Ghost of Yotei | Game Informer Interview - Balancing Freedom and Story
New Details

In 1603, peace has broken out in Japan, now many warriors are out of work, moved to Ezo (modern day Hokkaido)

It's sort of a powder keg as it is mostly lawless, packed with people, weapons, etc

Reiterates the game is very much its own story, not connected to Ghost of Tsushima or Jin Sakai

A lot of time went into researching the history and location, traveling all over Hokkaido, plus Japanese advisors to make sure everything fits

The wolf in the game is an Ezo wolf (now extinct)

The wolf 'shadows' you in the game, but it's not a pet dog that can be called upon, more of an ally through the representation of wilderness

"Great variety" of animals Atsu can interact with, like herds of horses you can ride with

The storyline is still linear with a structured arc, you don't kill the Yotei Six in any order, but there are some more open ended options to encourage exploration and more freedom

PS5 allowed Sucker Punch to implement the instant time travel feature from present to past to Atsu as a kid, both are on at the same time

PS5 tech also let the team render more distance detail like mountains, higher-fidelity distant terrain, volumetric fog, low lying clouds, improved skin and hair rendering, better sky boxes (new: aurora borealis effect) etc

Fast travel is still super quick, barely any load times

Wind navigation system returns with improvements, guides you around major obstacles instead of just a straight line through

The shamisen (stringed instrument) Atsu carries on her back can also guide her to certain places

The team doesn't mind comparisons to Assassin's Creed Shadows, welcome more studios creating games in this style and era