Ghost of Yotei’s Daring Shake-Up: Will It Break the Repetitive RPG Mold?

Open-world games are designed to provide players with almost limitless creativity and a wide range of activities. However, despite developers’ best efforts, there are often obstacles that prevent the full realization of the diverse experiences promised by an open world. Even Sucker Punch, creators of the critically acclaimed Ghost of Tsushima, has faced this issue. While the gameplay in its feudal Japan setting was highly praised, one common criticism leveled against it was its repetitiveness. As the sequel, Ghost of Yotei, is set to launch later this year, the developers are said to be working on reducing monotonous tasks, but they must proceed with caution.

As a devoted admirer, I find myself reminiscing about the timeless adage for creators, “if it’s not broken, don’t fix it,” when contemplating Sucker Punch’s strategy for infusing Ghost of Yotei with vibrant flair. Though it’s effortless to identify (albeit limited) shortcomings in Ghost of Tsushima‘s legacy upon reflection, the developer must preserve a significant portion of its successful elements for the sequel. However, aspects like side quests, combat, and exploration that felt shallow in the original Ghost of Tsushima might not sit well if they’re repeated in Ghost of Yotei, so Sucker Punch could consider making certain adjustments to expand their 17th-century Japanese realm even further.

Ghost of Yotei Needs to Balance Repetition With Innovation

Sucker Punch Needs to Address Ghost of Tsushima’s Glaring Weaknesses

In the game Ghost of Tsushima, the engaging combat system, characterized by its fluid dynamics and captivating sequences, is a notable asset. However, the repetitive nature of enemy types could potentially grow tiresome rather swiftly. To enhance the combat mechanics in the hypothetical game Ghost of Yotei, Sucker Punch could introduce a variety of new opponent types beyond the standard spear/shield/archer enemies featured in Tsushima. Additionally, reducing the occurrence of random encounters while traversing the map would be beneficial. While these encounters serve as a gauge of one’s combat skills, they can become monotonous when trying to move from one location to another.

In the upcoming game, Ghost of Yotei, Sucker Punch has an opportunity to significantly enhance side quests. The side quests in Tsushima were a contentious part of the game, with many players feeling that they were repetitive and not engaging enough. The tasks often involved rescuing villagers from enemies, followed by lengthy cutscenes and dialogue that couldn’t be skipped. This format was disappointing to gamers seeking original plot elements separate from the main story. Consequently, these issues formed the core of many complaints about Ghost of Tsushima.

Many games strive to break up repetition by offering varied settings in their side missions. For instance, titles such as Assassin’s Creed Odyssey transport players from mountainous regions to military camps and even across the sea for a refreshing change of environment. Unfortunately, Ghost of Tsushima faced similar challenges when it came to offering architectural diversity within its open-world RPG setting, which could have been more expansive.

Repetitive Elements May Not Need Too Big of an Overhaul in Ghost of Yotei

One perspective is that repetition plays a significant role in the evolution of RPG characters. This process can be seen as a rewarding journey for players, as they gradually enhance their character by acquiring equipment through conventional methods. This could involve completing quests with similar objectives such as saving the world, or repeatedly defeating weaker enemies to gain experience points (XP). The ultimate goal is to make the character powerful enough to confront bosses and withstand damage from their attacks that was previously unbearable.

In every RPG, there’s a recurring aspect that you’ll find, and Sucker Punch should avoid trying too hard to fix the variety in their content. The unpredictability of Ghost of Yotei isn’t necessarily a negative, but for developing characters and immersing players in 17th-century Japan, certain elements need to persist. In the case of Ghost of Tsushima, it was the intense Mongol and bandit presence, while for Yotei, it might be a different aspect – that’s perfectly acceptable as well. Essentially, adding diversity to side quests and the environment would be beneficial, but a touch of repetition can help players gauge their progress or see how far they’ve come.

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2025-04-21 06:34