Biggest mistake Ghost of Yotei is repeated from Ghost of Tsushima

Both Ghost of Tsushima and Ghost of Yotei are excellent action games with an open world, representing some of the best genre has to offer. With spectacular images, cinematic story, refined battle and a smooth flow to exploration, the time flies by in these Samurai adventures. With Ghost of YoteiSucker Punch pressed the already winning formula further, which made the sequel feel improved in almost all areas. But nothing is perfect, and there is still room for improvements in a potential third game.

The most puzzling is that several previously criticized aspects of Ghost of Tsushima return Ghost of Yotei With little to no changes. It is difficult to ignore some elements that feel obsolete according to 2025 standards and not imagine how different things could have been. Let's take a look at some of Ghost of Yotei's Rare mistakes that could have been fixed since the original, but for some reason were left as they are.

This is not intended as harsh criticism of Ghost of Yotei Or to reduce their achievements, but rather as personal rivetpicks about elements that may have been better handled.

Review improvements may be better

Running, riding and simplified climbing sections are all we have

Many recent games with an open world have made real improvements in the review, which has added tools or abilities that make it more fun. Although there are no endless alternatives in a grounded, semi -historical environment that Ghost of Yoteieven similar titles as Ronin Rise (which includes a glider aircraft) find creative ways to make Traversal more engaging, instead of limiting players to running on foot or riding on a horse.

The biggest question lies in the overly simplified travers sections transferred from Ghost of Tsushima. These usually offer only a narrow way forward and feel just too artificial. After games like Assassin's Creed ShadowsThe limited use of ATSU's gripping hook, her inability to climb even small buildings or towers, and the lack of some decent quick alternatives (in addition to a bleaching to black) can leave players who want more.

Get distinct armor sets without transfog options

Clothes are amazing but there are too few of them

Just like in Ghost of Tsushimaevery new outfit in Ghost of Yotei Feels like a reward. Visually striking, rich in details and supported by lots of customization options such as unique dyes and distinct combat benefits, collection and testing of each new armor set never gets old. The problem is that unlike the wide range of headbands, helmets, masks and hats, there are too few armor sets (only 12 total) to choose from in Ghost of Yotei.

Armor pieces are so rare that players will probably have only two or three options to choose from during the first 20 hours or so. Even worse, despite the limited choice, Ghost of Yotei Still missing a trans rose function found in many other Open-World action games. Players cannot mix their preferred appearance with their ideal battle bonuses, leaving the only option to constantly switch between charges, which is not always comfortable.

Limited battle builds variation

More weapons added, but still not enough of different characters

Continues from the previous paragraph, although Ghost of Yotei Expands Atsus Weapon Arsenal strongly, just like the first game, it still does not offer really distinct combat buildings. The updated combat system centers around “weapons orientation”, which requires players to use specific weapons against specific enemy types, while the gap between stealth and open battle remains almost irreversible when ATSU is discovered.

The abundance of upgradable charm and equestrian benefits adds some variation, but most of these bonuses are smaller – somewhat extending ATSU's health bar, lets her defeat enemies in two strikes instead of three, or provide other unmatched bonuses. The simple skill trees for each weapon also do not help much, as they lack enough game -changing benefits or attacks to encourage truly original playing styles.

Player choice that rarely matters

Elections in mission and dialogues often feel irrelevant

Sucker Punch never thought Ghost of Tsushima or Ghost of Yotei Being full-fledged open world RPG, as both Jin and ATSU are predefined characters with established personalities. Despite this, the game often offers dialog choices that seem to affect certain assignment results but in the end feel insignificant. With how the system is handled in both titles, it is difficult not to wish for more influencing decisions – those that would let players shape different versions of ATSU at the end and maybe even unlock alternative ends.

A clear example is how almost every random meeting with enemies ends in the same way: the final opponent hands over and gives ATSU a clue that leads to the next goal. Players cannot decide to spare or perform them, and this lack of agency feels like a missed opportunity, which makes these meetings increasingly predictable as the game progresses.

Poor enemy variety and behavior

You can only do so much with human enemies

One of the greatest critics of Ghost of Tsushima was its limited enemy's variety, understandable to some extent given the game's historically founded environment. Ghost of Yotei Make some improvements and introduce new enemy types of distinct weapons and attack patterns that force players to adapt, but it's still hard not to wish for no more. Even rare predators that bears are reused directly from Ghost of Tsushima and behave exactly the same.

In addition to the lack of variation, Ghost of Yotei's The enemy AI and behavior could have seen more meaningful upgrades. Enemies are still shouting before shooting arrows, even when no allies are nearby; Stealth remains too comfortable, with enemies who often stand with his back exposed and stare at the walls instead of open areas; And the “terrified” mechanic adds some depth. As a result, most battle meetings begin to feel repetitive before long – but more about it in an instant.

Forced, repetitive battle meetings

Each assignment or assignment basically ends the same thing

It denies no one that both Ghost of Tsushima and Ghost of Yotei Has exceptional combat systems, with some of the best sword games in the genre, floating movements, brutal finishes and a free form flow that does not rely on target locking. But when it comes to designing assignments and meetings around this fantastic system, Ghost of Yotei Feels outdated and lacks creativity.

Almost every side search or assignment ends in the same way: a group of enemies, whether it is bandits, mercenaries or ronin, suddenly dives from thin air and attacks Atsu or whoever she helps. The worst is the overused “enemy waves” structure, which until 2025 standards feels unnatural and predictable after only a few hours of play. As a result, the few meetings that happen organically, such as bounty hunters who bake ATSU in nature, or the rare assignments that completely avoid the battle, stand out even more in a sea of ​​repetitive battles. Although ATSU acquires a spear (Yari), just as in Ghost of TsushimaThe game still lacks the horseback completely, which feels like yet another wasted opportunity.

Too curated film structure

The game removes control too often

The previous example of fleeing enemies without player selection illustrates perfectly Ghost of Yotei's Too curated, film structure that was transferred from its predecessor and typical of many Playstation first-party titles. In almost every mission, the game often interrupts the game with black screens, unnecessary small screens, sudden character tunes to new places off the screen, or even immediate updates to a place immediately after intense battles.

In many such scenarios, players cannot even plunder fallen enemies or mantle their sword manually – despite the game including this stylish interaction system that allows weapons shelters or bending at any time. In its pursuit of cinematic story, Ghost of Yotei Sometimes frustrating by not allowing players to fully exist in their world or acting freely within it.

Tough but unoriginal boss battles

Duel system is good, but what about surprises?

Alongside its excellent battle, one of the prominent features that return from Ghost of Tsushima to Ghost of Yotei Is the signature duel system for managers and elite bundles. These one-on-one meetings, framed with cinematic camera angles, capture the spirit of classic Samurai films and still feel good and intense. But while this system remains impressive, at the end of a second game, it begins to feel repetitive and in need of new ideas.

To comparison, Assassin's Creed Shadows – Claws of AwajI recently introduced very original boss episodes, which were praised by players for their variety and creativity. That would be good if at least some of Ghost of Yotei's Major Boss Battles offered something else rather than relying solely on the same face-face duels with slightly changed boss attack patterns every time.


Ghost of Yotei Tag Page Cover Art

System

Playstation-1


Published

October 2, 2025

ESRB

Mature 17+ / blood and gore, drug reference, intense violence, language, partial nudity, use of alcohol

Publisher

Sony Interactive Entertainment


Leave a Comment