Even after only hours of its release, it made abundantly clear that Ghost of Tsushima‘s combat controls are unconventional and barebones. That’s not a slight, but some players would prefer this style to be optional. For instance, there is no true lock-on button, and players can never make out where enemy arrows are coming from. However, Ghost of Tsushima does offer many options so that you can fine-tune the gameplay to your liking. Although, most of them are hiding away in the pause menu.
Now, there are two different sets of game-altering settings here. In the options menu, you’ll see the gameplay settings, along with one for accessibility. You have likely already scoured the gameplay tab, but only to discover it primarily focuses on difficulty and camera adjustments. However, the accessibility tab delivers an array of choices that will make the game friendlier in terms of offering in-game assistance.
In-game modifications available in the accessibility tab
- Simplified controls: Boss battles with rapid button presses will now only take a click if this is enabled. It’s not a complete game-changer, but this does help those with tender controllers.
- Toggle Button Holds: For some, holding triangle may feel unnatural when partaking in a standoff. So, this option will allow you to take your first strike with one press. It should be noted, though, you’ll still need to hold the button for heavy attacks, outside of standoffs.
- Aim Assist: Possibly the handiest, the aim assist allows players to use their bow and arrows in rapid succession without having to worry about accuracy. Unfortunately, this does not apply to blade-based attacks.
- Projectile Indicator: Switching this on, you will now have an icon above all archers, indicating when they are about to let off an arrow. For those playing on Hard, this proves to be a wise selection, as a single arrow depletes most of Jin’s health.
- Subtitle Backdrop: This isn’t exactly a gameplay setting, but it does become hard to see subtitles (if you have them on) when you are directly in sunlight. So, you may not want to miss a major part of the dialogue with this off.
Like most games, you can switch these features on or off at any time. So, don’t be afraid to give them a whirl. As you can see, the game does fall short on presenting a secondary lock-on mechanic for blade use, but we do offer some clarity on how to use the simplistic lock-on system.