Ghost of Tsushima is one of the best PlayStation exclusives fans have been graced with this past decade. The game, developed by Sucker Punch Productions, dove deep into the world of feudal Japan, giving players an insight into what it was like to be alive at the time of the first ever Mongol invasion on the islands.

Unfortunately, as amazing as the game is, Ghost of Tsushima’s open-world formula, despite its brilliance, made the player suffer from the same problem they do when they play a game by Ubisoft, something like an Assassin’s Creed title.
A Ghost of Tsushima’s problem that Ghost of Yotei can’t afford to make

As Sucker Punch Studios gears up for its next project, called the Ghost of Yotei, the studio needs to be aware of the flaws present in the first installment of the franchise. Ever since the release of the 2020 title, players have complained of eventually hitting a wall where the game felt more like a routine than an adventure.
Talking about how Ghost of Tsushima has always given off a vibe if it was made by Ubisoft instead, users of the subreddit r/ShoulIbuythisgame participated in the following thread, talking about how Sucker Punch might have unintentionally leaned into the same flaws that franchises like Assassin’s Creed have.
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At first glance, being compared to a Ubisoft game might not seem like the worst thing. After all, Ubisoft’s open-world formula has been wildly successful, selling millions of copies across multiple franchises. However, it becomes boring after some time, with the players completing similar side quests, climbing the same towers, and other elements that make it seem repetitive.
Ghost of Yotei needs to avoid this one flaw at all costs

One of the core fights in the game was getting rid of Mongol outposts as our protagonist progressed through the story. Unfortunately, even that felt a bit too repetitive, as nearly every post had the same variety of enemies and challenge, introducing nothing new after the player has progressed a bit.
For Yotei to succeed, Sucker Punch must focus on creating a world where activities evolve alongside the player’s journey. The most crucial part of this would be not following a simple template throughout the game and offering different mechanics and elements for players to enjoy as they move on.
At the end, Sucker Punch’s upcoming title must prioritize meaningful exploration over endless icons, ensuring that side quests have some weight to them rather than feeling like filler, and creating enemy encounters that don’t fall into predictable patterns.
This post belongs to FandomWire and first appeared on FandomWire