Ghost of Yōtei’s Open World is a Cut Above Its Competition

As someone who’s spent years playing open-world games, I’ve learned what really makes one great. It’s not just about having a huge map, or cramming it full of stuff to do. It’s all in the design, honestly. The whole point of an open world, for me, is to feel like it’s a real place – a world that feels alive and like people actually live there. It’s not about the size, it’s about how it *feels*. It’s about immersion, you know?

Many games have created immersive worlds in various ways – a great example is Cyberpunk 2077’s Night City, which is filled with flashy advertisements, battling groups, and memorable characters. However, that doesn’t make games like The Legend of Zelda: Breath of the Wild or Tears of the Kingdom any less impressive open worlds – they simply take a different approach to achieving that feeling. Of course, some games, like Starfield, struggle with this – despite discovering numerous planets with life, they often feel less naturally developed than others.

However, games like Red Dead Redemption 2 really set a high bar, offering detailed NPC routines, impressive attention to detail, and a truly immersive world. I struggle to recall a game that felt as convincingly alive, but Sucker Punch’s Ghost of Yōtei and its depiction of Ezo come remarkably close-and it achieved this with a significantly smaller budget. The quality of the open-world design is so strong that you’ll often forget it’s approximately the same size as Ghost of Tsushima.

When I first got back to the region, the biggest thing I noticed was how much it had changed since Atsu disappeared. She’s returned to get revenge for her family’s murder, and she’s really focused on finding out about the Yōtei Six. It’s strange, though, because this is her home, the place where she grew up, so you’d think walking around wouldn’t immediately put everyone on edge. But it quickly becomes clear that this place is way more dangerous than she ever imagined – the current Ezo is filled with ronins, cutthroats, bandits, and even worse people. It really hits you how real the danger is.

That’s perfectly acceptable, as it has been a key element of the region’s growth over time (and even influences the Yōtei Six’s plans). So, even though Atsu has a basic understanding of the area, she doesn’t know what’s coming, and this is clear when you look at her map. It’s not immediately apparent, but this is the central point that drives the entire story forward.

It begins fairly straightforwardly – question an enemy among those reckless enough to attack right at the first inn, and perhaps gather some information from the innkeeper. Then there’s Isaburo, a mapmaker dispatched to Ezo to survey the area at the Shogun’s command (and he’s not thrilled about the job, but he’d prefer to keep his head!). He’ll offer pieces of maps, marking the spots of well-known optional quests, like Bamboo Strikes and similar activities. You’ll also encounter Kojiro, who manages the bounty board, giving out a limited number of bounties at a time, each providing details on the targets. However, these bounties often lead to areas you’ll need to investigate further, and you’ll frequently be unsure of what else you might find.

That’s when Ghost of Yōtei truly starts to expand. You’ll meet Clan Matsumae, who aim to establish control over Ezo while also eliminating the Yōtei Six. However, the locals aren’t thrilled to see them, especially the Ainu people who travel the area, exchanging goods and trying to live through the constant fighting. Occasionally, bounty hunters will find Atsu and attempt to collect the reward offered for her capture – beating them might uncover new clues, or it could simply result in another death. But you’ll also run into characters who mention a nearby Wolf Den, where you can seek out the enigmatic Wolf and gain their favor by rescuing their family.

You might discover an onsen that boosts Atsu’s maximum health, or a Bamboo Strike that raises the maximum Spirit. However, you’re just as likely to encounter someone else pursuing the same bounty, and they might want to team up with you. Perhaps you’ll find a ronin trying to convince a mother and daughter to hire him as protection due to the area’s dangers-and you can gently persuade him to leave them alone.

As you collect more leads, the secrets of Ezo become clearer. You might find yourself at Duelling Trees, fighting those who wish to follow in the footsteps of Takezo the Unrivalled, or you could be ringing bells and following the sound to uncover the remains of the Undying Samurai’s victims. I once discovered an estate owned by a cursed samurai, which involved a blend of jumping challenges, fighting, exploring, and even solving a maze. And that’s not all – local stories can unlock powerful skills and other connections that you’ll need to discover for yourself.

In Ghost of Tsushima, players usually follow the Guiding Wind, and it remains a key way to get around in this game. But the world itself also feels more realistic and full of things happening. You’ll set a goal and follow the Wind, but you’ll also stumble upon other things to do, people who need help, or even enemies. Sometimes you’ll find something completely unexpected. It’s only when you look back that you realize how densely packed everything is – you could easily ignore the Guiding Wind altogether and still find everything the game has to offer.

After completing the game, I was surprised by how many enemy camps I’d freed – it never felt like a chore (some even connected well with optional bounties). It all seems straightforward, but everything flows together really smoothly, constantly offering something fresh and engaging. This could be a side quest with unexpectedly rich storytelling and characters, or a challenging puzzle that you need to carefully solve to earn a reward.

I could certainly talk at length about how the game gives you freedom to explore while still tying everything back to Atsu’s main goal, but I’d rather highlight just how gorgeous Ghost of Yōtei is. I don’t usually prioritize graphics – I think fun gameplay and a compelling story are more important – but the artistic style really stands out. The way the leaves rustle when you’re at Atsu’s childhood home; Mount Yōtei looming in the distance, both as a grand landmark and a silent guardian; the incredible detail in places like teahouses, fortresses, and inns – it’s all wonderfully done.

Even just exploring the world on horseback feels fantastic, largely because the camera now pulls back to show you more of the scenery. The game also renders objects at a greater distance, which really highlights the vastness and beauty of Ezo, while still keeping some of its most dangerous threats hidden from view.

Ghost of Yōtei entered a year already full of amazing games, including Clair Obscur: Expedition, Hollow Knight: Silksong, Blue Prince, Silent Hill f and many others. Despite the competition, it’s a game that really stuck with me – not just because of its story and characters, but also because of how beautifully the world is designed and how well Ezo’s culture is brought to life. It’s a truly impressive achievement, and it proves that Sucker Punch is among the best in the industry, standing alongside other legendary game developers.

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2025-10-03 21:13