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‘Ghost of Yotei’ Directors Unpack Vibrant New Trailer and Tease Atsu’s Weapons on Her Epic Revenge Quest
A new ghost is ready for her revenge.
Sucker Punch Productions and Sony Interactive Entertainment have unveiled the official trailer and Oct. 2 release date for “Ghost of Yōtei,” the hotly-anticipated standalone sequel to 2020’s “Ghost of Tsushima.” The game, which takes place 329 years after the events of “Tsushima,” follows the warrior Atsu on her bloody quest for revenge at the dawn of the Edo period.
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It’s not easy to follow up a masterpiece like “Ghost of Tsushima.” The samurai action-adventure game was an instant hit among players, selling over 2.4 million units in its first three days and becoming PlayStation 4’s fastest-selling first-party original IP debut. There’s also a film adaptation in the works at Sony, and an anime series based on the game’s multiplayer mode coming to Crunchyroll in 2027. So the pressure was on for the Sucker Punch team when it came time to craft the sequel.
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“Games are hard to make, and sequels are tough,” says “Ghost of Yōtei” co-creative director Jason Connell. “Before we go and make a second version of something, we have to ask ourselves, ‘What’s the core of it? What are the things that we feel we never walk away from?’ Samurai cinema-inspired combat. Lethal precision in the way it’s felt in the controller. We really loved creating the beautiful world.”
During a research trip to Hokkaido (called Ezo at the time “Yōtei” takes place), co-creative director Nate Fox says the sequel’s world suddenly came into focus. “Hokkaido is filled with jaw-dropping beauty, juxtaposed with danger,” he says. “We were hiking through a forest. We saw a tree that had bear claw marks on it. And up until that moment, we were looking at these snow-capped mountains. Right then, it was clear that there were predators in the forest as well, so you had to divide your attention between a gorgeous view and being scared for your life.”
As shown in the new trailer, Atsu will have to do just that, facing off with fearsome foes while traveling through both lush blue fields of flowers and rocky, mountainous terrain.
Fox and Connell sat down with Variety to break down the action-packed trailer and what fans can expect from Atsu’s epic journey for vengeance.
In following a game like “Ghost of Tsushima,” what qualities were most important to you when crafting the sequel?
Jason Connell: We really love making origin stories. We thought about what’s going to be our next origin story, thinking about an underdog character inside of this not-been-done-before Hokkaido. It’s not a very particularly popular place in a lot of entertainment media, even though it’s a really popular place for travel. It’s an astoundingly beautiful place in the Edo period with a very dangerous landscape. Putting this underdog character on a vengeance quest up here, but keeping all those aspects of the “Ghost” IP: lethal precision combat, rewarding exploration, big open world inside this beautiful landscape. That’s how it got birthed.
Nate Fox: Relatable humanity is something that we really keep close to our chest. We want to make sure that these characters are people that you can relate to, even though you’re getting to know somebody that lived hundreds of years ago. And while our games are inspired by the history of feudal Japan, they are fictional stories, right? People going through a landscape that’s inspired to have that feeling of authenticity, but is otherwise really about the experience of these characters while they grow and change and explore these places that we long for the player to get lost in.
This new trailer gives us our first glimpse at the motives behind the new protagonist, Atsu. What can you tell me about her?
Fox: Our new hero, Atsu, is somebody you meet early in her life, and this is her origin story, and it’s one of heartbreak. She suffers a horrible loss in her youth, and then sets off on a quest for revenge. Revenge is a classic samurai cinema trope, and we love samurai cinema. Atsu is going to hunt down the members of the Yotei Six that did her wrong and get revenge. And in the process of hunting them down and overcoming all of their forces, she defies the odds. And people start to think she’s more than human. They start to think that she is an “onryō,” which is a folk tale ghost that is an unstoppable force for vengeance.
Exclusive concept art for “Ghost of Yōtei”
Sucker Punch / Sony
Some accused the game of being “woke” when Atsu was revealed as the main character. Why was a female protagonist the right choice for this story?
Connell: We knew we had all these fans who love “Tsushima.” We want to carry all of those fans forward into an exciting new adventure. We’re creatives. We like to make new things. We like to make exciting, new pieces of art and move people in new ways. We want to make a sequel that’s fresh but familiar.
Nate and I are pretty enamored with making origin stories, and certainly one that we could find a way to make them feel like a bit of an underdog in this landscape. This is a pretty dangerous landscape, which positions her to be an excellent person for that. This is somebody that people would not expect to be so powerful, yet here she is on this romp of a vengeance quest, which is probably pretty unexpected for some people.
Over time, she’ll get this name of The Onryō, because this Japanese folk legend is an unkillable, vengeance-seeking ghost. And that’s just an awesome fit. Onryō are typically stories of vengeance from females. So that seems like a really nice package for this.
The landscape of Hokkaido looks even more intricate and far-reaching than the island of Tsushima. How did you craft the open world and what did you learn about the Edo period that inspired your take in this game?
Fox: This is the most open game we’ve ever made. One of the greatest joys is just getting lost. You let your curiosity guide you through the landscape. We view that as this holy moment that we want to uplift for players so that they can feel very present inside of Hokkaido, or Ezo, as it was called back when our game takes place. Ezo is a character in and of itself that’s filled with hidden secrets and an anthology of stories.
Connell: It’s just so wild and nature-filled. There’s an opportunity to tell a slightly more wild and rural version of this story than if it was in a major city. There’s so many biomes to bring to life and so many majestic and beautiful locations to take inspiration from. There’s no way we could take it all, so we get to cherry pick some of the most beautiful locations and bring them alive to our players.
Exclusive concept art for “Ghost of Yōtei”
Sucker Punch / Sony
Let’s dive into the combat mechanics. I’m sure the blade will still be the star here, but does the later time period open the game up to more advanced weapon technology?
Fox: We have the benefit of gunpowder being part of the combat mix. While the Katana is still the most valuable weapon, having some more opportunities to blow things up is never a bad addition for a video game.
Connell: We’ve teased the kusarigama, and obviously, she’s got two swords, so there’s a cool dual-wielding element there. In this trailer, there’s a frame towards the end where you get to see a spear, which is called a yari. Being able to play with such a different variety of weapons is so new for the game’s feel. Each one of them has their own benefits.
Fox: The weapons are big deal, of course, because mastering a weapon is part of the feeling of samurai cinema. Becoming a master of that blade is integral to it. But we wanted to give players an even bigger connection to the weapons and the land. So inside of Ezo, you can find teachers who will teach you how to use that weapon in a very organic way that you might see inside of these films. So you get to experience what it’s like to grow as a martial artist along with Atsu.
You’ve brought up samurai cinema a few times! Which title gave you the most inspiration for this franchise?
Fox: “Yojimbo” by Akira Kurosawa is very, very big in both of our minds as being this tonal jumping-off point for what it’s like to be a wandering sellsword, which Atsu is.
Exclusive concept art for “Ghost of Yōtei”
Sucker Punch / Sony
What do you most hope players take away from “Ghost of Yōtei” when they finally get their hands on it?
Connell: I really hope that they take away a deep sense of immersion, of getting lost in the landscape, looking out on the horizon, seeing something that’s interesting and riding towards it.
Fox: I hope players feel like they really know how to use a sword. There’s that moment when you play video games, and it stops being the character in the screen, and it becomes you. You say things like, “I died.” That feeling of mastery with different weapons, and when you overcome a group of enemies, and you’re alive, kind of splattered with digital blood. It’s the samurai cinema fantasy come true under your own control. And I hope people feel like that was them in that moment, succeeding, winning against all odds.
The ending of “Ghost of Tsushima” famously presents the player with a final choice: they can either kill Lord Shimura and give him a warrior’s death, or spare his life and abandon the samurai code forever. Which ending do you choose?
Fox: There is no wrong choice. However, from my point of view, if you love Uncle Shimura like I loved him, I gave him what he asked for, which was death.
Connell: I might have been on the other side of the fence on this one. There’s not many times [Nate] and I differ, and I cannot believe that it’s taken this long. You’re the first person to ask us.
This interview has been edited for length and clarity.
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