Summary
- Maintaining grounded storytelling from Ghost of Tsushima is key for Ghost of Yotei to appeal to fans.
- Vague use of young Atsu gameplay mechanic should not lead to dull child-based puzzles that slow down the pace.
- Adding more traversal options like gliding or climbing can enhance exploration and player experience in an open-world game.
Initially, Sucker Punch released a standalone title called “Rocket: Robot on Wheels” for the N64 in 1999. Later, they shifted their focus towards creating franchise series such as “Sly Cooper,” “inFAMOUS,” and now the “Ghost of” games. The upcoming game, titled “Ghost of Yotei,” will follow “Ghost of Tsushima,” set in a historical context that is centuries removed from its predecessor, taking place in Japanese history.
The previews of the game Ghost of Yotei have been intriguing so far, but is it possible for Sucker Punch to create two consecutive open-world games? Can they surpass and improve upon the elements where Ghost of Tsushima fell short? Let’s examine the potential pitfalls that Sucker Punch should be wary of in the development of Ghost of Yotei. Fortunately, they have already managed to dodge one significant issue: the notorious $80 price tag.
Leaning Too Hard Into Mysticism
Defeats The Point Of The Original

Fans found the narrative of “Ghost of Tsushima” particularly captivating as it offered grounded storytelling. The protagonist, Jin, assumes the role of the Ghost, seeking vengeance for his people in a covert manner. Unlike other characters with supernatural abilities, Jin doesn’t possess any powers that are inherently magical; instead, any mystical elements within the game are attributed to a drug. At this point, it seems like “Ghost of Yotei” is veering away from incorporating heavy fantasy or science fiction elements.
In games, there’s always the possibility for an unforeseen turn, such as when a character is swapped out during gameplay. A notable instance is Solid Snake being substituted in Metal Gear Solid 2: Sons of Liberty. Such surprises can be thrilling, but they might also drive players away, particularly in the initial sequel of a franchise. Here’s hoping that Sucker Punch didn’t incorporate too much DNA from the inFAMOUS series into Ghost of Yotei.
Putting Too Much Focus On Young Atsu
This Isn’t A Game For Kids

The upcoming game, Ghost of Yotei, from Sucker Punch, seems to be keeping details about the role of the young Atsu mode somewhat mysterious. During their July showcase, they demonstrated Atsu walking, and upon pressing a button, she transitioned to her younger self strolling along the same path. This time-traveling mechanic is quite impressive, especially since it’s becoming a common feature in PS5 games, with titles like Ratchet & Clank: Rift Apart serving as a standout example.
It appears there’s a strategic motive behind this feature since players can’t battle adversaries as a child character like Atsu who has the power to transform into a child while maintaining her samurai skills. Ideally, the game shouldn’t introduce child-centric puzzles that might slow its pace. While some action game enthusiasts appreciate puzzle elements in their games, including those fond of the Zelda series, it may not suit everyone’s preferences.
Limiting Players To Horseback Travel
Samurai Games Have Leveled Up

I can’t help but feel a tad concerned that, so far, the only ways we’ve seen travel depicted in the trailers are on foot or horseback. Atsu, my favorite character, isn’t scaling towering peaks or even better, swooping down from them like he did in 2017 with Breath of the Wild’s Paraglider. That year was a golden one for open-world games, and Zelda wasn’t the only game to shine; many others followed suit, implementing gliding mechanics, such as Rise of the Ronin, another captivating samurai title.
In simpler terms, minor differences such as the absence of a glider can make games like “Rise of the Ronin” seem less appealing compared to others like “Ghost of Yotei”. Although not having a glider isn’t a game-breaker, it’s easy to imagine how enjoyable it would be to ascend a mountain and then soar down afterward, or to move faster during exploration. Exploration is vital in an open-world game, just like combat, and the variety of movement options significantly impacts the overall experience.
Lackluster Boss Battles
Taking Down The Yotei Six

An impressive boss fight can leave a lasting impression on a player’s mind about a game. For instance, Death Stranding 2: On the Beach improved upon its predecessor by incorporating thrilling and immersive boss battles. In contrast, Ghost of Tsushima provided tough boss fights but not ones that were particularly inventive or intricate.
It appears that the game titled Ghost of Yatei will feature numerous boss fights, including those associated with player bounties. The central plot revolves around Atsu’s pursuit of an entity called The Yotei Six. If these boss battles are creatively designed, it promises to be a success. However, if they mainly consist of timing dodge and parry mechanics, fans may end up feeling let down.
Level Gating
Let Players Explore At Their Leisure

In Assassin’s Creed Shadows, the long-awaited installment of the series taking place in Japan, gamers found themselves immersed in a richly detailed world, though not without stirring some debate prior to its launch, such as a sudden delay. Overall, players appreciated the game, with one significant aspect drawing criticism: level gating. Despite having the freedom to explore the environment at will, players were unable to engage in activities due to zones being assigned levels. If a player was underpowered for a specific area, they would encounter difficulties. Furthermore, enemies progressed in level alongside the player, making it challenging to feel dominant.
It would be preferable if Sucker Punch avoids employing level gating or simultaneous leveling in the game Ghost of Yotei, as one of the most engaging aspects of Ghost of Tsushima was transforming Jin into a divine, invincible avenger that embodied the spirit of an unstoppable vengeance. The sequel should ensure it doesn’t take away that sense of empowerment like Assassin’s Creed Shadows did for players.
A Weak Ally System
Customize Your Furry Pals

One notable novelty in the game Ghost of Yotei that wasn’t discussed much is Atsu’s ability to acquire furry friends as allies. During their July showcase, Sucker Punch introduced a wolf, who was seen battling alongside Atsu in one scene. Since they displayed Atsu near a bear during the Photo Mode demonstration, it’s plausible that the bear could also be an ally.
It would detract from the enjoyment of the game if animals could randomly appear in battles. If Sucker Punch intends to include an ally system, they should fully commit and provide features like customizable skills, color options, a flexible party selection in the menu, and the ability to carry excess equipment – as is typical in RPGs. Without these elements, players may not develop the same emotional bond with their animal companions as they did with the foxes guiding them to shrines in Ghost of Tsushima. Although this wouldn’t be a catastrophe, if Sucker Punch is focusing on animal companions and promoting them heavily, it would be more effective to push boundaries rather than sticking to familiar ground.
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2025-08-04 04:04