Review #053 – Ghost of Yotei
Ghosts of the past.
Yotei is without a doubt one of most cinematic games I’ve ever played (seriously, this game is unbelievably gorgeous), but feels like a lateral step in terms of game design. Sucker Punch essentially just made another Ghost of Tsushima, and while exploring Ezo and getting revenge on the Yotei Six is fairly engaging, so much of what you do in Yotei feels very familiar.
Don’t get me wrong—I like a good open world action game. But remember all the myriad Fox Dens, Bamboo Strikes, Hot Springs, Shrines, Duels, and Enemy Bases in Tsushima? Well, get ready to do a lot of the same (if not identical) stuff in Yotei too. Nothing is particularly awful but man, the majority of open world stuff can feel rote at times.
When the game is clicking though, it really clicks. Combat remains visceral and super fun, especially the new Fire Emblem adjacent weapon counters. I really enjoyed seeing Atsu’s journey unfold too, even if predictable at times. The game is just such a great package that even if you put the repetitive open world stuff aside, it’s still so objectively well made.






