Both Ghost tsushima and Ghost yotei They are excellent action games in the open world, which represents some of the best genre it offers. With spectacular visuals, film narration, refined struggle and smooth flow to the survey, time flies in these samurai adventures. WITH Ghost yoteiSucker Punch has already pushed the winning formula even further, so the sequel felt improved in almost every area. However, nothing is perfect and there is still room to improve in a potential third game.
The most mysterious is that a few previously criticized aspects Ghost tsushima return Ghost yotei with small to any changes. It is difficult to ignore some elements that feel outdated according to standards 2025, and not imagine how different things might be. Let's look at a few The ghost of Yotei Rare incorrect steps that could be repaired from the original, but for some reason they remained as they are.
This is not meant as hard criticism Ghost yotei Or reduce his achievements, but rather as personal nitpicks about elements that could handle better.
Enhancement of traverse can be better
Running, riding a horse and simplifying climbing sections are all we have
Many recent games in the open world have made real improvements for traverse, adding equipment or abilities that move around. Although in a grounded, semi -political environment are not endless options Ghost yoteieven similar titles, such as Ronina's rise (which includes a glider) Find creative ways to increase the engaging passage instead of limiting players on foot or horseback.
The biggest problem lies in too simplistic traverse sections transmitted Ghost tsushima. They usually offer only one narrow way forward and feel too artificial. After games like Assassin's Creed ShadowsLimited use of the ATSU hook, its inability to climb even small buildings or towers, and the lack of any correct possibilities of fast decent (except black to black) can leave more players.
Small different sets of armor without the possibility of transmoting
Clothing is stunning but there are too few
As in Ghost tsushimaevery new clothes in Ghost yotei He feels like a reward. Visually striking, rich in detail and supported by many adaptation options, such as unique dyes and different combat advantage, collection and testing of each new set of armor will never become old. The problem is that, unlike a wide range of headbands, helmets, masks and hats, there are too few sets of armor (a total of 12) to choose from Ghost yotei.
The armor pieces are so rare that players will probably have only two or three options within the first 20 hours. Even worse, despite the limited selection, Ghost yotei It still lacks the function of Transmogs found in many other action games with an open world. Players cannot mix their preferred appearance with their ideal combat bonuses and leave a single opportunity to constantly switch between load, which is not always comfortable.
Limited Combat Builds Variety
Multiple weapons are added but there are still not enough varied possibilities of fighting
Continuation from the previous point, although Ghost yotei It greatly expands the Arsenal of the ATSU weapons, like the first game, still does not offer a really different combat assembly. The updated combat system focuses on the “weapon alignment” that requires players to use specific weapons against specific types of enemies, while the division between secrecy and open fight remains almost irreversible as soon as ATSU is seen.
The amount of upgradable spells and arms benefits adds a little diversity, but most of these bonuses are smaller – slightly prolong the ATSU health bar and leaves its defeat of enemies in two strokes instead of three or provides other unbiased bonuses. Simple skills trees do not help much for each weapon, because they lack enough benefits of changing game or attacks to encourage truly original game styles.
The elections of players who rarely care about
Options in tasks and dialogues often feel irrelevant
Sucker Punch never intended Ghost tsushima or Ghost yotei Being full -fledged RPG with an open world, because Jin and ATSU are predefined characters with established personalities. Yet the game often offers a choice of dialogue that seems to affect certain task results, but eventually feels insignificant. As the system is processed in both titles, it is difficult to wish for a more effective decision – those that would allow players to shape different versions of ATSU and perhaps even unlock alternative endings.
A clear example is how almost every random encounter with enemies ends in the same way: the final opponent gives up and gives ATSU a hint leading to another goal. Players cannot decide whether to save or perform them, and this shortage of the agency feels like a missed opportunity, so these meetings are still predictable as the game progresses.
Poor hostile diversity and behavior
With human enemies you can only do so much
One of the greatest critics Ghost tsushima It was limited by enemy diversity, to some extent understandable due to the historically anchored environment of the game. Ghost yotei It performs some improvements and introduces new types of enemies with different weapons and offensive patterns that force players to adapt, yet they are still difficult to wish. Even rare predatory animals like bears Ghost tsushima And behave exactly the same.
Beyond the lack of diversity The ghost of Yotei The enemy AI and behavior could see more meaningful upgrades. The enemies still scream before they fire arrows, even if there are no allies nearby; Stealth remains too comfortable, with enemies often standing with their backs exposed and staring on the wall instead of open areas; And the “frightened” mechanic adds a small depth. As a result, most of the combat meetings begin to feel repetitive soon – but in a moment.
Forced, repeating combat meetings
Each mission or task essentially ends the same
Cannot be denied that both Ghost tsushima and Ghost yotei They represent exceptional combat systems with some of the best sash in the genre, fluid movements, brutal finishers and free form flow that does not rely on the target lock. However, if it comes to designing tasks and meeting around this great system, Ghost yotei He feels outdated and lacks creativity.
Almost every side task or mission ends in the same way: a group of enemies, whether it is bandits, mercenaries or ronin, suddenly appear from the thin air and attack ATSU or anyone who helps. The worst thing about this is the overused structure of “enemy waves”, which by 2025 feels unnatural and predictable after just a few hours of play. As a result, several meetings that happen organically, such as reward hunters that attack ATSU in the wild, or rare missions that avoid completely struggle, excel in the sea of recurrent battle. In addition, even if ATSU gets a spear (yari) as well as in Ghost tsushimaThe game still lacks a horse struggle completely, which feels like another unnecessary opportunity.
Too curatorial film structure
The game takes the control too often
The previous example of fleeing enemies perfectly illustrates The ghost of Yotei Too curatorial film structure has transmitted from its predecessor and typical for many first -party playstation titles. In almost every mission, the game often interrupts playing with black screens, unnecessary small cutscenes, sudden teleportations of characters, or even immediate updates on the spot right after intense battles.
In many such scenarios, players can not manually prey enemies or cut their sword – despite the game, including this neat interaction system, which allows for any cladding or inclination. In his pursuit of film narration, Ghost yotei Sometimes it becomes frustrating by not allowing players to be fully existed in their world or to act freely in it.
Hard but unoriginal battles of bosses
The battle system is great, but what else?
Next to its excellent struggle one of the standouts returns from Ghost tsushima on Ghost yotei It is a duel system for bosses and elite rewards. These meetings on-on-one, framed by the angles of the film camera, capture the spirit of classic samurai films and still feel stylish and intense. Although this system remains impressive, at the end of the second game it begins to feel repeated and needs fresh ideas.
For comparison Assassin's Creed Shadows – claws AwajI recently introduced the highly original section of bosses that players appreciated for their diversity and creativity. It would be great if at least some The ghost of Yotei Major Boss Battles offered something other than relying only on the same face in the face of duels with slightly altered patterns of the boss's attack every time.

- Released
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October 2, 2025
- Esrb
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Mature 17+ / blood and gore, drug reference, intense violence, tongue, partial nudity, alcohol use
- Publisher (s)
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Sony Interactive Fun
