Open-world games, by their very nature, should immerse players in a seemingly limitless landscape of creativity and choice, where nearly every conceivable action is possible. Yet, developers often face significant challenges in truly fulfilling this open-world promise. The team at Sucker Punch, known for their acclaimed hit Ghost of Tsushima, is no exception. While the game’s portrayal of feudal Japan captivated audiences, reviewers frequently pointed out the repetitive elements as a downside. As Sucker Punch gears up for the release of Ghost of Yotei, slated to come out this year, they’re reportedly aiming to address monotony—but they need to tread carefully on this path.
The old saying “if it ain’t broke, don’t fix it” seems pertinent when discussing the potential changes for Ghost of Yotei. While it’s easy to reflect on Ghost of Tsushima’s minor pitfalls, notably, the game’s strength is its successful formula, which should not be discarded. However, the original game’s side quests, combat mechanics, and exploration lacked depth, and players might not be so forgiving if these issues persist in Ghost of Yotei. Enhancing these aspects could significantly enrich the game’s authentic depiction of 17th-century Japan.
The combat in Ghost of Tsushima was praised for its fluidity and memorable moments, but the lack of variety in enemy types often led to predictability. To elevate combat in Ghost of Yotei, Sucker Punch should introduce new adversary types beyond the spear/shield/archer foes we saw in Tsushima and perhaps reduce the frequency of random encounters on the map. While these encounters served to test players’ combat skills, they became tedious when simply moving from one quest to another.
Side quests are another critical area for improvement in Ghost of Yotei. In Tsushima, the side quests were a mixed bag. Although they played a vital role in exploring the map, many felt formulaic, often revolving around saving villagers from bandits or Mongols, interspersed with unavoidable cutscenes and dialogue. This structure frustrated players searching for distinct narratives apart from the main storyline, thus driving the repetitive critique Tsushima faced.
Other games like Assassin’s Creed Odyssey have shown how enhancing side quests through environmental diversity—ranging from mountainous terrains to naval adventures—can break the cycle of monotony. Unfortunately, Ghost of Tsushima struggled with a similar diversity, as its environment often didn’t reflect the variety expected from an expansive open-world RPG.
However, it’s crucial to recognize that some level of repetition is inherent in RPGs, forming a crucial part of the character development journey. Many players enjoy progressively strengthening their character through familiar activities, such as completing similar side quests or battling numerous weaker enemies to gain experience points. This progression eventually allows gamers to take on formidable bosses or withstand stronger attacks.
Therefore, Sucker Punch should strike a balance. While Ghost of Yotei could benefit from shaking things up, extreme measures to inject diversity might not be necessary. A mix of new elements and familiar patterns can effectively enhance character development while maintaining player immersion in its 17th-century Japanese setting. Whereas in Ghost of Tsushima, players were constantly dealing with Mongols and bandits, Yotei might introduce another persistent threat—and that’s perfectly okay. In the end, while diversifying side quests and environments could certainly heighten the experience, a certain degree of repetition could still serve as a powerful tool to reflect players’ growth and mastery.