The old saying suggests revenge is best when carefully planned and executed, but sometimes, even a small act of retribution can be enough. Sucker Punch Productions has explored themes of vengeance before, as seen in *Ghost of Tsushima*, but *Ghost of Yōtei* feels different – more focused on a personal and consuming quest for revenge. While it tackles familiar questions about morality, it does so in a new and inventive way.
You might notice similarities to other stealth-action games set on islands, but after nearly 40 hours with *Ghost of Tsushima*, immersed in its story and exploring the beautiful landscapes of pre-Hokkaido Ezo, I can confidently say it’s a truly remarkable game.
Revenge Tour
But “Ghost of Yōtei” goes deeper than just telling a story. It explores how the monsters of our childhood – both the ones that were real and the ones we imagined – continue to affect us. It also touches on the difficult process of moving forward, even when you wonder if you’ll ever truly leave the past behind.
The story centers around Atsu, a mercenary returning to Ezo after a long absence, driven by a desire to avenge her family. When she was a child, a group known as the Yōtei Six brutally murdered her family and left her for dead, impaled on a burning ginkgo tree. Miraculously surviving, she’s now seen by some as a vengeful spirit – an onryo – who will relentlessly pursue those responsible.
From the start, Atsu immediately brings to mind classic samurai films with its beautiful visuals and deliberate pace. She embraces this impression and, despite finding the focus on vengeful spirits a bit excessive, remains committed to her long-held purpose. For years, revenge has consumed her, shaping her entire existence.
I initially worried the story might be too simple, but great revenge tales often have unexpected twists that challenge a character’s sense of morality. *Ghost of Yōtei* goes even deeper, exploring how childhood experiences and the ‘monsters’ we encounter continue to affect us, both realistically and in our imaginations. It also thoughtfully examines themes of letting go of the past, finding a life beyond cycles of violence, and whether true redemption is attainable.
There’s a lot more to the story I won’t reveal to avoid spoilers. Whenever I thought I had figured out what *Yōtei* was going to do, Sucker Punch surprised me with clever twists that made the story even better. Plus, the missions are really well-designed, mixing big, action-packed moments with quieter conversations. While the game often has you following another character – a common trope – at least they don’t slow you down.
Pack Mentality
One of the best parts of this game is the freedom to explore at your own pace, and even decide which character to focus on next. While I’m not sure how it stacks up against other open-world games, Ezo has quickly become one of my favorites, and I think it’s better than Tsushima.
Atsu appears calm and resourceful, but underneath that exterior, she’s surprisingly stubborn and often refuses help, which is ironic considering how easily she reverts to a childlike state. The game, Sucker Punch, really highlights the importance of the ‘Wolf Pack’ – a group of characters crucial to Atsu’s progress. They even have their own dedicated menu! These characters include skilled weapon trainers who teach you new abilities and blacksmiths who can improve your armor.
The actors deliver strong performances, portraying complex characters and feelings realistically without being overly dramatic. Even for those playing in Japanese, the English voice acting is top-notch, with Erika Ishii particularly shining as Atsu, seamlessly shifting between calm and irritated.
While I enjoyed the supporting characters like Ran, Ginji, and even Taro (who always wants my loot!), I felt they could have played a larger role in the story. I appreciated learning about their personalities through quests and exploring Ezo, but I was hoping for more development. On a positive note, the relationship between Atsu and the wolf was handled really well – it was subtle but meaningful, and added depth to Atsu’s character.
People will naturally compare the characters in this game to those from *Ghost of Tsushima*, like Jin Sakai, Yuna, Masako, and even Ryuzo. However, the characters here are unique and well-developed enough that you’ll genuinely care about what happens to them, even if you wish there were more chances to build deeper relationships with everyone.
Where Winds Meet
The open world is another big draw. While exploring Tsushima Island was beautiful, and I liked discovering hidden camps and collectibles, it did become a bit predictable. Ezo offers similar exploration, but with fresh activities like painting landscapes using the touchpad and uncovering mountain secrets. You’ll still spend time doing familiar things, like visiting hot springs to boost your health and chopping bamboo to improve your Spirit – which is similar to the Focus mechanic from the previous game.
What’s truly impressive is how Sucker Punch has expanded upon the game’s world, making it feel much more diverse and original than in *Tsushima*. The combat system, Bamboo Strikes, now offers more complex button combinations and challenges, with fun details like other bounty hunters reacting to Atsu’s progress. Hot springs now have special effects triggered by completing certain tasks. Reaching shrines requires more intricate climbing, though it’s still manageable for anyone with a little platforming experience. Even enemy camps are more interesting this time around, featuring different layouts and additional objectives beyond simply defeating all the enemies.
Honestly, even all the cool combat and scenery takes a backseat to the quests in this game. I mean, you might stumble upon a guy whose brother is lost and end up on a rescue mission, fighting off ninja along the way! Or you could meet this amazing woman who makes kunai *and* incredible stew, and she asks you to help her manage her farms – learning more about her life as you do. And then there’s Mad Goro… he’s a total legend, though a bit of a weird one!
The game features engaging Mythic Tales that offer special rewards and include challenging platforming, simple puzzles, and exciting combat. Each bounty target feels distinct and sometimes connects with other gameplay in surprising ways. While not every objective is perfect, most of the side content is consistently fun and enjoyable.
As you search for the Yōtei Six, you’ll also get tips from people you meet about things happening around the world, which will help you fill out your map. The world itself is incredibly detailed – I constantly stumbled upon new discoveries near places I’d already explored. It’s great that you can explore as much or as little as you want, and even choose which Yōtei Six member to hunt down next. While I’m not sure how it stacks up against other open-world games, Ezo has quickly become one of my favorites, and it’s definitely better than *Tsushima*.
‘Tis but a Scratch
The level of detail is incredible – from the way leaves scatter on the ground and rain rolls off awnings, to the feeling of running through a field of flowers. It’s truly immersive.
Like *Tsushima*, the combat is a core part of the experience, and players familiar with that game will quickly feel comfortable. Instead of switching between combat stances, *Ghost of Yōtei* lets you master a variety of weapons. You begin with a katana and then unlock dual swords, a yari spear, a kusarigama chain, and the odachi greatsword, plus new firearms. You’ll also have access to familiar tools like smoke bombs for stealth and assassinations, and oil to set your weapons on fire and bypass enemy defenses.
Combat starts a little slowly, but it becomes really engaging once you unlock and upgrade a variety of weapons and tools. It’s easy to think this is just a new version of the stance system, but stick with it! You’ll soon be able to fluidly switch between powerful attacks with different weapons – like a heavy sword combo followed by deflecting attacks with paired blades, or using a yari to create distance by kicking enemies away, or even taking them out from afar with a chained weapon. The variety and smooth transitions are what make it special.
The disarm feature seems cool at first, offering a risk-reward choice, but it’s currently a bit too easy for Atsu to use. You can dodge disarm attempts without much penalty. However, quickly defeating an opponent after disarming them makes it worthwhile. I also really liked the new weapon-throwing ability – it’s fun to move around the battlefield and throw weapons like spears, swords, or sickles at anyone who tries to fight you.
I really like how the new weapons feel, even though the upgrades aren’t always that impactful – some just add a bit of extra damage. They work well with the different armor and Charms, letting you create some incredibly powerful combinations. I’ve already put together three different combat styles (and I’m grateful the game lets you save them!), for fighting from a distance, stealthily taking down enemies, or engaging in close combat – and it’s all fantastic. (No spoilers, though!)
This game feels like a great improvement over *Tsushima*. I even had to lower the difficulty from the hardest setting down to Medium to finish it in a reasonable amount of time. While some boss fights fell into predictable patterns, the variety of strategies and more challenging moves made each one stand out.
The Painted World of Ezo
Visually, *Ghost of Yōtei* is breathtaking. The game’s setting allows for a vibrant and diverse range of colors. Sucker Punch has improved the distance at which objects are displayed, and it really showcases the vastness of Ezo. The level of detail is incredible – from the leaves blowing across the ground and rain rolling off rooftops, to running through fields of flowers. I played in Performance Mode, and it’s amazing that the game maintains a smooth frame rate with no noticeable glitches or loading issues. The music is also fantastic, as expected. The shamisen is a central theme, and it sounds beautiful in both quiet, emotional moments and during intense battles, adding to the tension.
Honestly, while I was really getting into the game, some of the animations felt a little rough around the edges, especially when talking to regular NPCs. And sometimes the way conversations were filmed just didn’t quite look right. It wasn’t game-breaking, but it definitely stood out compared to the awesome, detailed cutscenes with all the great facial expressions. I also ran into a few bugs here and there – like characters being in the wrong spot or weird physics when I did a jump attack. They weren’t super common, but noticeable when they happened.
Dancing With Wolves
Atsu’s story isn’t about a groundbreaking quest for revenge; it’s a personal tale of how she grows and changes, all set against the stunning backdrop of Ezo.
Though *Ghost of Tsushima* was already a standout with its blend of stealth and skillful combat, *Ghost of Yōtei* builds upon that foundation, making it even better. Some players might find the combat familiar rather than revolutionary, but it’s still a fantastic game, even if you don’t usually enjoy open-world titles. The story focuses more on Atsu’s personal development and the stunning landscapes of Ezo, and I’m eager to discover everything this world has to offer.
This game was reviewed on PS5.
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2025-09-25 21:17