Ghost of Tsushima’s New Difficulty Options Might Bring Me Back

Sometimes you just want to ride around without fear of getting beaten up.

As we established last week, all I really have taken away from Ghost of Tsushima is that its protagonist Jin Sakai’s exposed backside is a sight to behold. Otherwise the game has been a slog for me, and I went an entire week without really even thinking about picking it back up. But Sucker Punch has announced a new patch for the game that will be going live later today, and it might have made just the right tweaks to get me back into Jin’s boots.

The studio announced that patch 1.05 will be bringing two new difficulty options: Lethal and Lower Intensity Mode.

Lethal is a new hardest difficulty for an admittedly already pretty tough game, which will make it tougher to dodge and parry enemy attacks, as well as just make them altogether more deadly and aggressive. But for balance purposes, your own attacks will also be more powerful. Here’s the full list of changes Lethal brings to the game:

  •  Enemy weapons are more deadly, but Jin’s katana is also more deadly
  •  Enemies are more aggressive in combat
  •  Enemies detect you faster
  •  Tighter Parry and Dodge windows

But for those of us who might just feel like vibing in Ghost of Tsushima’s gorgeous world, Lower Intensity Mode will be an ideal way to just exist and not be constantly hitting roadblocks of tough fights. Here’s the full rundown from Sucker Punch’s website:

“Lower intensity mode is meant to maintain the heart and feel of Ghost of Tsushima combat while relaxing several timing-specific elements. Combat is less intense, giving you more time to react. Stealth settings are more forgiving, and enemies take longer to detect you.”

  •  Most enemy attacks which are normally unblockable become blockable when Lower Intensity is enabled. Blocking with L1 will keep you safe from more attacks than standard combat, though some attacks must still be dodged.
  •  Enemies break off their attack combos after damaging you, giving you a chance to recover before the next wave of attacks. In addition, your heavy attacks will interrupt attacks from Brutes, giving you another way to stop their combos.
  •  Enemies will not attack you while you’re using Resolve to heal
  •  Enemy awareness builds more slowly, giving you more time to recover after being spotted

In other news:

In the few hours I’ve put in, one of my biggest takeaways is that Ghost of Tsushima is not a particularly easy game. Jin can be covered head to toe in armor, but still can be taken out with a few slices. In a game that I was really digging, I might take that challenge as something worth overcoming, but when I’ve already got one foot out the door, thinking of the constant pushback doesn’t have me jonesing to get back to it. But if the whole thing is just going to be less strenuous, that might be a buffer to get me through the first act, after which the game supposedly picks up. And it’s also where the Sly Cooper and Infamous outfits become available, and I want those.

Along with these difficulty changes, Ghost of Tsushima is also getting some changes to its subtitles and other text, which should help people who have vision issues:

  • – Large Text option: Increases text size of subtitles, mission objectives and interact prompts by 150% when enabled
  • – Added option to turn speaker name off when subtitles are enabled
  • – New subtitle text color options in addition to white: Yellow, Blue, Red, Green

Thinking about getting into Sucker Punch’s latest? Check out some general tips for Ghost of Tsushima before you go.

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Kenneth Shepard

Kenneth is a Georgia-based writer who still periodically cries about the Mass Effect trilogy years after it concluded.

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