Our Ghost of Yōtei review for PS5: Sucker Punch's sequel trades Tsushima's heroic structure for raw freedom across 1603 Hokkaido. Is it worth the leap?

| Developer | Sucker Punch Productions |
| Publisher | Sony Interactive Entertainment (PlayStation Studios) |
| Release Date | 2 October 2025 |
| Platforms | PlayStation 5 exclusive |
| Price | £69.99/$69.99 (Standard Edition) |
| Rating | PEGI 18 | ESRB M (Mature) |
| Genre | Action-adventure, open world |
| Length | 25-30 hours (main story) | 35-40 hours (story + side content) |
| Install Size | ~85 GB (PS5, launch version) |
Whether this feels liberating or frustrating depends on your tolerance for less guided exploration. The game never penalises you for missing content, which reduces the anxiety that checklist-driven open worlds often create. However, the guidance system can sometimes feel overly convenient. The way information reaches you (travellers stopping by with location hints, environmental markers pointing to upgrades) occasionally breaks immersion by making the design scaffolding too visible. You’re meant to feel like you’re discovering organically, but the mechanics sometimes reveal themselves too clearly.
The dynamic weather system impresses, with snow, rain, and even aurora borealis reflecting Mount Yōtei’s real climate. The development team recorded natural sounds at Shiretoko National Park, and that authenticity is evident. Blizzards muffle sound and force reliance on visual tracking during hunts. Dawn breaking over frozen lakes transforms routine travel into an unscripted spectacle.
Technical execution on PS5 is exceptional. The level of detail (individual pine needles catching light, realistic snow deformation) demonstrates hardware mastery. Three modes are available on base PS5: Quality (30fps at higher resolution), Performance (60fps at lower resolution), and Ray Tracing (30fps with RT enabled). PS5 Pro owners get an additional Ray Tracing Pro mode that targets 60fps with ray tracing at intermediate resolution using PSSR upscaling. Patch 1.008 addressed launch stability concerns, and performance remained consistently smooth throughout review.
With so much to juggle, mistakes prove punishing. Glancing at your health or matching an opponent’s weapon change can mean missing a vital parry warning, especially during boss fights against the Yotei Six. The difficulty gets intense (expect frequent deaths even on regular difficulty), but those stakes mean the satisfaction of executing perfectly never diminishes.
The Yotei Six structure provides a non-linear framework. These boss-tier targets can be tackled in any order, though the map opens in stages with pre-determined progression. This isn’t complete freedom à la Assassin’s Creed Shadows; Sucker Punch maintains narrative control, which benefits the pacing and ensures Atsu’s journey remains coherent.
Stealth remains viable but feels less emphasised than the predecessor. You can infiltrate enemy camps unseen, but the expanded combat toolkit encourages experimentation with direct approaches. The wolf companion deserves clarification: it’s not a constant ally you can summon. Instead, it appears as a random combat event that occurs occasionally.
Completing wolf dens across the open world increases appearance frequency, but don’t expect it to be present for every encounter. It’s a nice bonus when it shows up, capable of killing enemies and providing a distraction.
The narrative uses playable flashbacks to flesh out the backstory, with two timelines playing off one another to provide context for both past and present. Key reveals are drip-fed throughout the campaign, maintaining mystery while developing Atsu as more than just a revenge archetype. She’s characterised as a ’17th century Clint Eastwood’ (charismatic yet quick to violence), and Sucker Punch doesn’t shy away from the uglier aspects of that nature. In one scene, she takes grim satisfaction in shooting and beheading a soldier who killed farmers.
This makes Atsu more compelling than Jin Sakai’s conflicted samurai. Where Jin struggled with honour versus pragmatism, Atsu embraces violence as her form of justice. The distinction creates a harder-edged protagonist that suits the mercenary premise.
The game acknowledges Ezo’s cultural landscape, including the Ainu people. The development team consulted with Ainu communities during production, and that respectful approach shows in how indigenous culture is presented as living practice rather than historical set-dressing. It’s not a deep exploration of colonialism’s darker aspects, but the effort toward authentic representation is evident.
Side content emphasises discovery and folklore elements. Activities like Sumi-E paintings, fox dens (returning from the original), hot springs, shrines, and bounties are deliberately positioned across the map to prevent fatigue from repetition. Most importantly, they reward meaningful upgrades rather than padding completion percentages.
That said, pacing issues emerge in the main quest’s latter stages. Too many fights feel like unnecessary padding, and the sheer number of climbing sequences (mindlessly hopping from one white-marked rock to another) becomes tedious. These are dated quirks that make the game seem uncertain about how to bridge story beats.
Ghost of Yōtei: Legends, planned for 2026, will offer 2-player story missions and 4-player survival mode against gigantic versions of the Yotei Six and Japanese mythology-inspired enemies. This follows the original’s popular co-op format, though specific mission details and progression systems haven’t been announced.
Compared to recent competitors like Rise of the Ronin and Assassin’s Creed Shadows, Ghost of Yōtei distinguishes itself through tighter combat choreography and more focused open-world design. Where Rise of the Ronin sprawls with excessive systems, Yōtei demonstrates confidence through restraint.
No. Set roughly 320 years after Jin Sakai's story in a different region (Hokkaido instead of Tsushima Island), it features a new protagonist named Atsu and a standalone narrative. It shares gameplay DNA but requires no prior knowledge of the original. Think spiritual successor rather than narrative continuation.
Substantially, but by design. The game uses fog of war that only clears when you visit locations, with landmarks appearing as 'scribbled rumours' when spotted through the spyglass. There's an adjustment period, but most players report the system feels liberating once mastered. The game never penalises missed content, reducing checklist anxiety.
Yes. The stance system is replaced by five distinct weapons (katana, dual katanas, odachi, yari, kusarigama), each effective against specific enemy types. You must switch weapons fluidly mid-battle. The flintlock rifle adds meaningful ranged options. It's more complex and demanding than the original, with stealth feeling less emphasised.
Partially. The map opens in stages with pre-determined progression, so you don't have complete freedom like Assassin's Creed: Shadows. Within each stage, you have flexibility in your approach. This structure benefits pacing whilst maintaining player agency.
No. The wolf appears as a random combat event rather than a summonable ally. Completing wolf dens increases appearance frequency, but you cannot call it at will. When it does appear, it can kill enemies and provide a distraction, but don't expect it to be present for every encounter.
Ghost of Yōtei refines Sucker Punch's open-world formula with a harder-edged revenge tale set in 1603 Hokkaido. Atsu, an onna-musha hunting the six warriors who murdered her family, wields five distinct weapons in a fluid combat system that demands constant adaptation. The freedom-first design strips away excessive UI, relying on fog of war and environmental observation for discovery. While some guidance feels overly convenient and late-game pacing stumbles with repetitive climbing sections, the 50+ hour experience rewards curiosity across six beautifully rendered regions. Comprehensive DualSense integration and exceptional PS5 Pro performance (60fps with ray tracing) showcase technical mastery. It's a confident evolution that respects player intelligence whilst maintaining narrative control, a must-play for fans seeking more refined samurai action.