Ghost of yōtei review

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Going through lists in video games can be extremely satisfying. Regardless of whether he collects objects or completing the mission, there is something tempting in mentioning his plans and marking them as complete after the second. Ghost of Yōtei understands it strictly and uses it, starting with the hero of ATS literally by writing the hit list of six men who took everything from her. You even exploit the TouchPad of PlayStation 5 Dualsense controller to write their names so that you can spend the rest of the game hunting for them and transforming your own blood. It is a uncomplicated, but extremely satisfying configuration and this basic idea – the joy of getting to know your goals and filling them – it extends to any other element of the spirit of Yōtei to create consistently satisfying experience, which is very complex to put down.

Watch the Ghost of Yōtei video review:

https://www.youtube.com/watch?v=pwspkrxpwui

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The Sucker Punch developer made an unexpected choice for his continuation of the spirit of Tsushima, establishing her centuries later. It allows Yōtei to adapt well to the established Samurai universe aesthetically and mechanically without having to give recent reasons for the previous hero, Jin Sakai, to continue the already completed mission of revenge. It allows Yōtei to keep the best parts, and at the same time does not have to get involved with jin luggage.

The mission of ATS revenge is known and sometimes even predictable. Despite this, it is so well made, and her motivations are so pointed that I never felt bored or as if I walked around my friends. Her flashbacks, often supplied with sequences of gameplay focused on players, which are completely sleek, professionally set everything she lost by placing the player in her space. I fully understand why he doesn’t only want to kill Yōtei Six and willingly aid her. Together with the satisfactory violence of revenge, some sequences moved me to tears. Her experience following Kitsune, which emphasizes ATS relations with her mother, was particularly influential, and I assign this well -realized characteristics of ATS. Among my few narrative complaints is how often her goals barely move through her fingers for the reasons for the story before she finally performs her killing.

But despite the fact that he is the basic element of the spirit of Yōtei, his narrative is only part of greater experience. Moving and fighting through EZO is always accompanying experience, not because radically re -acceptance or changes mechanics that made Tsushima so great, but rather because they are carefully iterated and improved in a subtle way.

Using the wind to move around the world returns as a brilliant way to always know where you are going without having to look at the maps or markers on the screen. This helps significantly in immersion and is also particularly critical because the environments look fantastic. Following the birds and foxes to secondary locations with always the values ​​of the prize, it is a distraction of attention, which was not willing to exploit. Fight, although a friend, if you played Tsushima, is still a wonderful ballet of attacks, meters and a continuous weapon excavation (without the need to introduce a menu) to always think and move. Stealth still prioritizes satisfaction with realism and punishment with the aid of recent tools so that everything is more engaging.

However, Yōtei’s basic triumph is its pace. Despite the absorption of the narrative, I was constantly distracted by missions, because they all offer valuable and various stories that are always aimed at making Ats more qualified onryō. I did not put off the golden path in the same way as I tried to stay on it in a way that I did not mention. And all this is supported sometimes by charging, which I can only describe as technological magic. Moving anywhere on the map is shockingly immediate. Rewarding, modernizing equipment, finding recent side tasks and never gives you the opportunity to stop or catch your breath, which means that the hours spent in EZO. But if you want to play a world in which ATS cannot magically teleport, there are fully respectful systems for the player that allow her to bring suppliers directly to her campsites without the need for travel, which is wise.

Ghost of Yōtei does not radically do not destroy or change what worked in Tsushima, but that’s fine, because to be sincere, Punch Sucker nailed mechanics for the first time. I say that he will improve in a great way, is his narrative and characters. Atsu is a bold, rightly livid woman who probably drinks too much (which is my fault, I admit because drinking Sake restores the spirit). He knows exactly what he wants and is more than willing to fight. From the moment we established the list, she was fascinating to me, and I loved to spend time with her, watching how she was growing and enjoying the journey of everyone she met along the way. And everything is basically done without charging screens.

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