Creative director Jason Connell explains how he set out to make a playable samurai movie with his next videogame.
Two warriors step forth on a wind-swept beach as the ocean spray from crashing waves coats the black-and-white battlefield.
His opponent remains still, all but for a cape thrashing against unrelenting gusts.

Credit: Sucker Punch/Sony Interactive Entertainment
Their influence is apparent from the first swings of the sword.
In this one, having it be a samurai felt like a good fit.
We know how to make those fantasies come to life for people."

Sucker Punch/Sony Interactive Entertainment
“Ghostmaintains a similar approach in centering Jin, both in the frame and perhaps even spiritually.
Although, the team would come to realize “our game was so big we needed another composer.”
They hired Ilan Eshkeri, a former collaborator of Umebayashi’s.

Sucker Punch/Sony Interactive Entertainment
“And the other focuses a little bit more on the core story moments.”
As for the combat, Connell notes how easily enemies fall in samurai moves.
Movements inGhostmust be equally decisive lest Jin suffer a similar fate.
And what a home it is.
“Nature is a symbol for Jin’s home,” Connell continues.
“He will sacrifice anything to save his home.
Nature is Jin’s guide, beyond chasing the wind.
He can even follow animals, such as a stray fox or diving bird, to various spiritual locations.
“So, it’s kind of all over the place.”
It’s the details, it seems, that keep players enthralled.
“We don’t make a point to lock you out,” Connell promises.
In other words, you don’t have to choose one path to take.
you could choose both, depending on which the wind blows you.
Ghost of Tsushimawillarriveon July 17 on Playstation 4.