The highly anticipated game *Ghost of Yotei* is launching soon, and while PlayStation has a strong reputation, I have some concerns. It’s expected to be one of Sony’s biggest releases of 2025 and a continuation of a very popular franchise. Sony and Sucker Punch have showcased the game’s large world, new weapons, and many other exciting features, and it’s designed to fully utilize the power of the PlayStation 5 and the upcoming PlayStation 5 Pro. However, my main worry is that *Ghost of Yotei* is a sequel, and Sony has sometimes struggled with sequels in the past.
PlayStation has consistently released impressive new games, but their sequels haven’t always lived up to the original hype. Games like *God of War*, *Marvel’s Spider-Man*, and *The Last of Us* are critically acclaimed and personal favorites, but each faced challenges that could also hold back *Ghost of Yotei* from reaching the success of *Ghost of Tsushima*.
How PlayStation’s Track Record Fuels Concern
Sony consistently delivers successful game sequels. Although these games are often praised by both players and critics, a common issue appears when you look closely. *God of War: Ragnarok*, for example, was stunning to look at and play, with incredible graphics, a cinematic story, and impactful combat. However, even with all its strengths, the game’s pacing felt uneven – it sometimes slowed down unnecessarily and rushed through other parts.
Some areas in the game, like Ironwood and The Crater, felt too long and drawn out, while the main event, Ragnarok itself, ended surprisingly quickly. I felt similarly about Vanaheim and Jotunheim – I just wanted to finish those sections. This was a contrast to my experience with the previous *God of War* game, which kept me completely engaged. *Ragnarok* isn’t a bad game by any means, but it didn’t quite live up to my expectations after such a fantastic first game.
The sequel, *The Last of Us Part II*, was even more divisive. Many players were deeply upset by what happened to Joel, and the game’s heavy emphasis on violence and revenge felt like a step back from the original’s strengths. It relied on a predictable cycle of vengeance, and despite Ellie’s journey, the story ultimately felt unsatisfying. Although the game offered excellent gameplay, the weak narrative left the overall experience feeling empty.
Even though *Marvel’s Spider-Man 2* is a beautifully made and incredibly polished superhero game, it still suffers from the same issue many Sony sequels face: it doesn’t quite live up to its predecessor. I really enjoyed the expanded world, new powers, and emotional story. However, the game becomes repetitive, the villains aren’t as strong, and the overall structure feels less engaging than the first *Spider-Man*. Like *God of War: Ragnarok*, it’s a sequel that ultimately didn’t capture me in the same way.
I’m worried about *Ghost of Yotei*, the upcoming sequel to a game I really love. My main concern is the revenge storyline, especially considering how it was handled in games like *The Last of Us Part II* and *Assassin’s Creed: Shadows*. I also hope *Yotei* maintains the strong pacing and focused story of the original *Ghost of Tsushima*. I’m afraid a bigger world and extra features might disrupt that.
Why Bigger Doesn’t Always Mean Better in Sequels
It’s easy to fall into the trap of making sequels bigger and more elaborate – adding more enemies, larger worlds, and more complex features. However, simply making a game bigger doesn’t necessarily make it better, especially for story-focused games. Developers often think adding more content improves a game, but it can actually make it feel cluttered and overwhelming.
Sucker Punch has stated that their new game, *Ghost of Yotei*, will be roughly the same size and cost as *Ghost of Tsushima*, as they shared with *Game File*. While this sounds positive, it raises some concerns. Because both games share similar settings, Sucker Punch is likely reusing many existing game elements, even with improvements to combat and enemy types. This makes you wonder how the budget was spent and whether the game will feel overly large or repetitive as a result.
I’m worried the story seems too focused on revenge. With six main targets for Atsu, I’m concerned the game’s scope might become overwhelming or feel repetitive as players hunt them down. I hope there will be enough interesting side activities to balance the action, because I don’t want the game to just be a constant series of fights. The original *Ghost of Tsushima* struck a great balance between action, exploration, and quiet moments, and I’m eager to see if the sequel can achieve the same level of depth.
Let me be clear: I’m optimistic about *Ghost of Yotei* and really hope it does well. Sucker Punch has a track record of making great games, and they’ve explained how *Yotei* builds on *Tsushima* – especially by emphasizing exploration and aiming for the same level of enjoyment. Since I loved exploring in *Tsushima*, I’m hoping *Yotei* will not only succeed but also break Sony’s pattern of sequels that don’t quite live up to expectations. However, I’m still worried it might end up like other Sony sequels that fall short.
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2025-09-24 14:12