I know, I sound like I’m having a go at a tried and true game mechanic purely for the sake of arguing, but it’s more that I see what Sucker Punch is trying to do with Ghost of Tsushima and want it to be done elsewhere as well. And it’s not as though I have an issue with games directing you towards your goal either. Take The Last of Us for example, Naughty Dog’s use of lighting is subtle, it guides you to where you need to be without being intrusive or obvious. The difference here is that The Last of Us is a fairly linear title, so these guideposts blend with the rest of the game, but waypoints in an open-world titles are less subtle and tend to stick out like a sore thumb.