expectations also include things like gameplay evolution? Does Last of Us II need to feel different than its predecessor or is it possible to just build on the framework that its priors have already laid?
None of these questions seem to have answers. At least I have never seen anyone take the time to sit down and build a more specific set of guidelines with which one can view a game’s…”uniqueness”? See, I even struggle to find the right word for the concept as a whole.
So let me start over, if not for you than for myself.
When I sat behind my desk to start playing Ghost of Tsushima, I was immediately confronted by a feeling of familiarity. I knew how to play this game already. Combat was simple, light and heavy attack, parry, counter-attack. It all felt very Assassin’s Creed 2, or perhaps even Arkham Asylum. Truthfully, I haven’t played the game in close to three months, but the mechanics are so easy to pick up that I have no doubt it would be a breeze to return.
Ghost of Tsushima, for the last AAA exclusive release on the PS4, is largely a summary of the genre for the last generation and a half. It’s both extremely appropriate and - in a sort of way - unavoidably disappointing. See, Sony has realized its version of what we call Prestige Television. Allow me the short diversion to explain myself.
In 200, 2008, and 2010 AMC discovered that it could deliver a version of television that bordered on the production value of film, but also allowed its storytellers the ability to tell a story over ten or twelve hours. Mad Men, Breaking Bad, and The Walking Dead all established that television need not only be a procedural drama focused on serialized formulaity. They established that building a prolonged narrative arc could pay off, and draw record viewership in the process. Were they the first to do this? No, of course not. The Sopranos, The Wire, and before them the likes of Hill Street Blues, or Wiseguy. But see, the difference between the latter examples there and the former, is the accessibility. Hill Street Blues airing on NBC and Wiseguy on CBS. The Sopranos and The Wire continued the tradition of stellar television but on a far more exclusive stage. HBO wasn’t and still isn’t in most households. Then, at some point in the late 2000s, cable television stepped to the plate, and prestige television reemerged, and this time it propagated outward in every direction. Now nearly every network wants its own prestige show.
But what does any of this have to do with the Ghost of Tsushima and PlayStation? I think that Sucker Punch is another studio swallowed up by this generation of Playstation Prestige Storytelling. If swallowed up sounds a bit negative, that is on purpose. Last of Us started something, and after seven years of AAA exclusives focused on telling mature stories, Tsushima feels like the perfect bookend to this generation. A generation of exclusives full of prestige storytelling but not particularly full of unique or revolutionary gameplay experiences.
Look at both Last of Us titles, God of War, Uncharted, and Horizon Zero Dawn. It’s hard to find better single player experiences over the last 8 years. Each game is well written, expertly acted, and smartly directed. I deeply enjoyed each one. But over time it was hard to not realize one similarity: PlayStation exclusives don’t really push any boundaries outside of delivering highly manicured story and stunning visuals.
The toughest part about writing this is making clear that my opinion, despite sounding critical, isn’t. I own my PS4 for these titles. I lap them up hungrily. I feel I’ve just recognized what they are for me. Beyond a way to stay relevant, they act as a window into some of the best writing in the industry.
Ghost of Tsushima is a beautiful game complimented by an equally beautiful story. That story resides in the most refined version of recycled gameplay mechanics I have ever seen. And what’s more? It absolutely works. Tsushima is the summation of open world games for the last decade. It does very little new, but everything it does, it does markedly better than its predecessors. Arguably its most unique feature is its navigational breeze. Removing the non-diegetic quest marker and dotted-line trail for a more diegetic system that draws the breeze to guide you. The flourish of foliage is stunning almost always, and by hour three I had forgotten that it was a mechanic completely, and felt it more as a system of the world’s design.
But the combat is Arkham, the exploration is Assassin’s Creed, and the stealth is Assassin’s Creed and Splinter Cell. But the cutscenes. The attention to detail in exposition and composition is deliberate and masterful. In the opening moments Jin finds his family katana in a dark room. After a flashback, showing you his first moments learning under Lord Shimura, he unsheaths the blade over his head. The high moon shining through the torn walls casting a brilliant silver glare on across the folded steel. He positions the blade in a Jodan Kasumi stance, flaring the light of the moon across his face. This extremely good shit is painted across every scene in this game.
As much as I found myself quietly laughing at the novelty of a game made of a generation of parts, it wasn’t long before I absolutely didn’t care anymore.
That’s the trick. The conceit. Prestige television ostensibly didn’t change what film had been doing for decades. Rather it took that formula and drew it out, carried it over to a different medium, and used viewers’ desire for a good story to leverage their attention. God of War takes the Dark Souls formula for combat and boils it down, hones, and tunes it to its purposes. Uncharted is Tomb Raider with a heaping spoonful of Indiana Jones. Last of Us is almost literally apocalyptic Uncharted. Bloodborne is, well, Lovecraftian Dark Souls. You see the point. PlayStation’s story based exclusives, have built upon what has come before to hone something truly special for each of its games. Just not unique.
Podcasting and writing about games independently means you play a lot of games to stay relevant. A lot of games. I end up putting at least a dozen hours into most releases. When I like a game it generally means mainlining it to make way for the next game. I put 110 hours into Valhalla in the month and a half since it has been out. Playing that much means that when games are similar it can start to drag on you. It almost impacted my enjoyment of Ghost of Tsushima.
I started extremely critical of Tsushima’s willingness to borrow. I thought it cheap and lacking imagination. The story even immediately impacted me as a bit of a general take on very mainstream ideas of Japanese culture. I saw the combat and, though thoroughly enjoying it, kept reminding myself that it is just recycled mechanics. The first five hours of the game I tried so hard to convince myself that Ghost of Tsushima was too much of a copycat to be enjoyed. I’m honestly not even sure what it was that changed my mind. All I know is, around hour six, I realized what was really going on under the hood of Tsushima, and I fell in love with the notion of paying homage to what has come before. And that brings me closer to my point.
Ghost of Tsushima is Assassin’s Creed 2 made better. Logical visual update afforded by the passage of time aside, it’s combat is smoother, systems more diagetic, design more nuanced. It’s the culmination of a generation of games striving to be more. But it’s not the end of that pursuit. While Tsushima is incredible it’s not perfect. There are small flaws. Some persistent, some one off.
But it’s another step forward. In the journey of PlayStation Prestige Storytelling it is a logical step. An investigation of further leaning on established systems as an avenue for improvement. Expect future titles to do the same. We are definitely getting a second Tsushima game. Count on that. We also know we’re getting another God of War.
PlayStation exclusives refined themselves this generation. They are heightened storytelling experiences with a tremendous amount of good writing, jaw dropping visuals, and reimagined mechanics. Have they been a consistent wellspring of innovation? No. But then neither has prestige television. It’s a familiar system, twisted and turned, made to look fresh. And it’s perfect, and learning.
@LubWub
~Caleb