Stories » Creating the soundscapes of 'Ghost of Tsushima' with Its audio director & composers / the escapist

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Creating the soundscapes of 'Ghost of Tsushima' with Its audio director & composers / the escapist

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Coming off of 2014's inFamous: Second Son, Sucker Punch went hard to work on what would be the studio's next game, Ghost of Tsushima. This game was going to be Sucker Punch's most ambitious project yet, and with that came new challenges. The game's audio director, Brad Meyer, told me that the team wanted Ghost of Tsushima to act as a sort of time machine. When playing the game, the intention was to transport players back in time to make it feel like they were assuming the role of a samurai in feudal Japan.

"Our next task was deconstructing the gameplay to figure out how we could make music work dynamically," said Meyer, "to keep pushing this sense of being in an ancient time and far-off place while also reacting to the hero journey."

Ghost of Tsushima sound design Sony, Sucker Punch Productions interview Brad Meyer Ilan Eshkeri Shigeru Umebayashi

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