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Reading: Ghost of Yōtei Presents “Epic” Verticality of Hokkaido As “An Opportunity,” Says Sucker Punch
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Gamexplore > My Bookmarks > News > Ghost of Yōtei Presents “Epic” Verticality of Hokkaido As “An Opportunity,” Says Sucker Punch
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Ghost of Yōtei Presents “Epic” Verticality of Hokkaido As “An Opportunity,” Says Sucker Punch

October 14, 2025 4 Min Read
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Sucker Punch Productions’ Jason Connell, co-creative director on Ghost of Yōtei, has revealed why the recently-released open-world recreation entails a lot climbing. In an interview with GamesRadar, Connell spoke in regards to the recreation’s emphasis on participant freedom, in addition to the truth that the real-world space that the title’s world relies on – Hokkaido – in actuality has “steepness and epic vertical-ness”.

“There’s this concept of freedom, proper?” mentioned Connell, referring to the truth that gamers have loads of choices of the place and what they will climb. “That’s one of many fundamental causes that we spend a variety of time in ensuring that you could climb.” He went on to elucidate that, since Ghost of Yōtei is “grounded in actuality”, the builders couldn’t merely give gamers a “magical teleportation factor” to get round. “That may break the truth bubble of what we’re attempting to create. You attempt to create non-combat verbs that match with the world.”

Together with the truth that Hokkaido can be usually a mountainous place in actual life, it introduced a novel problem for Sucker Punch Productions. As Connell famous, “Out of the blue you must cope with these mountains, and you may select them to be issues or alternatives.” In the end, the studio determined to reward its gamers for exploration.

“However we discovered it to be a bit difficult to think about a recreation like this with as a lot freedom as we would like with out having some side of climbing. Now, we did spend money on some faster methods to get down, like, whether or not they’re expressive, easy methods, like the fast repels from the highest of shrine climbs as a result of they’re actually excessive up, or they’re truly type of interactive methods, like slides, which had been some my precise favourite options that we had within the recreation… And that’s simply attempting to make the steepness and the epic vertical-ness of Hokkaido a possibility, as a substitute of an enormous hurdle.”

See also  Chris Pratt seemingly confirms Star-Lord will be back soon, as far too many MCU characters face oblivion with post-credits scenes going nowhere

Connell had beforehand spoken about Ghost of Yōtei providing gamers extra freedom than some other title developed by Sucker Punch Productions, from its stealth platforming PS2 sequence Sly Cooper, to its PS3-era superhero franchise Notorious, and even PS4’s Ghost of Tsushima. In an interview, Connell revealed how, so long as gamers have enjoyable, the studio doesn’t actually care a lot about what gamers may select to do with their in-game freedom.

“Our philosophical type of factor about this recreation was to let you could have extra freedom than any recreation we’ve ever had,” he mentioned.

“It’s very advanced, and the pacing is type of a barely totally different mannequin for every one,” Connell continued. “Narrative pacing is a bit simpler to know, and in order that one’s a bit extra simple, however that open-world pacing one is sort of difficult. We do all these little tips to make it sort of work out for us.”

Ghost of Yōtei was launched completely on PS5 earlier this month. For extra particulars, take a look at our evaluate. Additionally take a look at analyst estimates of the title having bought greater than 1.6 million copies in its launch week.


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