Ghost of Yotei is a Brilliant Step Forward, But I Miss an Essential Part of Ghost of Tsushima
In many ways, Ghost of Yotei is a masterclass in how to craft a sequel that not only honors its predecessor, but makes it even better. It’s incredibly difficult to one-up a strong predecessor, especially one as well-made as Ghost of Tsushima, but Ghost of Yotei has managed such an achievement.
When Ghost of Tsushima launched five years ago, the world was deep in the throes of the COVID-19 pandemic, but thanks to Jin’s Sakai’s journey, passing the time during lockdown was a lot easier for me than I had anticipated. Naturally, when Ghost of Yotei was revealed last year, I was ecstatic. Not only was I compelled by new protagonist Atsu, but the time-jump and fresh weapons, as well. Thankfully, these aspects of Ghost of Yotei have met and exceeded my expectations, but there is one Ghost of Tsushima feature that I’ve been finding myself missing: the linear-focused story.
Ghost of Yotei's Open-Ended Storytelling Works, But I'm Craving Ghost of Tsushima's Linear Approach
Don’t get me wrong, Ghost of Yotei‘s more freedom-focused method of telling its story is well done, but as a lover of narrative-driven stories, I’ve just always gravitated more toward linear paths. This doesn’t mean I don’t love free-roam games, either. Red Dead Redemption 2, Cyberpunk 2077, Death Stranding, and Marvel’s Spider-Man are some of my favorite games of the past decade, but I simply have a preference for going from Point A to Point B, like The Last of Us Part 2 and God of War. Ghost of Yotei remixes many of its predecessor’s features, and how players unfold the story is among the long list.
Ghost of Yotei makes its open map feel far more meaningful than Ghost of Tsushima‘s, which is great. However, part of me wishes that the open world-inspired aspects were simply left to side activities and not how Atsu deals with the Yotei Six. Players have a lot more say in how they approach taking down the group, which plenty of fans are bound to have fun with. For me, though, I think the end-game tension would be far more affective if there was a more tight-knit linear build-up. Having multiple quest markers related to the Yotei Six can ruin my focus, but this is purely a matter of preference.
Ghost of Yotei‘s more freedom-focused method of telling its story is well done, but as a lover of narrative-driven stories, I’ve just always gravitated more toward linear paths.
At the End of the Day, Ghost of Yotei Sticks the Landing
Overall, this criticism is a small drop in much larger waters that are filled with praise. Frankly, after Ghost of Yotei, it may be difficult to go back to Ghost of Tsushima, despite how much I loved the first chapter. Whether it’s the scenery, the combat, the music, or the addition of the Wolf, Ghost of Yotei simply takes Sucker Punch’s series to brand-new heights.
I may be in the minority when it comes to Ghost of Yotei‘s open-ended storytelling, but that’s okay. Because, ultimately, it’s still one of the year’s most impressive games. Although my main critique lies within the player’s ability to choose how the narrative unfolds, it all culminates in the same ending, and it’s a truly powerful one.
Ghost of Tsushima‘s more linear-focused path may have scratched my brain in a better way, but when comparing the two beyond their storytelling methods, Ghost of Yotei still reigns supreme for me. Playing as Atsu was a wonderfully emotional revenge-filled ride. Sucker Punch did a beautiful job at crafting a protagonist who is both physically powerful yet emotionally wounded, and no matter how her story unfolds, it’s one of the strongest of the year for me.