Ghost Of Yotei Devs Explain How The Game Will Avoid Open-World Monotony

Later this year, Sucker Punch’s Ghost of Yotei will carry on the legacy of Ghost of Tsushima. Nate Fox and Jason Connell directed both games, and they have a plan to keep Ghost of Yotei from making players feel like there’s an overwhelming amount of things to do in its open world.

While speaking with VGC, Fox and Connell noted that Ghost of Yotei won’t feature a lot of guidance for players about where they should go. Instead, it will let players choose their own path through the game.

“The thing that Jason and I love the most is that moment when you’re on your horse and you’re looking at this big, beautiful landscape,” said Fox. “And maybe the wind is telling you, if you would like to continue the story, go that way. But you see something out of the corner of your eye that catches your curiosity. And you say, ‘you know what? I’m going to go check that out.’ That moment where the game’s not telling you really about where to go or what to do. It’s you. That’s the most beautiful thing about open-world games.”

“We have this approachable, samurai cinema-inspired game, and so the trick for us as developers is to create a game that provides that extra level of creative freedom we strive for,” added Connell. “Allowing players to enjoy it, while at the same time, we’re never going to abandon the structure of the story.”

Sucker Punch recently revealed that Ghost of Yotei will pay homage to classic samurai films, and it will feature the return of Kurosawa mode, which was inspired by the late Akira Kurosawa’s movies. Connell and Fox also had a longer conversation with GameSpot about striking a balance between Ghost of Yotei’s new elements and the familiar aspects from Ghost of Tsushima.

Ghost of Yotei will hit PlayStation 5 on October 2, and it will be released alongside a pair of limited-edition Ghost of Yotei PS5 bundles.

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