In many respects, Ghost of Yotei brilliantly demonstrates how to create a sequel that both pays tribute to the original and surpasses it. It’s a tough challenge to improve upon a great game, particularly one as polished as Ghost of Tsushima, but Ghost of Yotei has successfully done so.
When Ghost of Tsushima came out five years ago, the world was heavily impacted by the COVID-19 pandemic, but Jin Sakai’s story actually made getting through lockdown much more bearable for me. So, naturally, I was thrilled when Ghost of Yotei was announced last year. I was excited not just by the new main character, Atsu, but also by the jump forward in time and the introduction of new weapons. Thankfully, Ghost of Yotei has lived up to those expectations, but I’ve found myself wishing for one thing from Ghost of Tsushima: a story that focused more on a straightforward, linear path.
Ghost of Yotei’s Open-Ended Storytelling Works, But I’m Craving Ghost of Tsushima’s Linear Approach
Let me start by saying I think Ghost of Yotei does a really good job with its more open-ended storytelling, but honestly, I’ve always been someone who prefers a more direct, linear story. It’s not that I dislike open-world games – I absolutely *love* them! Games like Red Dead Redemption 2, Cyberpunk 2077, Death Stranding, and Marvel’s Spider-Man are all among my favorites from the last ten years. I just really enjoy that feeling of moving from Point A to Point B with a focused narrative, like in The Last of Us Part 2 and God of War. Ghost of Yotei definitely builds on what came before, and giving players more control over *how* they experience the story is a big part of that.

I really like how Ghost of Yotei makes its open world feel more important than Ghost of Tsushima did – that’s a big plus for me. But honestly, I kind of wish they’d kept the stuff about the Yotei Six as optional side stuff instead of making it central to the story. It’s cool that we, as players, get more freedom in how we tackle taking down the group, and I’m sure a lot of people will enjoy that. Personally, though, I think the story would have had more impact if it had built up to the final confrontation in a more focused, linear way. Seeing a bunch of quest markers all over the map related to the Yotei Six just kind of breaks my immersion, but that’s just my opinion.

Ghost of Yotei tells its story in a way that gives players a lot of freedom, which is great. However, personally, I prefer stories that follow a more straightforward, linear path – I just naturally enjoy those more.
At the End of the Day, Ghost of Yotei Sticks the Landing
Generally, this critique is minor compared to the overwhelming positive feedback. To be honest, after playing Ghost of Yotei, it might be hard to return to Ghost of Tsushima, even though I really enjoyed the original game. Ghost of Yotei elevates Sucker Punch’s series to a whole new level with its landscapes, fighting, music, and the addition of the Wolf character.

I might be one of the few who feels this way about Ghost of Yotei‘s storytelling, which lets you explore things freely, but that’s perfectly fine. It’s still one of the best games released this year. My biggest issue is that, while you can make choices that affect the story, they all lead to the same conclusion. However, that ending is incredibly impactful and moving.
Ghost of Tsushima’s more straightforward approach actually resonated with me more, but when looking at the games as a whole, beyond just how they tell their stories, Ghost of Yotei remains my favorite. Experiencing the game as Atsu was a powerfully moving and emotionally driven quest for revenge. Sucker Punch created a fantastic main character – strong in combat but deeply scarred – and her story is easily one of the most compelling I’ve played all year.
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2025-10-03 02:07