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Ghost of Tsushima interview: On waypoints, inspirations, and more Creative director Jason Connell talks about why there aren't traditional waypoints, why the team went with stealth, and the game's many inspirations. Players recently got an extended look at some of the gameplay and customization in Ghost of Tsushima in an 18-minute State of Play dedicated entirely to Sucker Punch's upcoming title. I had the chance to speak with Creative and Art Director Jason Connell about how the team is adapting to its new work-from-home environment, how they balanced its ste...
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