Summary

  • Ghost of Tsushima is generally very well-regarded, but a common complaint was how repetitive its open-world could be.
  • Sucker Punch has confirmed in a recent interview that won't be the case for Ghost of Yotei.
  • Creative director Jason Connell noted that the team wants the player to have "unique experiences" mixed in with open-world activities.

Sucker Punch has confirmed in a recent interview that it aims to make 's open-world less repe⛄titive than the one featured in .

Although Ghost of Tsushima is genera🐬lly considered to be one of the best PlayStation exclusives from the PS4 era thanks to its excellent combat and gor💟﷽geous environments, that's not to say that it's completely free of problems. The .

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While Tsushima's visuals made it a joy to explore, there wasn't much in the way of unique activities, leading to a lot of trips to hot springs, sit-downs for haikus, and enemy bases to take over. When Ghost of Yotei was finally announced l﷽ast week,👍 a lot of fans were hoping that notable downside would be addressed, something that Sucker Punch has since confirmed to be the case.

Ghost Of Yotei Will Have A Less Repetitive Open World Than Tsushima

Atsu facing Mount Yotei with a golden field in between them in Ghost of Yotei

, , Nate Fox and Jason Connell, about the recently revealed ꦦsequel. The interview covers a lot of topics, such as how the gam🐠e will be a story about "underdog vengeance", but the one that most fans will be happy to hear has to do with its open world.

While speaking about Ghost of Yotei, Jason Connell said that one of the key challenges when making any open-world game is dealing with "the repetitive nature" of doing the same tasks across a ꦫlarge map. With Yotei, Sucker Punch aims to fix that problem by allowing the player to find "unique experiences" throughout the world.

One challenge꧃ that comes with making an open-world game is the repetitive nature of doing the same thing over again. We wanted to balance against that and find unique experiences. - Jason Connell

Although Connell's comment about repetitive open-worlds in the interview isn't directly pointing at Ghost of Tsushima, it's very likely meant to indicate that the team is aware of the feedback it got on Tsushima and is aiming to correct it for Yotei. So far, we don't have any idea what the "unique experiences" in questio🍷n are and how they'll be balanced, but it's at least comforting to know that Sucker Punch has some ideas in mind for making a better open-world.

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