Ghost of Yōtei | PS5/PRO | October 2, 2025

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this shyt so goofy. nikkas tryna beat off while they play or something? :dahell:

cacs worrying about if the characters in games are lesbians like they tryna fukk 'em. Just play the game and stfu. or don't, just stop whining like bytches over dumb shyt.
It's all part of their scheme.

They will shyt on EVERY protagonist that's not a white male...only exception is an Asian male in an Asian setting.

They hope to discourage studios from making games with non-white male leads.

They HATED Horizon because of Aloy and how Faro fukked everything up.

They shat on AC Shadows because of Yasuke. You can tell they didn't play the game because their critiques are surface level.
 

Kiyoshi-Dono

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Petty Vandross.. fukk Yall
tenor.gif

:banderas:
 

Gizmo_Duck

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Gameinformer- Ghost Of Yōtei Directors Share Philosophy On Balancing Freedom With Story​


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Article by Kyle Hillard

Game Informer: Why set the sequel so far after Tsushima? It takes place about 300 years later, right?
Nate Fox: A little bit less. The game takes place in 1603, which is a pretty interesting time in Japanese history. The warring States period just ended. Peace has broken out across the land, and all of these warriors suddenly don't have jobs anymore. And a number of them went to Ezo, modern day Hokkaido, which is in the far north, which is the edge of Japan.

And this place is a lawless wilderness, right? Very, very dangerous, packed with people. With weapons. And some of them have chips on their shoulders. You take that kind of powder keg and you put it alongside this unbelievably beautiful landscape of Hokkaido. It's just gorgeous. This is the kind of spot you want to put your open world video game right? It's exciting.

So hence the game takes place in 1603 where we get to know this new hero, Atsu, in an origin story that we're really excited to tell.
Will there be ties to Tsushima beyond the mechanics and Japanese setting? Are there going to be narrative ties to Jin Sakai's story?
This game is very much its own story. It is a spiritual sequel. You don't need to have played Ghost of Tsushima to jump right into Ghost of Yōtei. It is a game where the player is considered something of a ghost. Atsu is considered an Onryō, an avenging spirit, by the people of Ezo because she keeps living through all of these attempts to get revenge, and she becomes a walking legend in the land that she explores. Her reputation precedes her. In this way, it's similar, but it's very much its own story.
The quest structure is open in Ghost of Yōtei. Is it structured as wholly open where there are six people you must kill and you can go after them in any order or direction you want?
So to be clear – it's not that. It's not that you can pick any order of the six. And I'll tell you why. Nate and I and the studio – and you've played a lot of our games – we really believe in the structure of story. It's really important to us that we develop great characters with good arcs with beginning, middles, and ends. You got to have that, right? That is true. There is an arc with a structure in place. But at the same time, one of the aspects from Ghost of Tsushima that we wanted to not only carry forward but just do an even better job of, was that sense of curiosity and freedom of exploration that the game delivers upon.

And so you have this delicate impasse of, if the story's just perfectly linear and you are just forced on the gold path all the time, you might lose that opportunity for people who just want to explore the landscape. But if you go too far on the other side, you might lose the structure of the story. So, the balance, without giving away all the details, is there is a structure there. A very important structure. But the way it's presented in the first few hours of the game, especially that first section, is it is really about us delivering to you which aspects of the Yōtei Six you want to go after first. There are some options that might lead you in some interesting areas.

I kind of mentioned it a little bit in the State of Play: if you're into sort of ninjas and snow stuff, then this story over here might be more interesting for you. If you're into these castles and these fire weapons, then this area might be for you. But you can bop back and forth between the two of those major areas.

There's a bit more choice in there, but there's still a linear story structure that we really believe in to make sure that Atsu's vengeance quest tears at the heartstrings. That's the ultimate goal.
Speaking of heart strings, you're able to instantly switch to the past to learn about Atsu and her family when she was a child. Where and how often can you do that?

Nate Fox: There are few places in the world that have a lot of memories for Atsu. When you go to these locations, you can hit a button and instantly be transported to the past. You control young Atsu in these locations. You can go back and forth as much as you want in the moment to see maybe how this location has changed, what it looks like right now as an adult, and what it looked like back in your youth. And we want to give players the freedom to kind of go back and forth and to experience some gameplay as a kid so they can recall what it is – so they can feel what it is that Atsu feels. What she lost when her parents were taken from her.
Not sure if it is the right term in-game, but can you befriend more than wolves? In the State of Play while showing off the photo mode, we Atsu standing with a bear.

Nate Fox: The wolf shadows you throughout your adventure. It's a wild animal. It's definitely not a dog that comes when called. It is an ally that is a representation of the wilderness. Now, Atsu is kind of attuned to the natural world and so there are a great variety of different animals in Ezo that she can kind of get close to and interact with, like a big herd of wild horses you can ride inside of and kind of speed up as you're amongst them all. It's a great thing for the player to discover as they're out exploring Ezo itself. But as far as allies go, the wolf is your prime animal ally.
Would you be opening to revisiting Infamous maybe for a trilogy rerelease or something like that?

Nate Fox: I would love to work on more Infamous. I would love to see a trilogy rerelease, but Sucker Punch is a one game at a time shop, and right now we are very focused on finishing Ghost of Yōtei.
What did you think of Assassin's Creed Shadows? Comparisons are going to be inevitable.

Jason Connell: As creators, you get to look at this stuff in two ways. You either see anything that comes near you and you kind of freeze up, or you just get excited at the fact that the medium that you're working in is being expanded upon, and people are liking that flavor enough to where they're going to invest time to make a new game.

Nate and I solely sit on that latter one. We were very, very excited about anything, film overlap, game stuff – these things are just inevitable as creators and you learn to embrace it. And Ubisoft makes awesome games. I've been making games for a really long time. I think it's just fun to see so many other cool games in this space. It's exciting for us.
Highly recommend reading the full article, some really cool details and tidbits there that I couldn't include here.

 
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Gizmo_Duck

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The movies are:

  • LADY SNOWBLOOD (1973, dir. Toshiya Fujita) – A blood-soaked tale of revenge that
  • influenced KILL BILL and countless others.
  • LONE WOLF AND CUB: SWORD OF VENGEANCE (1972, dir. Kenji Misumi) – A
  • brutal, beautiful saga of a disgraced samurai and his infant son on a path of vengeance.
  • THE TALE OF ZATOICHI (1962, dir. Kenji Misumi) – The first installment of the
  • legendary blind swordsman series.
  • 13 ASSASSINS (2011, dir. Takashi Miike) – A modern epic of strategy and sacrifice that
  • redefined large-scale action.
  • RAN (1985, dir. Akira Kurosawa) – The master's sweeping tragedy of power, madness,
  • and betrayal.


i need this popcorn bucket
 

Gizmo_Duck

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Dynamic Combat
Just as this approach to exploration fosters unplanned experiences – I still fondly recall being whisked away on impromptu treasure trails in Ghost of Tsushima – combat has been fleshed out to be more reactive. "With Yotei, we've added a lot more layers to create a more improvisational feel to the combat," says Fox. "It's deep! We've replaced the stance system with weapons – in fact, we added a fifth [weapon] – and these weapons are more than a simple visual replacement."

As an example, Fox points to being able to send foes hurtling with the spear; or fighting on multiple fronts at once with the blade-on-a-chain kusarigama. But it goes deeper than. A disarm mechanic allows players to knock weapons out of foes' hands – and be disarmed in kind – which feeds into that reactivity. Fox paints the image of fighting on top of a bridge and having to use an enemy's disarmed weapon because your own was knocked over the ledge – which, to my mind, is an extension of the spontaneity that made last-second parries so thrilling in Ghost of Tsushima.

So now, if you're using a kusarigama (chain-sickle), which is the right choice to take out an enemy with a shield, like the stance system, it has extra functionality on top of that. So for instance, if you're surrounded by enemies, you can swing that weighted chain around and do an area effect attack. Or if you're near a cliff and you've got a spear, you can use it to knock an enemy off the cliff to kill them. So it's actually the same combat system with more options on top of it to give players more freedom to improvise in the moment.
"We got so excited the day someone said 'All right, we're going to make a snow level. We'll have ninjas dressed in white," says Fox, beaming. "Everything's white in the snow, and they could pop out of anywhere. That, in fact, is the case. It's not just a one off event. The whole landscape where you meet them is one where you're always on guard, because they could be laying in wait for you at any corner, either in the snow or in foliage. And that feeling of tension is wonderful. It makes you feel like you got to perk up your senses, [like you have to] always have your hand ready on your sword so that you can react should an attack come.
 
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