Ghost Of Tsushima Could Have Been A Pirate Game!Ghost Of Tsushima Could Have Been A Pirate Game!

Sucker Punch has had a lot of brainstorming before they ended up with feudal Japan setting after inFAMOUS: Second Son (and inFAMOUS: First Light).

„Early on, we concluded that we wanted to build a large, open-world experience — and one that featured melee combat.  But beyond that we were uncertain. Pirates? Rob Roy? The Three Musketeers? All these were considered — but we kept coming back to feudal Japan and telling the story of a samurai warrior. Then one fateful fall afternoon we found a historical account of the Mongol invasion of Tsushima in 1274, and the entire vision clicked into place,” Brian Fleming, a co-founder of Sucker Punch, wrote on the PlayStation Blog as a celebration of Ghost of Tsushima’s launch.

Rob Roy MacGregor was a Scottish outlaw in the 17th and 18th centuries. He participated in the 1689 Jacobite uprising, to try and get James II & VII restored to the throne of the United Kingdom and Scotland. This king was a member of the House of Stuart, which has led Scotland for more than three centuries by this point. This uprising jailed Rob Roy’s father for two years, and by the time he was let go, his mother died. He also took part in the 1719 Glen Shiel Jacobite uprising. His history made him a Scottish folk hero.

Fleming also talked about the early issues in the game’s development: „We had a lot of creative problems. We wanted to tell the tale of one of the only samurai who survived the initial assault, but what was his story?  Who would our adversary be? Could we structure a game and story that featured a relatable, human experience — but also surround it with an anthology of other stories to explore? And how would we present the story? The world we were building had no modern technology, so no cellphones to help us communicate with the player, no glitzy super-powers to create a visual spectacle. Oh, and the entire game would collapse if we couldn’t figure out how to make melee combat work. We had some serious problems to get to work on. In the end, what pulled us through this six year project? I think the key was the clarity of the original vision. Unlike any project I’ve previously worked on, Ghost of Tsushima’s topline vision stayed almost entirely unchanged throughout years of development.”

At least the result is outstanding.

Source: WCCFTech

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