Summary

Ghost of Yoteimay not be the Jin Sakai sequel many fans were expecting, but it is nonetheless primed to transform the IP and set it on a course toward a big future. With the introduction of a new protagonist in Atsu, fresh gameplay mechanics, and a brand-new world to discover,Ghost of Yoteishows the same potential for success thatGhost of Tsushimawas able to achieve in its heyday. In fact,Ghost of Yoteicould go leaps and bounds beyond its predecessor if it strives toimprove certain aspects ofGhost of Tsushimafor the better.

In its quest to make improvements to the groundbreaking formula ofGhost of Tsushima,Ghost of Yoteimight benefit from looking toStar Wars: Knights of the Old Republicfor inspiration. This is specifically regarding its progression system, which is a perfect fit forGhost of Yotei’s renewed emphasis on player choice.

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Ghost of Yotei Could Benefit From KOTOR’s Progression System

Ghost of Yotei Will Emphasize Player Choice More Than Tsushima Did

While its strong narrative and character development proved that it arguably didn’t really need to strongly emphasizeplayer agency,Ghost of Tsushimanonetheless didn’t let players choose much regarding their path moving forward. What is most interesting about this design choice is that the whole narrative revolves around Jin making the choice of whether to remain an honorable samurai or fully commit to becoming the dishonorable Ghost. Rather than letting players choose which path Jin would take, the narrative largely decided for them.

Of course, this was apart fromGhost of Tsushima’s conclusion, which presents players with a major choice of acting honorably or dishonorably. However, the choice has no effect on the game’s epilogue, and withGhost of Yoteiintroducing a brand-new protagonist 300 years in the future, the choice that players made at the end ofGhost of Tsushimawon’t matter there either.

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Ghost of Yotei, on the other hand, will be empowering players in a way thatGhost of Tsushimanever did. In aninterview with New York Times, Sucker Punch confirmed thatGhost of Yoteiwill give players “greater control” over Atsu’s story than they had over Jin’s inGhost of Tsushima. Unfortunately, that is as detailed as the developer has been about that part of the game, so it’s impossible to know just how far-reaching that emphasis on player agency will be inGhost of Yotei. Nevertheless, given Atsu’s rogue nature in the game, there already seems to be plenty of room for flexibility when it comes to player choice.

Ghost of Yotei’s Emphasis on Player Agency Could Carry Over to Its Progression System

WithGhost of Yotei’s renewed emphasis on player agency also comes the question of whether it will not just affect the game’s narrative but also its gameplay as well. If it does turn out thatGhost of Yoteifeatures the morality system that its predecessor lacked, it could benefit from following in the footsteps ofStar Wars: Knights of the Old Republicwith a similar progression system. InKOTOR, players were granted access to unique skills depending on which path they chose — light or dark — which was based on thechoices they made throughout the story.

Ghost of Yoteicould feature a similar progression system by granting players access to specific abilities in light of their moral preference. If players choose a more vengeful path, for instance, perhaps they could giveGhost of Yotei’s Atsucombat skills that are brutal in nature, whereas the less vengeful path could offer abilities that allow Atsu to subdue her foes without killing them. It could also give her unique speech skills that might allow her to persuade her way out of a fight, while the more destructive path could increase her chances of frightening enemies through intimidation and inflicting debuffs in the process.

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Given Atsu’s rogue nature in the game, there already seems to be plenty of room for flexibility when it comes to player choice.

By embracing player agency more fully thanGhost of Tsushimadid,Ghost of Yoteihas the potential to be more immersiveand redefine what it means to walk the path of the Ghost. If Sucker Punch follows through with a progression system that reflects these choices in meaningful ways, perhaps drawing inspiration fromKnights of the Old Republicis the right way to go, as that could create an experience where combat, dialogue, and morality are all connected.

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