As a successor to Ghost of Tsushima, Ghost of Yotei has a lot riding on it. Can Atsu recreate Jin Sakai’s magic? Not entirely, but that’s not necessarily a bad thing. Ghost of Yotei does give you a lot of bang for your buck. While my playthrough only took about 44 hours, one can easily get three times that; probably more at higher difficulties. New Game+ isn’t available yet, but it should ideally land sometime in the future. PlayStation 5 Pro users get to play the enhanced version with prettier, but I tested it on the base console.
With no PS4 version to worry about, Ghost of Yotei has nothing holding it back. Sucker Punch created a technical masterpiece with Ghost of Tsushima’s SSD-like loading speeds on the PS4, and it did it again with Ghost of Yotei. It is one of the handful of games that offers raytracing on the base PS5. Yeah, you’re stuck at a cinematic 30 FPS with occasional dips. While that did bother me as someone who is used to 100+ FPS on a PC, the visuals more than made up for it with plenty of capture-worthy moments.
Ghost of Yotei’s events kick off roughly 400 years after Jin Sakai freed Japan from the Mongols. Atsu, orphaned by a mysterious group called the Yotei Six, comes back to Mount Yotei to exact revenge. Right off the bat, I couldn’t help drawing parallels between Ghost of Yotei and The Last of Us Part 2. Atsu, like Ellie, is hell bent on revenge and will stop at nothing, making it yet another game with the “is revenge really worth it” theme. As a high-budget AAA PlayStation exclusive that is designed to move numbers, it is chock-full of recycled tropes with predictable plot twists one can see coming a mile away. The ending feels rushed, as it was hurriedly concocted to meet a deadline. In Ghost of Tsushima, we help Jin unlock his full potential, overcome self-doubt and become the warrior he wanted; only to throw it all away at the end. Ghost of Yotei lacks that edge and frankly, that’s the weakest link in an otherwise excellent game. Atsu’s could have been the perfect anti-hero, but it was stifled by milquetoast writing.
Ghost of Yotei doesn’t fundamentally switch up anything from Tsushima’s formula. The vast open world is full of stuff to do. But this time, finding shrines and hot springs is trivialized if you can pony up for map fragments. Some can be bought while others can be obtained by interacting with NPCs. Golden Birds lead you to points of interest, but can be disabled for extra immersion. Overall, it’s just a better version of what Tsushima had to offer. The ability to set up camp is a godsend because it gives you an instant reset point to recover your health/spirit, and a dynamic fast-travel point. The cooking and fire starting mini-games are welcome additions, and while they do get tedious after a while, they offer a welcome respite from all the exploring and combat. Another relief comes in the form of paintings and playing songs on your Shamisen. Ghost of Yotei uses the DualSense’s speakers spectacularly, and I’d argue it is one of the best implementations ever.
One of the most notable changes in Ghost of Yotei is weapon variety, a much-needed step-up from Tsushima’s stance-based combat. Balancing multiple weapons can be tricky, but nothing in the game seems overtly overpowered. Weapon switching is seamless and a necessary mechanic because enemies often carry an entire arsenal and some weapons are hard counters to others, for example, Yari wielders are countered by dual-Katanas, brutes by the Odachi and so on. The actual combat is fairly challenging, even at regular difficulty. Multiple enemies swarm at you and keeping a track of each one gets daunting. By default, the ability to lock-on to individual foes is disabled, and I’d highly recommend enabling it via the settings. Multiple aspects of difficulty, such as damage taken, enemy detection speed and enemy aggression, is customizable on a per-item basis. Think of it as a watered-down version of what Doom: The Dark Ages offers. Parries are easy to master with a little practice. To get the timing baked into your muscle memory, play with the Bounty Hunter armour that disables regular deflects altogether but relaxes the parry timings. Ranged combat gets a breath of fresh air with the inclusion of throwable bombs and a gun, for some reason. I wasn’t too fond of it, but your mileage may vary. One side-quest gives you charm that lets automatically headshot enemies with zero effort for that clip-worthy 360-no-scope.
Overall, Ghost of Yotei is an excellent successor to Ghost of Tsushima. On its own merits, I wouldn’t classify it as a game-of-the-year contender, especially with bigwigs like Clair Obscur: Expedition 33 and Death Stranding 2 hot on its heels. Ghost of Yotei has a lot of individual moving parts that are great by themselves, but fail to come together to form a great game. It’s as if Sucker Punch hyper fixated on perfecting the small interactions and lost sight of the bigger picture. The core gameplay loop is still stuck in the Far Cry 3 era with outpost clearing, climbing puzzles and unnecessary use of hallucinations as plot devices. Is the game fun? Absolutely. Is it something that will stick with you for years to come? Probably not.
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Transparency
The selection of devices to be reviewed is made by our editorial team. The test sample was given to the author by the manufacturer free of charge for the purposes of review. There was no third-party influence on this review, nor did the manufacturer receive a copy of this review before publication. There was no obligation to publish this review. As an independent media company, Notebookcheck is not subjected to the authority of manufacturers, retailers or publishers.
Source(s)
Own