Atsu is not a Samurai. The protagonist of Ghost of Yōtei is a wandering sellsword from a humble background. Her absence of gender and status means that after her family’s murder, she has no secure position in 17th-century Japanese society and no options to seek revenge on the six Yotei, the man responsible for her loss. As Nate Fox, the game’s co-director, puts it, “Atsu is not the one who walks into a room; people are respectful.”
Yotei follows the legacy of Sucker Punch Productions’ 2020 expansive open-world game, Ghost of Tsushima, which narrates the tale of Jin Sakai, a samurai who embodies honor while defending his homeland. Jin is unable to fend off the Mongol invasion as a noble warrior, but as a “ghost,” he employs terrifying legendary tactics to gain the upper hand. While Tsushima’s ghost portrays someone maneuvering through varying types of power dynamics, Yōtei showcases Atsu harnessing the singular power achievable with both hands.
The pinnacle of achievement… Yotei’s ghost. Photo: Sony Interactive Entertainment
ATSU adopts the mantle of Onryō, a spirit of vengeance from Japanese folklore. By embracing this myth, she becomes a figure of terror to her adversaries. The gameplay is akin to Tsushima, yet in Yotei’s Ghost, players ride horses and navigate through a beautifully crafted open-world Japan, striking foes with the precise strokes of a katana.
“She leads a life distinctly different from Jin’s, and we aim to highlight that through interactivity,” Fox explains. This involves subtracting the contemplative moments present in Tsushima, where Jin takes time to meditate and transforms his struggles into haiku. “Jin was an intellectual samurai, pausing to appreciate the beauty of nature and weave it into his existence. Atsu is not that person.” These reflective moments soften the harsher aspects of Tsushima, traits that Fox and his team consciously avoided in Yotei’s vibrant landscape. Atsu is focused on collecting trophies while pursuing warriors across Hokkaido.
Sucker Punch highlights the contrasts between the main characters through a mobile campsite, a subtle advancement in the open-world genre. “We enjoy creating features that enhance the tone,” remarks Jason Connell, another game director at Yōtei. “Camping is a feature you can expect in a world like this,” Fox adds, “Atsu is a sellsword who has found a place to rest.”
As the game’s world expanded and the number of questlines and upgrade options grew, a management barrier emerged between players and the universe they were exploring. Instead of venturing on foot, fast travel is utilized between mapped markers. “That creates a disconnect,” asserts Connell. One moment you could be battling a mercenary in an exotic forest. Atsu’s camp aims to mend this discrepancy and reinforce player immersion. Quest givers, shopkeepers, and vital characters offer ways to engage and progress in the narrative without interrupting the story’s flow. “That’s beneficial,” Connell states.
In this fashion, Yōtei is poised to be both an evolution and a counterpart to Tsushima. Three hundred years after the original tale, on the opposite side of Japan, players will inhabit a world viewed through the sandals of characters from the lower echelons of society, creating a familiar yet intriguingly transformed landscape.
Source: www.theguardian.com
