Ghost of Yōtei Review
There’s a moment early on in Ghost of Yōtei when our protagonist, Atsu, needs to be trained to dual-wield the katana. Three key things happen around this: we get a new technique, natch (which in Ghost of Tsushima were known as “Sword Stances”), allowing us to more confidently take on spearmen; we gain an ally as part of our on-the-snout ‘Wolf Pack’ and, finally, we’re front-row-centre to a tried and tested Jidai-Geki training trope -- a learned fighting skill for the narrative that will help in eventually besting our despicable antagonist, Lord Saito. It’s the sort of trope now understood as a “training montage” in most modern cinema and TV, though here its poignancy, from a story perspective, outshadows the need for any 80s music accompaniment.
All the shame.
Hilariously, however, we also learn this specific technique in just a couple of days which is still classic 80s. (Read our “Would you like to know more?” box out for… MORE!) The reason we raise this is because it feels, often, open-world experiences like this are poured over -- from a review perspective -- too early. And it is true certain games and genres can be worked out in initial phases, or can show a gameplay loop soon enough to be confidently scored, but with open-world games, it’s a roll of the dice, or flick of the coin, and we’re genuinely glad we didn’t ‘learn’ our score too early, nor did we intend to expedite proceedings.
But the point is, there’s no rush to judge, but in such cases there’s always a lot to unpack, which is what we’re doing today because Ghost of Yōtei is all things similar and different, but is it enough in either camp given the generational leap?
Ghost of Yōtei
What’s Boss?
Not Boss Enough?
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