5 Years Later: How Ghost of Tsushima Proved It’s No Assassin’s Creed Clone

Today marks the fifth anniversary of Ghost of Tsushima, one of PlayStation’s cherished intellectual properties developed by Sucker Punch Studios. This open-world samurai game has sparked the dream of every gamer to be a solitary samurai traversing the landscapes of Japan, battling Mongolian invaders as they journey together.

Ever since its debut in 2020, there’s been a lot of discussion about how Ghost of Tsushima compares to Ubisoft’s Assassin’s Creed series. Some reviewers argued that it was just another version of Assassin’s Creed, citing its vast open world and emphasis on stealth and combat. This debate between the two games’ fan bases has been ongoing, with neither side managing to come to a clear conclusion.

Five years down the line, we find ourselves questioning: Was it essentially another game in the mold of Assassin’s Creed, or did it carve out a unique identity for itself?

It’s evident that the Ghost franchise has carved out a distinct identity within the gaming industry, avoiding comparisons to Assassin’s Creed by establishing itself as a unique entity. Its global sales of over 13 million units serve as ample evidence of its deserved recognition and place in the market.

In the game Ghost of Tsushima, players encountered a unique take on what an open-world adventure could offer, providing a distinct viewpoint. The game effectively offered a concentrated storyline set within a meticulously crafted environment filled with intention and ambiance.

One persistent problem with the Assassin’s Creed series is that it tends to be overloaded with excessive activities and shallow side missions. Despite the latest installment, Assassin’s Creed Shadows, the balance of quests hasn’t quite been achieved perfectly, often giving off an impression of numerous tasks being included merely to keep players occupied rather than for providing a satisfying gameplay experience.

In Ghost of Tsushima, the open-world aspect is made less complex. Unlike many games where the map is filled with multiple question marks, Jin Sakai’s journey across Tsushima Island uses natural elements such as birds flitting about or wafting smoke to guide players. This approach creates a more immersive experience, subtly hiding the open-world structure within the beauty of nature.

The Ghost games were not intended as imitations of Assassin’s Creed; rather, they represented Sony and Sucker Punch’s ambitious venture into creating a distinctive open-world franchise alongside Horizon. The game was crafted for those who admire the visual style and narrative themes found in classic samurai cinema directed by visionaries such as Akira Kurosawa and Takashi Miike. Meanwhile, Assassin’s Creed has reoriented its focus towards RPG elements and character development, potentially leaving long-time fans who followed Desmond’s storyline feeling disconnected – a topic for a different conversation altogether.

Now, as the Ghost of Yotei appears on the scene, the discussion has shifted. Previously established roles have been flipped. It’s no longer about Ghost being an imitation; rather, it’s about how Ghost has set a new standard for open-world design, while Assassin’s Creed seems to be adhering to a formula that feels more and more mechanical.

What a twist of irony.

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2025-07-18 15:12