
Now that Ghost of Yotei has a confirmed 2nd October release date, the wait for new gameplay footage and details has begun. But since we're still in the dark with regards to a lot of what developer Sucker Punch is doing with this anticipated sequel, we thought it'd be fun to talk about what we actually want from the game.
So, we've gathered the Push Square editorial team together to give their takes on where Ghost of Yotei needs to improve over (the already fantastic) Ghost of Tsushima. And once we're done waffling, we encourage you to share your own wishlists in the comments section.
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"Tsushima's copy-paste approach was excessive"
I’m really looking forward to Ghost of Yotei but I swear if the game makes me follow six million various animals short distances to hidden shrines, haiku spots, and places to play Atsu’s shamisen, I’m going to lose it.
It’s par for the course with the genre, but Tsushima’s copy-and-paste approach was excessive.
For Yotei, I don’t necessarily need the collectible content completely erased from the game — we all love a wee bit of open world fodder every now and again. However, I hope Sucker Punch puts in the work to diversify the process of finding these collectables, whether that’s more natural discovery, various puzzles, or some neat new mechanics.
- Aaron Bayne, video producer
"A much more involved combat system"

I absolutely love Ghost of Tsushima, so I had a hard time coming up with something for this Talking Point — but I've landed on the need for a much more involved combat system in Ghost of Yotei.
Tsushima's fights felt great and did a fantastic job of portraying the kind of tense, lethal action that's such a crucial part of samurai cinema. However, on a mechanical level, combat could become quite rote — especially towards the end of the game, when you were just going through the motions of switching between Jin's stances depending on the enemy.
My hope is that Yotei will be more dynamic overall. Sucker Punch has already confirmed that protagonist Atsu won't be limited to just her blade, with other weapon types adding depth and variety to fights.
With that in mind, I'd like to see more player freedom when it comes to actually engaging with your foes — it'd be great if Yotei offers up different ways to deal with specific opponents, rather than funnelling you into one style of play based on the situation.
In short, the combat foundations are already in place — Sucker Punch just needs to take the training wheels off.
- Robert Ramsey, assistant editor
"Give me more"
Sucker Punch has, in my opinion, always made games which feel great to play. While it may not have the cinematic chops of Naughty Dog or the technical chops of Guerrilla Games, I think from Sly Cooper to inFAMOUS it’s always crafted experiences where the controller more or less melts away in your hands. Ghost of Tsushima was no different!
But for as much as I loved Jin Sakai’s historical affair, I did feel like it had run out of steam by the time I rolled the credits on expansion Iki Island. I think part of that is because I slipped into a successful gameplay approach which I ended up recycling through the entire release; while it certainly felt fun, it did get a bit tedious.
So, my request for the sequel is simple: give me more. I want more combat options, more stealth scenarios, a larger arsenal of weapons, and just generally more things to think about. The Seattle studio has a great track record when it comes to iterating on successful titles, so I think it’ll deliver. And honestly, I wouldn’t be surprised if Ghost of Tsushima feels like a prototype by the time Yotei launches.
- Sammy Barker, editor
"A truly riveting story"

I had a great time with Ghost of Tsushima, and that largely comes down to the beautiful open world and the fun combat. To be honest, I'm quite looking forward to Ghost of Yotei because I more or less know what I'm getting — a very pretty period piece with picturesque locations and slick slice-and-dice gameplay.
However, what will make the difference for me is the story. I enjoyed Jin Sakai's solo mission against the Mongol army, but I was never that attached to any characters, frankly. Despite all the bloodshed, I found the narrative quite dry in the end.
From what we know so far, Ghost of Yotei will tell a tale of revenge as Atsu hunts down the people responsible for killing her family. It sounds fairly typical, but I'm hoping for some twists and turns, as well as a fleshed out cast of characters, to provide more variance and keep players guessing.
I know Sucker Punch can pull off some excellent traversal, combat, and presentation, but a truly riveting story would really tie it all together for me.
- Stephen Tailby, assistant editor
So, what do you want from Ghost of Yotei? Are there any specific areas where it simply must improve over Ghost of Tsushima? Vote in our poll, and then share your opinions in the comments section below.
What improvement do you want most from Ghost of Yotei? (646 votes)
- Better story / characters
- More in-depth combat
- A more dynamic open world
- Better side quests and activities
- Other





Comments 50
Definitely the diversity. Setting and basic setup were great, it just got a bit tedious towards the end. I have high hopes for this game though. They probably won’t fall for the “bigger = better” approach, this game really doesn’t need a bigger map.
I loved Ghost of Tsushima. My personal favorite PS4 game from a 1st party studio. I have no doubt Sucker Punch will put out yet another banger title like always.
I would say the stealth mechanics however could be improved though. Stealth was very by the book in Tsushima. Not bad, just very much what one would expect. After seeing the improvements to stealth made in AC Shadows recently I'm hoping Yotei will follow suit somewhat.
Story is the most important. And why no mention of Legend mode? It was an addictive mode.
Bring jin sakai in a dream. Sequence or something. Now that would be amazing. Word up son
I remember how boring the game felt after reaching the "level cap" about 2/3 of the way. There's not much worse for me then feeling I get nothing from doing stuff in the game.
My hope is that it's a better evolution from Tsushima than Spider-Man 2 was from Spider-Man 1.
@Frmknst I'm not sure your ideas would be implemented,.mainly because it sounds very dark souls, no quest marker etc,.streamlined lined gameplay, alot of people don't like that ,as.much as people dont admit but they like their hand been held through the story with decent freedom on the world map, and been easy to get back on track if needed. I think the game just needs more in depth combat/skill tree and weapon types
1) Weapon verity (which they are doing)
2) more things to do in the world
Honestly there isn't much to improve on from Tsushima and I have all faith in Sucker Punch.
I’d love to see a better stealth implementation. However, I’d really like to see weapon diversity, which I believe we are getting.
Some urban environments would be pretty cool.
I didn't enjoy Ghost like most. Yes it was gorgeous, the combat was actually quite enjoyable, and westerners got to fulfill their romanticised Japanese samurai fantasy that they've been begging for, which I feel largely carried the game. But, overall beneath the surface it was a boring game with weak RPG elements.
The open world just felt dead. Boring side quests, boring npc and general events.
I won't be getting it, but if I were, I'd hope for a more dynamic, living and evolving open world.
Just appearing pretty isn't good enough.
There's a lot of improvements I feel are needed.
Side content of course as most say, make it less repetitive.
Stealth needs a overall to say the least.
I would love a better story/characters like their previous games but it sounds unlikely give how they've set up the game (can take out the bad guys in any order, whilst freedom can be fun, it does limit narrative.)
Loved the first game but there were way too many fox shrines. The novelty of those wore off pretty quick. If they can make these kind of activities more varied I would be very happy. The hot springs and Haikus were a nice touch, so would not be annoyed if they found new ways of bringing in those meditate breaks into the new game. The main thing is it needs that gripping story line and cinematic feel of the original.
Better textures for sure. Great looking game but textures were very very average
Better side quest and activities plus it must be 60 fps on the ps5 I'm 95 percent sure it will
A much more dynamic open world. And in turn that will mean side quests and activities are also better because everything will be designed to make sense, function and fit into the game world.
Open world games are a dime a dozen these days, but it takes real effort and understanding to make an actually good open world.
GoT is a great game, but it is not a very good open world game, despite it being a beautiful world that they designed. And if the world is similar to the one in GoT (but bigger) without any improvements to the world and how everything fits together, then I'll just have to take better content and storylines to make up for any shortfalls in that specific area, as it's still going to be a really good game even if they go the same route as last time.
As some mentioned RDR2 in relation to HORSE!!! I will also state that The Ghost series and the themes are far more suited to a slow and methodical game like RDR2, and eliminating extra gamey elements and replacing them with some more realism is one sure fire way to make it live and breathe and have the game affect the player on a much deeper level. If I can sprint around hoovering up bamboo and teleporting horses all over the shop, am I really getting in to the spirit of the tale being told? Or am I simply popcorn/comfort food gaming like I would be in a Ubisoft title, just with a more serious tone and better combat?
Actual fun activities and something to do in the world.
Better combat and better stealth which was laughable.
@JustMyOpinion
This so much. It was a very basic game. The very definition of superficiality.
Hope it's the graphics that looks less plastic in sunlight.
I got to be honest I never finished Ghost of Tsushima as I was extremely bored by about half way through.
There was a lot of go do this thing then go do the same thing again but over here instead. It was very repetitive and I just lost the will to continue the journey.
I watched YouTube to get the story and never went back. It was a stunning looking world and the combat was good enough but yeah 😔
At the moment I am very much on the fence about Yotei given I didn't get on with the first one.
I think for me I’ve realised recently I’ve been enjoying more linear/condensed games like wukong, expedition 33 etc.
I know I’m only one person but open worlds have got a bit boring. The devs have such a bit area to fill content so of course there’s got to be copy/paste content to help fill it. That’s where I’m a bit fatigued.
The likes of horizon, spider man, ghost etc are all brilliant but it’s the open world they’re built in I’m a bit tired of.
Honestly, I know most won’t agree with me, but I hope for a more concise main story with tighter pacing. I want to be able to make the game last a long time with compelling side content, but, given that this game has a revenge plotline like AC Shadows to some extent and that felt so bloated, I really want something I can blitz through if I want to do so, but also drift through if I want to do as well.
This would be perfect to introduce a MGR: Revengeance style dismemberment feature!!
@Frmknst That horse thing just sounds awful.
I want more variety in combat which the trailer already showed with Atsu's using dual katana, kusarigama, spear, and even a rifle.
And with Hokkaido is bigger than Tsushima, i'm sure there's more variety with the side quest and exploration. Although, i never feel bored exploring Tsushima and finish the side quest.
Loved the first game for about 30 hours, then completely ran out or steam. I tend to take my time with game systems and grind out levels and such (love some power leveling), so as soon as I hit the level/skill cap I was just done. The story wasn’t engaging enough to make me continue, unfortunately. Also way too much cut and paste open world stuff. Combat got stale as well. So lots of improvements to be made, for sure, but I am confident that Sucker Punch will deliver.
The ability to use your blade like a helicopter and fly around the map.
Side quests/activities and the lame cosmetic only rewards for almost all exploration was just awful. They double down on these two aspects, and it's wait for a steep sale for me.
They could also improve variety and progression, as both were very bare bones and fizzled out before the end.
The game was praised by the internet and media machine but when you take a step back it's hard not too see it's formulaic nature, similar to AC. It really was just a modern AC game with better combat, story, and a unique art style. The follow the wind/smoke gimmick was really only that, and the open world still boiled down to clearing fog, chasing icons, and repetitive side content.
I just want more of everything. While I did certainly love GoT and love my time with it, its not a very big game, and there isn't a lot to the various elements. So I want a longer game, bigger world, more settlements, more quests, more gear, deeper crafting, more puzzles, things like that.
Greater combat complexity
Greater side quest complexity
How about no MP? The MP in GoT was decent but unnecessary IMHO. Just focus on making the absolute best SP experience possible.
I just want a better story than "muh revenge" and no forced stealth segments. I also would love more cities less nature, but that won't happen.
A more dynamic world ties into the sense that side activities could be more fun, unique and avoid the Ubisoft formula of extreme repetition. That would make the story more interesting, and so it is the more varied combat that is more a separate item to wish for. I believe that Sucker Punch can deliver like God of War: Ragnarok was a revolution that built on the original reboot.
I am still interested in pitching Assassin's Creed against Ghost of Yotei, which is ultimately going to be the superior game and why? I can't afford both experiences (time constraints and money is actually an object).
Better graphics and not look exactly the same as the first game. How can this take 5+ years to make when the engine is obviously the same one?
Less ***** fox dens. Please.
More diversity of gameplay. I fell off after the nth fox shrine and nth Haiku etc. They were lovely ideas, but not for the umpteenth time.
I thought Spider-man 2 handled mini-games / side quests really well where each had an interesting story and each iteration did something a little different to keep it interesting. GoT just did basically the same thing each time mechanically with little to no variation other than the setting AND did too many of them.
You can also see this in the HLTB times. e.g.
While perhaps Spider-man 2 was a little short / thin on content, this is better than the alternative. Quality not quantity. Less is often more.
Better story / characters for me i found jin dull and forgettable and the story a slog. The side missions also need improving.
The main thing I would like to see would be better level pacing. If you went full exploration mode in the first area then you unlocked most of the cool stuff very early and then it felt like you barely levelled for the later acts as you just took the weaker abilitites.
Edit: Other than that I thought the game was pretty much great all round, the side stuff got a bit repetative but i didn't mind it so much as it was at least different from other games. Writing Haiku's stood out as being pretty unique
I'd like to see a bit of humour, Tsushima was great but bleak. Not all side quests have to end up with you finding a corpse.
Faster, more dynamic combat. Something closer to Ninja Gaiden and Rise of the Ronin. Ghost of Tsushima's combat felt like it's played in slow motion. Give me something more engaging. Story is kinda irrelevant; it is a game, not a book, after all.
@themightyant That was my main issue with Hogwarts Legacy. The open world stuff tripled the lenght of the game but added very little of value. Exploring the castle was very good, and Hogsmeade was interesting if not quite as good. But outside of those areas every zone was just more highlands with the same very repetative stuff to collect.
H:FW was another that really needed to learn that size isn't everything if 80% of you game is just running from one collectable to the next.
It's a pipe dream but I'd love either this game (or GTA VI) to meaningfully evolve how the blend of story progression vs. free-roam plays to feel 'this gen'. The whole thing where the story just pauses, infinitely, until you walk to the yellow dot or whatever - that was fine for last gen, but I'd love to see the lines get a bit more blurred.
Domino effects where the order in which story beats unfurl is changed by what you do and when; cause-and-effect where "this thing" happening changes "that thing" elsewhere on the map.
I could see Yotei having one or two revenge targets in fortresses or similar that you can infiltrate/siege/strategically dismantle in different, open-form ways (or indeed GTA VI having important quest-givers or hit targets who live little scheduled "lives" moving across the map, rather than waiting forever on the big yellow map dot).
Nobody wants to miss story content of course, but it'd be cool to see when it becomes available and how it pans out become a bit more dynamic. The line between story progression and free-roam "side quest time" feels like it could be more blurred. Cyberpunk kinda-sorta did this a bit... but I think there's more to be done there.
Doubtful we'll see this (at least this gen) - but I can dream
Ilyn wrote:
Yes exactly the problem. The trouble is they usually have SOMETHING worthwhile in there, maybe at the end of collecting it all a cool scene or something that you want to see, or often the resolution of a story thread. I don't think it's as simple as just saying "it's optional, you can ignore it", many of us want to have the WHOLE experience, but also don't like our time wasted.
@ridiculous_ties I agree wholeheartedly with your comment. Maybe check blood of the dawnwalker as they seem to be promising a bit more dynamism in their missions structure.
I would like to see the targets in yotei have a routine so you can maybe assassinate them when they visit their favourite noodle shop as an example rather than fighting through a fortress. Just a bit more variety/choice.
As you say though, probably won't happen this gen.
After playing RIse of the Ronin, I would like to have that kind of depth to the combat system.
Agree with all the points in this article, except for the story, which - despite it not being super original - I found to be very competently and most of all actually maturely told. But I guess, that's pretty subjective.
I already get a female protagonist, a new location/time period and more weapons. What I also would like to see are more distinct differences between combat and stealth, perhaps even to the point, that you can really specialise. That may be too restrictive, I don't know. But it would be very welcome to have more variable and elaborate stealth options and transform Atsu into a genuine Kunoichi.
Other than that, definetly more assets, and a more believably simulated world. Seeing like three types of houses and people sweeping the floor right next to a bloody corpse did hamper the immersion in Tsushima somewhat. An actual densly populated town would be nice.
As a fan of climbing and platforming in games, I'd also like some more freedom and challenge in that regard and more use of the grappling hook.
And underwater sections. But I assume, that's a very exclusive wish.
@JustMyOpinion Since Ghost of Tsushima was an unusual huge hit in Japan for a game from the west and is very much inspired by samurai fiction, which originated from the native country of samurais, I don't really think that "westerners" get a fantasy fulfilment here, that Japanese don't share the same affection for. Seems like an unwarranted elitist perspective to me.
I mean, it's not like American western films show a very authentic depiction of their respective time period in most cases.
@DETfaninATL You mean the mode that was given for free using assets from the main game that released about 3 months after the main game?
I seriously doubt it took anything away from the development of the actual title or it's dlc and tbh I found it so much more fun than the actual game anyway. It made GoT my most played game at over 500 hrs lol. Not sure I should admit that 😅
Combat and exploration was very repetitive. I want to see some innovation. There is very little this gen. Everyone is just copying the Ubisoft formula for exploration.
@Korgon (#2) I reiterate that the game was so addictive that I almost accidentally platinumed Ghost of Tsushima. Yotei is my most wanted this year. And I need to get my hands on Clair Obscur soon!
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