At this point in time, it looks like Ghost of Yōtei can be considered the biggest PlayStation release for this October. Sucker Punch has been revealing more combat and story information little by little. First came the kuma, then the focus shifted to the yari. We were shown glimpses of these two weapons: the chain and sickle weapon known as the kusarigama and the long Japanese spear known as the yari, famous for reach and control.
In the new gameplay, our main character, Atsu, runs across the wooden bridge into a group of soldiers. The fighting ends almost instantaneously, as the yari carves through them before any of the soldiers can get close. Watching this reminded me of my experience using the spear in Ghost of Tsushima’s Legends mode, which always gave me confidence in holding back enemies, and it looks to have an even sharper feeling here. The yari seems most fit for clearing out tight knots or holding valuable real estate in a congested fight.
Weapon Variety in Ghost of Yōtei
Sucker Punch has promised that there’s a lot more out there besides the spear. The katana is, of course, there along with heavier blades like the ōdachi and dual swords for the faster strikes. One can even contemplate ranged combat returning in the form of bows and throwing knives. It seems like this game is particularly highlighting weapon variety, allowing players to fight however they see fit.
The Yōtei Six: Dangerous Enemies with Unique Identities
The setting takes place in Hokkaidō, a land rarely shown in games of this scale. Atsu is sent on a mission to defeat the Yōtei Six, a cadre of powerful enemies each ruling their own territory.
Concept art had previously revealed five of them. The Kitsune has silver shoulder armor and chain mail that makes it look mystical and dangerous. The Snake is high but hunched over, giving a slightly creepy vibe before the fight even starts. Lord Saitō is a max-defensive, heavily armored warrior whose bulkiness makes him resemble a moving fortress of steel. All capture a unique essence. a feeling that these are among the bosses that players will remember for a long time after they finish the game.
The sixth figure has not been unveiled. It feels intentional, almost like a late Sucker Punch twist. It kind of reminds me of how Ghost of Tsushima teased the biggest reveals, never allowing anything to give itself away too early.
Quiet Moments Between Battles
Ghost of Yōtei is not just about combat; the game features a camping system to rest, cook, and trade with traveling merchants. These are peaceful intermissions between challenging fights to give the player a breather. I, for one, have always appreciated slowing down on Ghost of Tsushima to compose haikus or visit shrines, so getting some similar intervals in here excites me. It adds to world-building and makes things feel alive on the journey.
The Look and Feel of Ghost of Yōtei
Physically, the game looks breathtaking by now. There is much attention to detail, from the armor designs to the landscape of Hokkaidō. Ghost of Tsushima was heralded for its authenticity and cinematic thoughtfulness, and from the earliest previews, it looks like Ghost of Yōtei is reaching even higher. Speedy, skill-based combat in tandem with a textured narrative and immersion in the world sounds quite promising.
If the Yōtei Six prove as memorable in-game as they are in concept art, this may very well be one of the finest games Sucker Punch has ever made. For me, excitement is not only about combat, but this adds a layer of intrigue to it. Every single reveal articulated so far feels like a small piece of a much larger narrative that long awaits telling. You may also be interested in: Next Tomb Raider Game Teased in Embracer Group’s Upcoming Release List