That’s right, we’re giving Ghost of Yotei the full review treatment, properly. It’s a game that deserves it, for sure!
So, after about 18 hours in Atsu’s shoes it’s time to get some of the initial thoughts we’ve been having.
This is just a place to jot down those first thoughts and feelings. The end of the review, in another piece, may end up reading like I’m talking about a different game. Documenting the experience, and sharing thoughts as we go, feels like the most open and honest way of reviewing a game to us.
During the process, we’ll address any changes in thoughts and why things have changed. However, it might all be good from the start and we could be saying the same things throughout!
This one feels a little like incoherent babble in a lot of ways, so forgive us in adavnce. There’s just a lot to digest and we need to get as much out there now, as possible. So when we rationalise everything at the end, you can see the journey.

Ghost of Yotei
After playing through Ghost of Tsushima and largely loving it, I had gripes around pacing at the end of the second act.
A protagonist so set in his Samurai ways, that his main moral quandary was around changing his ways and being less honourable.
Atsu is less concerned about how she kills people, so long as she gets to kill people.
Ghost of Yotei is a tale of revenge and violence and whilst not a new concept, it works a treat here.
Seeing bounty posters up around the world, getting more and more accurate as the story of the Onryo spreads like fire. Being approached by Ronin trying to claim the bounty, and slicing through them.
Coming up against people in the wild, literally hunting me, or having wandering allies join me at camp.
Ghost of Yotei is Ghost of Tsushima, but refined, more organic and somehow more brutal.

Aesthetic
The words “Holy Shit” have been uttered more than once. Just taking in the vistas, that smooth, stunning, cinematic camera work as you ride on your horse.
There was no doubt that Ghost of Yotei would look great. If you look at how Sucker Punch Studios managed to wring-out all the juice on the PS4 towards the end of it’s lifecycle, with Ghost of Tsushima.
But this is just another level.
I think beyond the obvious visual perspective. The design of the world, the aesthetic, is delivered in such a way that it feels like a breathing wilderness. Wind blows, reeds rustle, rivers flow.
The calmness of a hot spring with a sunset and deer wandering by.
We all know it’s a game, but the world looks as close to real as any game before it, moreso, in fact. And when you’re enthralled in the moonlit skies as you wander downstream, or as the sun comes into view as you reach the top of a climb. This is next-level.
Combined with the sounds of nature are the sounds of fire, combat, villagers living or a camp in the woods of Ronin plotting your capture. I know it’s been said often over the years. But Ghost of Yotei has to be the closest to a game world that feels alive. Not in the hustle-bustle ways of a city with traffic, but in an organic, natural way.

Improving
Atsu isn’t immediately a one-woman army. Like all video games, you must improve, earn ability points and learn skills.
What sets Ghost of Yotei apart is how you learn new weapons. This is something that’s blown me away.
Quick note: the stances from Ghost of Tsushima are gone. Instead, you essentially play rock-paper-scissors by swapping weapons out to out-fox your opponent,
What we get now are new weapons, but these all come from being trained by a master. These side quests feel perfectly nestled into your journey.
With some really clever implementation for some of the training. Spear weapon? You need to learn how to control speed with the extra distance you have in your hands. Learn to catch fish jumping out of the river.
Dual katanas? Well, your left arm isn’t honed like your right, so the game literally shows the player how tough it is to cut bamboo with the wrong hand. Then, as your training progresses, it naturally gets easier.
Ghost of Yotei takes something standard in games, and makes it feel natural, makes it seem like genuine progression and development.
Add to it the various shrines, wolf dens, hot springs and a story teller, leading you to new armour sets based on local legends. You’re always able to improve and unlock new stuff.
What’s even more impressive is how little it tries to throw it in your face. You know there’s world to explore and you find a lot of things naturally. But you don’t feel overwhelmed like other open-world games.

Story
Ghost of Yotei is all about revenge. But, Atsu feels real, human and driven. Slowly collecting a cast of characters that largely server to enrich her world and her story.
Being steered towards your objectives feels semi-open. You can go an choose your first target. You can go anywhere in the map if you like. This make all of the people you meet feel incredibly organic. Even though you know scenes are scripted at specific points or events, you don’t feel like you’re pushed into them.
I took on The Oni first, and the main character I met on that storyline really turned the dial up on Atsu’s character at the same time.
Getting involved with others and the wider world really brings out more in Atsu and makes the game feel more involved.

Onwards
As it stands, every moment I get to play Ghost of Yotei is something i look forward to. I’m savouring my time and going off the critical path to follow a golden bird, or have a bit of a snoop.
Will I burn myself out before I get to the end and start to complain about pacing? It’s a trap I regularly fall for in games like this. However, I always feel like I’m progressing, and it feels more than a collact-a-thon.
I think Ghost of Yotei might be different. Well-paced and designed with the fact that people feel fatigued with open-world games in 2025.
Certainly, when the world feels like a peaceful escape more than a list of chores to tick off. That can only be a good thing right?
Hopefully the momentum isn’t killed by burning out on exploration or a flubbed story beat. But we’ll see.
I suspect at least another 20 hours before we see any credits. Probably more.
Right now, Ghost of Yotei feels like a game firing on all cylinders and delivering in spades. Let’s see how it goes from here.




