
Ghost of Tsushima Combat Analysis PT. 3
Hi! This post is the final part in the series. I hope you've learned something if you're this far in! Previous Parts: Part 1 Part 2 1:36 - 1:39 - Player blocks the boss’ normal attack right before the attack lands, resulting in a Perfect Parry Context: A Perfect Parry knocks the attacking enemy back and staggers them for an extended period. So why did the devs introduce this mechanic in their game? My Reasoning: I think it was for the same reason that they introduced the Unbl

Ghost of Tsushima Combat Analysis PT. 2
Hi! This is the 2nd part of this series. I didn't want to make the post too big, so I split it up. Find the first part HERE! Video: Ghost of Tsushima - Khotun Khan Boss Fight 1:23 - 1:28 The player performs an attack combo on the boss who staggers, but eventually recovers and counterattacks Why did the boss stagger? Because if the boss doesn't stagger, the player could never perform a complete combo without it being broken or taking damage. Players would have to do 1 attack,


Ghost of Tsushima Combat Analysis PT. 1
I'm using the final boss fight in Ghost of Tsushima for this analysis, so it'll only include the duel combat mechanics and not the stealth and ranged combat systems. Everything is listed in chronological order with a bit of context explained beforehand. Video: Ghost of Tsushima - Khotun Khan Boss Fight 1:07 - 1:11 Why is the boss slowly walking towards the protagonist at the start? Context: There's a combat mechanic in this game called Stances that keeps combat fresh and add