Ghost of Yotei Sticking to a Linear Storytelling Approach

PlayStation’s big blockbuster release of 2025, Ghost of Yotei, had its very own State of Play earlier this month in which its most impressive features were revealed. Improved combat with four different weapon types replacing the stances of ‘Tsushima’, enhanced stealth mechanics as well as the new and returning lofi/Kurosawa modes for improved replayability.

One aspect about the game that wasn’t touched on as much is how the main narrative would be structured. When Ghost of Yotei was initially revealed and received additional trailers, it was clear that the game would be a story of revenge. In fact, it follows main protagonist ‘Atsu’ as she hunts down the men who burned down her home and attempted to kill her as a child. It originally seemed like players would have the freedom to choose which members to hunt down in any order but this was shut down by creative director Jason Connell.

In podcast ‘Friends per Second’, Connell confirmed that Sucker Punch were continuing their linear storytelling structure found in the first ‘Ghost’ game. Instead, the ‘Yotei Six’ will be tackled by Atsu in a specific order that can’t be deviated from. This more non-linear approach was taken by recent Assassins Creed games ‘Odyssey’ and ‘Shadows’, which allowed players to take out the main antagonists in any order.

While initially seeming superior, the lack of structure with this approach led to a less cohesive and gripping story and instead left the game feeling like a checklist for many fans and critics. With how great Ghost of Tsushima’s story was, Sucker Punch clearly know what they’re doing when it comes to crafting a compelling narrative. You can check this out yourself when Ghost of Yotei launches later this year on October 2nd.

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