Sucker Punch says the real measure of a game world “isn’t how big it is”.
Of the many first party titles that Sony Interactive Entertainment has been promoting, Sucker Punch’s Ghost of Tsushima stands out. Even at this year’s E3 2018, the relatively new property had a chance to stand next to The Last of Us: Part 2, Death Stranding and Spider-Man. Needless to say, it immediately captivated us with its art direction, cinematography and stellar production values.
The world of Tsushima stands out the most. Set in 1274 during the Mongol invasion of Japan, the island is the setting of beauty and strife alike. GamingBolt had a chance to speak to Sucker Punch co-studio head Chris Zimmerman about the overall size and scale of Tsushima. Just how big would the open world be?
Zimmerman responded, “We can’t talk about numbers. You have a set of expectations about how big the world is, and those will be met. This will be more of a sort of inside-baseball answer: it’s easy to make the game too big.
“But the real measure of a game world from my point of view isn’t how big it is, how many square kilometers it is, rather how long it takes you to walk across it. When you walk from one end of Tsushima island to the other you’re going to feel like it was epic.”
We’re hoping this means that there will be a number of sights and sounds to explore, perhaps different activities and points of interest to scope out. Given how the demonstration at E3 2018 was just a side quest, we’re definitely interested in how the rest of the world shakes out.
Ghost of Tsushima is in development for PS4 and doesn’t have a release date.