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If trees sway left, your destination lies to the west, for instance, while a column of smoke blowing towards you would indicate you need to make an about turn, whether on foot or on your trusty horse that accompanies you throughout the game. It’s a great feature – mark an objective or spot on the map, and when you’re in the game the direction of the wind instead acts as a visual compass. Instead, you have to make use of visual clues around the landscape to find points of interest, and make use of a ‘Guiding Wind’ that can direct you to tracked locations as you clamber up mountainsides and wade through sodden rice fields. Though you have access to a fog-of-war obscured world map, there’s no minimap or compass when you’re outside of menus. This is in huge part down to its innovative exploration tools.
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"Guiding Wind is a great way to maintain a minimal HUD and keep you immersed in the action without making you feel lost."
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Ghost of Tsushima is filled with tasks at every turn, but does well to hide the box-ticking map icon checklist that other games in the genre fall foul of. It’s a huge game, with more activities and distractions than can be succinctly listed here.
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Starting with just the most basic of weaponry and attacks, Jin will become a more accomplished samurai as he explores the map, earning better weapons and armor, and improved powers by exploring shrines, finding rejuvenating hot springs, and liberating encampments from Mongol troops, as well as navigating the twist-laden main story. If you’ve played any open-world games in the wake of The Witcher 3, be that Assassin’s Creed: Odyssey or The Legend of Zelda: Breath of the Wild, you’ll know exactly what to expect from Ghost of Tsushima.
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