Silent Hill f - title

I'm on the record as having said that I think From Software would've been a good candidate to develop a Silent Hill game (or a pure horror game in general). But I also said that I would not want such a game to be a "Souls-like". Instead, I think FromSoft is well suited to the Silent Hill IP because they make games that are rich in oppressive atmosphere, are good at developing rich mythologies, and which share many common themes with Silent Hill (such as corrupt religious authorities). Also, FromSoft makes games other than Souls-likes. They made Déraciné, which I loved! And which might actually be there 3rd or 4th best game.

Well, I didn't get a FromSoft Silent Hill game, but I did apparently get the "Silent Hill Souls-like" that I very explicitly did not want. Thankfully, it did not turn out as bad as I feared it would be.

Poorly-labeled difficulty options

Do yourself a favor, and do not try starting this game on the "Hard" difficulty! It's a shame that the developers chose to label the difficulty levels like they did: "Story" and "Hard". There's no "Normal" or "Medium" difficulty option. Typically, when I see a "Story" difficulty option, I assume that it's a mode that is stripped of all challenge and friction such as to allow the player to basically just walk through the game un-molested.

Don't get me wrong! I approve of games having accessible difficulty settings, even if I choose not to use them. Such stripped-down "Story Modes" are perfectly fine to include in an action or adventure game -- especially one that is narrative driven, like Silent Hill f is.

I gave up on the Hard mode after the first major boss.

This "Story" difficulty doesn't quite go to that extreme, but it is pretty easy (outside of a handful of tougher setpieces), and it renders many of the game's advanced mechanics moot. For example, you don't really have to manage Sanity or Focus at all in this difficulty level, as Sanity is automatically refilled at every save point. Stamina is still meaningful, but one-on-one encounters can almost always be defeated without depleting the sanity bar.

Almost all the consumable pick-ups, thus, can be safely ignored or sold at save points in exchange for permanent buffs (which just make the combat even easier!), since you'll rarely (if ever) need to use consumables on the Story difficulty. This has many knock-on effects for the rest of the game, such as making exploration largely pointless. Going out of your way to explore, only to find a reward of an extra item or 2 that recovers or buffs your Sanity simply has little-to-no value. Truly valuable rewards, such as inventory upgrades or a useful omamori, are few and far between. In fact, I often had to run back to a nearby save point to sell consumeables because my inventory would be too full to pick up any new ones.

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Ghost of Tsushima - title

I don't recall the last time I played an open world sandbox game through to the end credits prior to writing a review for it. Usually, I've made my decision about the game long before credits roll. If I like the game, I usually stop before it becomes too tedious, finish up my review, move on to something else, and I rarely ever go back to finish these games. That was the case with Assassin's Creed: Black Flag, Shadow of Mordor, and others. Ghost of Tsushima is a rare instance of me actually liking an open world sandbox game enough that I couldn't stop playing.

One of the sad ironies for me, as an amateur critic, is that I usually play a game longer if I don't like it -- sometimes all the way to end credits. As was the case with Assassin's Creed III and Shadow of War. This is because I want to find out if there's anything late in the game that might redeem it -- even if in some small way.

In this regard, Ghost of Tsushima is a rare exception. I was enjoying the heck out of the game and wanted to see how it ends before I commit to a review. It wasn't even a case of me rushing through the main story just to get it over with (as is the case with many bad open world games). In fact, I completed all the side missions (including the mythic missions), liberated a majority of the occupied towns, and found a majority of all collectibles. I might even play some of the epilogue. So I can say without reservation that I like this game! And it all begins with the presentation.

This is not a promotional still! Nor was it taken with the included "photo mode".
This is just what the game looks like!

You have to see it to believe it

Ghost of Tsushima is not necessarily the most technically impressive game that I've played. Games like Red Dead Redemption II and The Last of Us Part II have had better facial animation, lighting, textures, and/or draw distance. But where Tsushima lacks in technical capabilities, it more than makes up for in aesthetics and artistry. The environments are beautiful, and the weather effects (especially wind effects) are second to none. Whether it's fields of vividly-colored flowers swaying in the wind, or ocean waves crashing on a sandy beach, or the plum trees on a rocky mountain dropping their blossoms into the breeze, or a thunderstorm threatening over the horizon, or a shinto temple towering over a forest of golden trees, there is something pretty to look at no matter where you go.

Screenshots do not do the game justice. You have to see it in HD motion to appreciate it.

I'm not normally one to gush over a game's graphics, but Ghost of Tsushima really stands out for its environmental design. Over the crest of every hill, it seemed a majestic screenshot opportunity awaited me. Picking just one or two to highlight in this review was a real challenge. Even the best screenshots that I could capture do not do the game justice. You really have to see it in high-definition motion (without the compression of an internet stream) to truly appreciate it.

I haven't seen weather effects this good since [maybe] The Witcher III.

This game is perfect as a virtual vacation during the travel-restricted social-distancing of the COVID-19 pandemic. Or at least, it would be, if not for the densely-packed sandbox content making it so that I can't take 10 steps without running into an ambient encounter of some kind. I could be trotting along on my horse through a forest lit with the golden glow of a sunset beaming through the canopy, with the serene ambiance of the wind harmonizing with the background music of Japanese flutes. But I can't enjoy this serenity for more than 5 seconds before a pack of Mongols shows up, the flutes give way to battle drums, and it's back to the swinging of swords and showers of blood.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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