Despite being hailed as one of 2025's most visually stunning open-world adventures, Ghost of Yotei leaves players scratching their heads with its baffling repetition of Ghost of Tsushima's decade-old flaws. Sucker Punch's samurai sequel nails the cinematic swordplay and breathtaking landscapes that made its predecessor legendary, yet somehow manages to trip over the exact same stumbling blocks. From traversal limitations that feel downright archaic to armor systems that haven't evolved since feudal Japan, these unaddressed issues stick out like sore thumbs in an otherwise masterpiece. Gamers can't help but wonder: why fix what isn't broken? Well, how about fixing what is broken instead?

ghost-of-yotei-s-repeated-mistakes-from-ghost-of-tsushima-image-0

1. πŸšΆβ€β™€οΈ Traversal: Grounded to a Fault

Ghost of Yotei treats movement like it's still 2020. Protagonist Atsu remains weirdly earthbound despite 2025's open-world standards – she can't climb basic structures, her grappling hook usage feels artificially restricted, and descending cliffs still involves frustrating fade-to-black transitions. Compared to contemporaries like Assassin's Creed Shadows (with its dynamic parkour) or Rise of the Ronin (featuring gliders), Yotei's traversal options are shockingly limited:

Feature Ghost of Yotei Modern Peers
Vertical Climbing ❌ Limited βœ… Extensive
Descent Mechanics ❌ Fade-to-black βœ… Parachutes/Rappelling
Mounted Combat ❌ Absent βœ… Standard

People Also Ask: "Why does Ghost of Yotei lack modern traversal mechanics?" Simple – Sucker Punch prioritized historical authenticity over gameplay innovation, leaving movement feeling like a relic.

2. πŸ‘˜ Armor System: Quantity Over Quality

The armor dilemma is dΓ©jΓ  vu all over again. While each of Yotei's 12 armor sets boasts gorgeous detail and unique perks, their scarcity creates massive gameplay headaches:

  • Players get only 2-3 options in the first 20 hours 😩

  • Zero transmog system forces ugly tradeoffs between stats and aesthetics

  • Customization focuses on superficial dyes rather than meaningful loadout diversity

It's a classic case of "all dressed up with nowhere to go" – you'll collect beautiful gear but rarely feel truly powerful or distinctive. Meanwhile, games like Elden Ring and Horizon Forbidden West solved this years ago with robust appearance-transmutation systems.

3. βš”οΈ Combat: Illusion of Choice

Yotei's "weapon alignment" system sounds revolutionary but plays like Tsushima 2.0. The rigid rock-paper-scissors approach (specific weapons for specific enemies) kills build diversity, while charm upgrades offer laughably minor bonuses:

  • "+3% health"-type perks instead of game-changing abilities

  • Stealth/combat still operates as binary switches with no hybrid approach

  • Weapon skill trees lack truly transformative unlockables

And that's the rub – despite new weapons like the spear (Yari), combat ultimately funnels you into predetermined paths. It's all sizzle, no steak when it comes to personal playstyle expression.

4. πŸ’¬ Dialogue Choices: Cosmetic Consequences

Here's where Yotei really drops the ball. Those dialogue options sprinkled throughout the story? Pure smoke and mirrors. Players discovered that:

  • Choices don't alter endings or character relationships

  • Surrendering enemies always give identical intel regardless of actions

  • Zero branching narratives despite the illusion of agency

It's particularly jarring when compared to 2025 RPGs where choices actually matter. That surrendering bandit sequence? Happens identically 50+ times – talk about beating a dead horse!

5. πŸ€– Enemy AI: Stuck in the Past

Ghost of Yotei's foes behave like they're stuck in a time loop. Despite new enemy types, you'll notice:

  • Bears recycled directly from Tsushima with identical animations

  • Archers still shout warnings to nobody before firing 🎯

  • Enemies stare at walls during stealth sections like they're admiring frescoes

The "terrified" mechanic adds minimal depth, making encounters predictable within hours. People Also Ask: "Does Ghost of Yotei have better AI than Tsushima?" Technically yes, but not by the leap you'd expect after five years.

6. πŸ” Repetitive Mission Design

The mission structure is where Yotei's age shows most:

  • 80% of side quests end with generic enemy waves spawning

  • Zero horseback combat despite the gorgeous open world

  • Only bounty hunts and rare non-combat quests break the monotony

It's 2025 – we've moved beyond "go here, kill waves, repeat" design. That epic spear you unlock? Doesn't change the fact that mission variety hasn't evolved since Tsushima's 2020 debut.

7. 🎬 Cinematic Overkill

Sucker Punch's obsession with movie-like presentation backfires spectacularly:

  • Constant black screens disrupt exploration flow

  • Post-battle teleportation prevents looting or environmental interaction

  • You can't even manually sheath your sword mid-mission despite the mechanic existing!

These interruptions make Yotei's world feel less like a living space and more like a movie set where you're just an actor hitting marks.

8. βš”οΈ Duel Fatigue

The legendary one-on-one duels return with stunning cinematography... and zero innovation. While visually spectacular, they suffer from:

  • Identical structure to Tsushima's duels

  • Predictable attack pattern variations instead of fresh mechanics

  • No environmental integration or phase changes

When Assassin's Creed Shadows delivers more inventive boss fights in 2025, Yotei's reliance on the same duel template feels like a missed opportunity.

πŸ’Ž The Silver Lining

Make no mistake – Ghost of Yotei remains a technical marvel with:

  • 😍 Breathtaking environmental design

  • ⚑ Buttery-smooth combat flow

  • 🎭 Emotionally resonant main story

But these persistent issues prove that even masterpieces can benefit from breaking tradition. Here's hoping Sucker Punch brings Yotei's sequel into the modern era instead of resting on their laurels.

🧠 Frequently Asked Questions

Q: Can you mix armor appearances and stats in Ghost of Yotei?

A: Sadly no – the lack of transmog means you're stuck choosing between looking cool or having optimal perks. Major bummer for fashion-conscious samurai!

Q: Is horseback combat finally included?

A: Nope! Despite having horses and new weapons like spears, you still can't fight from horseback. Total head-scratcher.

Q: Do dialogue choices affect the ending?

A: Not one bit. All roads lead to the same cinematic conclusion regardless of your decisions during the journey.

Q: How many armor sets are available total?

A: Only 12 – and you'll spend half the game waiting for new options to drop. Talk about a drip-feed!

Q: Can Atsu climb buildings like in Assassin's Creed?

A: Negative. Her traversal is severely limited to contextual grappling points and basic ledges. No urban parkour here!

Q: Are the duels meaningfully different from Tsushima?

A: While visually enhanced, the core structure remains identical – right down to the "standoff" mechanics and cinematic camera angles.