Ghost Of Tsushima REVIEW: 7 Ups & 2 Downs

By Ewan Paterson /

4. The Open World Is Jam-Packed With Stuff To Do

Sony Interactive Entertainment

This is both a positive and a negative, but Tsushima island is filled to bursting point with content - most of it good, but sometimes forgettable.

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Tsushima island is a large, expansive setting, but it's also deceptively large. Side missions, or 'tales', are hidden around every corner, and it's frequently the case that, on the way to explore a specific objective, you'll encounter all sorts of bonuses and missions almost by accident. Sometimes this is great, but it can occasionally prove frustrating when you've set your mind to a given objective.

Of course, in sheer value for money terms, the amount of stuff to do in Ghost of Tsushima is sure to be a boon to many players. Sucker Punch have estimated the whole game will take up to 50 hours to complete, and given the sheer array of content on offer, that doesn't seem that inaccurate an estimate. The game always encourages you to explore every path, thanks in-part to the use of environmental cues and the various exploration mechanics found within, and a lot of the side tales truly enhance the main story.

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It's something to be savoured, not rushed. And while the constant stumbling into shrines, enemy encampments, duels and other such activities and locales can sometimes prove disorienting, it was rare that one didn't pique my interest. There's a clear sense of reward with each encounter, and while there will undoubtedly be a creeping sense of familiarity with a lot of the open world fare found across the game, Tsushima's innovations are still plentiful.