Ghost of Yōtei gameplay deep dive 10th July (2pm PT // 5pm ET // 10pm UK)

Not exactly true. With ghost 1 u started with a huge enemy and plot fight against the mighty mongols .here for a sequal you could only go up like the second invasion of mongols instead they go for 6 random jap guys. Truly a disappointment and not pushing anything forward . It's not indegioionus criticism because this feels paired back from the game before it even.
You sound like a person who just needs to leave gaming all togethe, cuz I seriously don't think you will find happiness.

You know what I am sick of?
I am sick of these buggy ass poorly optimized games coming out that try to cram too many things in them. I have been wanting developers to take a break with always trying to push the graphical envelope and focus on tweaking performance. Hopefully that happened here.
 
Lol I asked grok to give me a consensus of the excitement levels of this game online ..... Neogaf was one the sources:
ztdfpZwZjvryHIPZ.png

i also asked ChatGPT

Excited 54%
Curious / Interested 12%
Mixed / nostalgic 14%
Not excited 14%
Indifferent 6%

Excited: 65%
Not Excited: 22.5%
Indifferent: 12.5%
.... 🤷🏼‍♂️

i have seen on Twitter people say that it looks like "more of the same"as the primary criticism... 🤔I think the biggest issue is that it took too long.

lol:
JBN7lDTiYFta8cx1.jpg

well, it seems indeed that this is the
"official" narrative this game has against it. 😬

Sony, Sony, Sony..... your template is getting old and stale

Please. Stop with the AI slop.

No one gives a crap about your prompts and ChatGPT answers.
 
I have nothing against safe sequels. In fact, its the opposite. If its a newly established world/IP/series, I more than welcome it. Give people more of the same and of what they enjoyed. Like, I honestly would've preferred if ND hadn't strayed away from the original build-up in TLOU like they did in TLOU2 for instance and played it safe. That was a risky idea that possibly cost them future installments.

Joel's "exit" might've worked better in a third game after people had at least one more adventure with him. But, anyway, I'll just leave it here. I'm over TLOU2 and the way it panned out at this point.
TLOU2 was a huge story misfire IMO and more or less proved to me that Drueckmann has great ideas, but he absolutely needs checks and balances. His best work came when he had Bruce Straley to keep his worst ideas in check. I always respect what he was trying to do in TLOU2, he wanted to show that actions had consequences and that there was two sides to everything. He wanted to make you sympathize with everyone. Unfortunately, what he ended up accomplishing was making you hate everyone. At the end of that game I was literally rooting for Abby and Elle to just kill eachother. They constantly made bad decisions and just became unlikeable. Not to mention when the two battle, I was legit trying to lose.

Sony higher ups would be VERY wise to monitor Intergalactic's development as Drueckmann clearly thinks he's always right. He fully embraces the controversy of his GI Jane and that is an immediate red flag.
 
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Going from Infamous 1 to Infamous 2 and then again with Infamous 3, Sucker Punch made sure to add different powers to make sure the game didnt feel samey. You have a new protagonist who has 200 years of samurai combat enhancements to learn from, and she plays virtually identical to Jin. The animation work especially is very weak.

Back in the day, standards were higher and people expected more from changes from sequels and devs didnt want to make their games feel like DLC. Now they are ok with copy pasting everything. Hence the familiar/similar complaints that are prevalent this gen with sony games like HFW, Ragnorak, Spiderman 2, DS2 and now GoY.
 
TLOU2 was a huge story misfire IMO and more or less proved to me that Drueckmann has great ideas, but he absolutely needs checks and balances. His best work came when he had Bruce Straley to keep his worst ideas in check. I always respect what he was trying to do in TLOU2, he wanted to show that actions had consequences and that there was two sides to everything. He wanted to make you sympathize with everyone. Unfortunately, what he ended up accomplishing was making you hate everyone. At the end of that game I was literally rooting for Abby and Elle to just kill eachother. They constantly made bad decisions and just became unlikeable. Not to mention when the two battle, I was legit trying to lose.

Sony higher ups would be VERY wise to monitor Intergalactic's development as Drueckmann clearly thinks he's always right. He fully embraces the controversy of his GI Jane and that is an immediate red flag.
If some insiders are to be believed, they already are. Portfolio supervision has pivoted back to Japan, supposedly since the year prior.
 
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The game looks amazing, bigger and better than the first one, which was already fantastic. I can't wait to explore this world on horseback!

It's curious how players react to sequels. Unless it's a JRPG, a Souls game, or something from Nintendo, they seem to expect a completely different game. In fact, it feels like they need to see a radical graphical leap, like from Uncharted 1 to 2 or Infamous 1 to 2, for them to accept a sequel.

Modern life stuff.
 
I think it's totally valid to air criticism - I do think some of the criticism is over the top in this case - it is obviously better looking that GoT and it's running at 60fps - to me that's a generational leap. Also the team took 4-5 years to make something that has multiple bigger scope gameplay systems than the original. We've seen little of the narrative (for obvious reasons) - I think that the team has been pretty efficient with the time - compared to other studios which have produced nothing in 5 years.
nothing of what I saw justify 5 years to my eyes, from animation to assets is basically the same game but now a little bigger and a little more complex...you may disagree and thats fine ... and comparing to other studios from sony that are doing even worse is not an achievement.

Ill say again.. if this exact same game comes out three years after GOT.. almost nobody was going to be surprised and it might even get a better global reception.

But anyway 2020 was still a rebound year for covid .. so I can eliminate this year and count this game as a 4 year dev cicle.. its not excellent but is not horrible either.
 
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Going from Infamous 1 to Infamous 2 and then again with Infamous 3, Sucker Punch made sure to add different powers to make sure the game didnt feel samey. You have a new protagonist who has 200 years of samurai combat enhancements to learn from, and she plays virtually identical to Jin. The animation work especially is very weak.
I think having her fight even more unorthodox than she already does might have made people look at her differently.

Maybe a mix of wild + controlled movements, like Mugen from Champloo:


samurai-champloo-mugen.gif

samurai-champloo-mugen.gif


Mixing that with the fact that she just picks up any random weapon to use it would make for an interesting combat style.
 
I think having her fight even more unorthodox than she already does might have made people look at her differently.

Maybe a mix of wild + controlled movements, like Mugen from Champloo:


samurai-champloo-mugen.gif

samurai-champloo-mugen.gif


Mixing that with the fact that she just picks up any random weapon to use it would make for an interesting combat style.
That would have been a huge improvement, especially if she's from the edge of Japan.

The whole first game was supposed to be about the invention of ninja tactics out of necessity, and blending that with samurai training. They never delivered on that at all. It was basically just blink and he's a master of stealth.

What is this one even about? No idea. Train for 16 years in the same stuff and go get revenge I guess.
 
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But anyway 2020 was still a rebound year for covid .. so I can eliminate this year and count this game as a 4 year dev cicle.. its not excellent but is not horrible either.
I really dislike people using covid as an excuse. my entire office was shutdown permanently and we all went to work from home, and our company grudgingly had to admit that we were MORE productive. We are also a software engineering firm. Not completely 1:1 as video games which are more artist driven and thus require more hands on than people coding but there were many studios who were able to ship games after covid from 2020 to 2023 that were directly impacted by work from home mandates and they still pushed next gen visuals.

Avatar, Outlaws, Callisto, HFW, Ratchet, Demon Souls, all ended their final years impacted by covid, and still managed to look next gen.

This is just sheer incompetence.
 
I am not as blown away by this as I was when Ghost of Tsushima was announced but I will say this:

Ghost of Tsushima was the game that got me to pay a lot more attention to art direction over graphical fidelity. I remember playing both GoT and TLOU Part 2 at the same time and GoT's visuals had a bigger impact on me despite being a bit behind graphically.

Ghost of Yotei may not be a graphical fidelity powerhouse but it has some of the best Vistas I have ever seen in gaming with incredible big draw distances. It also likes to exaggerate things like wind, particles, and lighting to create a feel. It creates such a lively atmosphere. How something feels has a lot more impact than it just looking photorealistic. Hyperrealistic games break their illusion as soon as there is any movement.

I do wonder how this will stack up with Onimusha though. That game seems to be doing more with using the environment to your advantage and makes more use of physics. I also prefer linear gameplay. I think Ghost of Yotei will be a fun and polished experience though.
 
I think having her fight even more unorthodox than she already does might have made people look at her differently.

Maybe a mix of wild + controlled movements, like Mugen from Champloo:

Mixing that with the fact that she just picks up any random weapon to use it would make for an interesting combat style.
This x 100. Plus some environment interactivity like in the new Onimusha would have been awesome. Thats something else.
There was no cool hook here. Really phoned in. Some new weapons/skills simply doesn't cut it.
 
wow, that's a very stupid thing say. AI is jut like more powerful and context sensitive search engine.
Lol, I come across some AI hallucination every single day. The other day S0ULZB0URNE S0ULZB0URNE was arguing over Helldivers not being a Sony IP due to some AI fuckery. AI is fucking garbage.
imagined uh? now with some research I have a clear and more informed idea. shocking
Research...? Eating up AIslop without any sort of questioning is not researching, lol.
(once a game is green lit)... that's on the diagram
So?
you mean my previous argument based on imagination?

with my first statement being correct (different groups) and after researching, i can flesh out my original argument:

groups like the user research one, also the share technology, tools, techniques, workflows that happens among sony's studios, things like the yellow paint and talkative NPCs to guide the player is a sign of homegenization; the "Ubisofication" of sony's AAA single player template.

DEI mandates and HR have foster a "diverse" a one sided ideology especially in western studios; a hive mind. this super checks out.
The idea of these groups fostering influence across all of Sony would, at least, make sense if you weren't making exceptions for some studios. What exactly makes you think that Polyphony Digital wasn't subject to this?
that's one the diagram too. Executives can push the corporate values on project. we have had very obvious examples on Hollywood

yeah and gaming has been victim of this scheme too:

Latoya Raveneau, an executive producer and director at Disney Television Animation:

I was just, wherever I could, just adding queerness... No one would stop me, and no one was trying to stop me. I had this sense of, like, 'I'm going to insert my gay agenda.'"
Only way that you can prove it is if every project was exactly like that, and it's not even close. You can point out the culture within the studios themselves, but suggesting that it's an initiative at large does sound ridiculous. Again, why was Stellar Blade (the anti-DEI game, amirite?) allowed to exist if that was the case?
 
Going from Infamous 1 to Infamous 2 and then again with Infamous 3, Sucker Punch made sure to add different powers to make sure the game didnt feel samey. You have a new protagonist who has 200 years of samurai combat enhancements to learn from, and she plays virtually identical to Jin. The animation work especially is very weak.

Back in the day, standards were higher and people expected more from changes from sequels and devs didnt want to make their games feel like DLC. Now they are ok with copy pasting everything. Hence the familiar/similar complaints that are prevalent this gen with sony games like HFW, Ragnorak, Spiderman 2, DS2 and now GoY.

I think there are limitations on what they can do simply by choosing to do another Ghost game. Infamous, being about super powers, allows for a lot more freedom. I get what you are saying about the animations though. Definitely seem recycled.
 
watched it fully and have to say I am quite dissappointed. It appears to have the same generic open world from the first game and I am completely burnt out on those.
 
I really dislike people using covid as an excuse. my entire office was shutdown permanently and we all went to work from home, and our company grudgingly had to admit that we were MORE productive. We are also a software engineering firm. Not completely 1:1 as video games which are more artist driven and thus require more hands on than people coding but there were many studios who were able to ship games after covid from 2020 to 2023 that were directly impacted by work from home mandates and they still pushed next gen visuals.

Avatar, Outlaws, Callisto, HFW, Ratchet, Demon Souls, all ended their final years impacted by covid, and still managed to look next gen.

This is just sheer incompetence.
I whole heartily agree with you... thats me TRYING to see the glass half full
 
I don't see anything wrong in making improved iterative sequels when you're just at the second game in the IP.
There is no reason to completely reboot something that was greatly appreciated and just needs to be refined.
The gaming industry has always been about sequels that improve a winning formula.
Yakuza games are all the same, Persona games are all the same, the From Software games are all the same, the Resident Evil and Tomb Raider games were all the same, the Assassin's Creed games are all the same, let's not even talk about annualized franchises like COD, the games Nintendo has been making for 20+ years and so on.
A sequel can't feel fresh like a new IP or something completely rebooted that just keeps the name, that is obvious.

Ghost of Yotei looks fantastic and what it was realistic to expect.
 
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Going from Infamous 1 to Infamous 2 and then again with Infamous 3, Sucker Punch made sure to add different powers to make sure the game didnt feel samey. You have a new protagonist who has 200 years of samurai combat enhancements to learn from, and she plays virtually identical to Jin. The animation work especially is very weak.
Just curious, what are the 200 years of "samurai combat enhancements" that are missing? Did they start using the sword differently or something? Did they backflip before swinging? Armor designs changed over the eras. And that's about it. Most games take tons of liberty with that stuff anyway. Enemy animations are massively improved, they move and react so much more believably to hits, and death animations are a giant leap above the original. GoT death animations on random enemies were almost comically stiff and repetitive. All animations for the new weapons are, by their very nature, entirely new as well.

I think there are other criticisms (like the hot springs and some lack luster graphics) that are completely valid, but expecting a historical swordfighting game to be dramatically different between sequels that are 5 years apart (4 if you count Iki) built on the same engine by the same team seems like the weakest critique.

But yeah, it certainly has a same-y feel to it and if one is feeling burnout (thanks to the genre getting more crowded with games like AC shadows and Rise of Ronin coming out), then I won't fault them for it. But I can't think of how much more the fighting mechanics should change. That's the least of the game's shortcomings. At the core of it all, you are either done with this type of Japanese open world swordfighting game... or not. The rest seems like over-intellectualization to me. Even if they changed every single animation, the underlying complaint won't go away. People will just latch on to something else to express their burnout.

I think what the game really needs is variety. Don't make me do the same damn thing over an over. And make the revenge story unique and nuanced in some way. If they nail those 2 aspects, the game will review and sell well.


I think having her fight even more unorthodox than she already does might have made people look at her differently.

Maybe a mix of wild + controlled movements, like Mugen from Champloo:


samurai-champloo-mugen.gif

samurai-champloo-mugen.gif


Mixing that with the fact that she just picks up any random weapon to use it would make for an interesting combat style.

This sounds more like something they could have actually done. But like I said, changing up animations ain't going to make people overcome burnout. That would literally become the new criticism - "Booo! Old wine in new animation bottle". Did anyone care when Mile Morales swung and fought differently than Peter Parker? Only the ones who wanted to play and were not burnt out cared. If the rest are sick of Spidey, then they are just sick of Spidey!
 
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This sounds more like something they could have actually done. But like I said, changing up animations ain't going to make people overcome burnout. That would literally become the new criticism - "Booo! Old wine in new animation bottle". Did anyone care when Mile Morales swung and fought differently than Peter Parker? Only the ones who wanted to play and were not burnt out cared. If the rest are sick of Spidey, then they are just sick of Spidey!
I was mainly just addressing the combat, and in terms of the combat in Spiderman the differences between Miles and Peter were made pretty clear, in a good way.
 
I was mainly just addressing the combat, and in terms of the combat in Spiderman the differences between Miles and Peter were made pretty clear, in a good way.
We can agree on that. In fact, I like your idea. I'm just saying it won't make someone already calling it a DLC change their mind. There are DLCs that have changed things up quite a bit too. Ultimately, it will come down to your prevailing attitude towards a genre and theme. If you can't take more of it, then no amount of changes around the edges or enhancements will convince you. Something more fundamental will have to change, and GoY is clearly not going for that.
 
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Going from Infamous 1 to Infamous 2 and then again with Infamous 3, Sucker Punch made sure to add different powers to make sure the game didnt feel samey. You have a new protagonist who has 200 years of samurai combat enhancements to learn from, and she plays virtually identical to Jin. The animation work especially is very weak.

Back in the day, standards were higher and people expected more from changes from sequels and devs didnt want to make their games feel like DLC. Now they are ok with copy pasting everything. Hence the familiar/similar complaints that are prevalent this gen with sony games like HFW, Ragnorak, Spiderman 2, DS2 and now GoY.

This is an INSANE take imo. Games back in the day had these same type of jumps from one game to another. Stop the cap!

I really dislike people using covid as an excuse. my entire office was shutdown permanently and we all went to work from home, and our company grudgingly had to admit that we were MORE productive. We are also a software engineering firm. Not completely 1:1 as video games which are more artist driven and thus require more hands on than people coding but there were many studios who were able to ship games after covid from 2020 to 2023 that were directly impacted by work from home mandates and they still pushed next gen visuals.

Avatar, Outlaws, Callisto, HFW, Ratchet, Demon Souls, all ended their final years impacted by covid, and still managed to look next gen.

This is just sheer incompetence.

And how did Avatar, Outlaws, and Callisto actually feel to play? How good were they as games? You seem to leave that part out for some reason.
 
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We can agree on that. In fact, I like your idea. I'm just saying it won't make someone already calling it a DLC change their mind. There are DLCs that have changed things up quite a bit too. Ultimately, it will come down to your prevailing attitude towards a genre and theme. If you can't take more of it, then no amount of changes around the edges or enhancements will convince you. Something more fundamental will have to change, and GoY is clearly not going for that.
True. I mean, if we're being blunt here, what we've seen so far is essentially Sony's version of an Ubisoft sequel.

Gamers who play Ubisoft games have accepted the formula like comfort food, a reliability. GoT was compared to Ubisoft games a lot after it came out. If this game just builds upon that formula, well then, there you go 🤷‍♂️

I have just accepted this and I still want to play the game, as I've always been okay with 'this game, but just more and slightly different'. That was literally the backbone of sequels for every generation before PS4/Xbone. I mean for crying out loud that is the foundation of most souls games.
 
We can agree on that. In fact, I like your idea. I'm just saying it won't make someone already calling it a DLC change their mind. There are DLCs that have changed things up quite a bit too. Ultimately, it will come down to your prevailing attitude towards a genre and theme. If you can't take more of it, then no amount of changes around the edges or enhancements will convince you. Something more fundamental will have to change, and GoY is clearly not going for that.

I think a bigger and better question is to ask, why do those people feel the need to impress upon others that Ghost of Yotei is just DLC in the first place? What's their motive? What are they "TRULY" implicating here?
 
Not exactly true. With ghost 1 u started with a huge enemy and plot fight against the mighty mongols .here for a sequal you could only go up like the second invasion of mongols instead they go for 6 random jap guys. Truly a disappointment and not pushing anything forward . It's not indegioionus criticism because this feels paired back from the game before it even.
You know there is a 300 year difference between games. I don't think the Mongols were coming in the 1600's to invade Japan.
 
Also something else I wanted to say quickly...I think with some of the tepidness being expressed in terms of lack of an "obvious" visual leap...that's where I feel SIE's PC strategy hurts games like Yotei.

Not going to make this a big commentary on that strategy, but it's worth noting that many of us already see how good Tsushima can look due to it being on PC. We've seen how it looks on rigs with more power than a PS5 or even PS5 Pro, and I think quite a few who are saying the fidelity jump in Yotei doesn't look that big, are coming from having played and/or seen Tsushima on powerful PCs with max settings and are comparing it to that, NOT the original release running on a base PS4 or even PS4 Pro, or Director's Cut on PS5.

I can guarantee, if there was no PC version of Tsushima, there wouldn't be people using that as frame of reference for this new Yotei footage, and those people would probably be more impressed as they'd be comparing the Yotei footage against Tsushima on PS4 or PS4 Pro, rather than it on an ultra-powerful PC. And truth be told, future SIE AAA releases that have entries on PC are going to run into a very similar problem: if part of that FOMO effect relies on having amazing graphical leaps, but prior installments on PC opens up room for crazy performance in that version well ahead of a sequel, then the FOMO effect is diminished to some degree.

Especially, if there aren't enough new things elsewhere (i.e game mechanics and systems) that are bold enough to stand out immediately, in a good way, marking a clear delineation between the original and its sequel.
 
Also something else I wanted to say quickly...I think with some of the tepidness being expressed in terms of lack of an "obvious" visual leap...that's where I feel SIE's PC strategy hurts games like Yotei.

Not going to make this a big commentary on that strategy, but it's worth noting that many of us already see how good Tsushima can look due to it being on PC. We've seen how it looks on rigs with more power than a PS5 or even PS5 Pro, and I think quite a few who are saying the fidelity jump in Yotei doesn't look that big, are coming from having played and/or seen Tsushima on powerful PCs with max settings and are comparing it to that, NOT the original release running on a base PS4 or even PS4 Pro, or Director's Cut on PS5.

I can guarantee, if there was no PC version of Tsushima, there wouldn't be people using that as frame of reference for this new Yotei footage, and those people would probably be more impressed as they'd be comparing the Yotei footage against Tsushima on PS4 or PS4 Pro, rather than it on an ultra-powerful PC. And truth be told, future SIE AAA releases that have entries on PC are going to run into a very similar problem: if part of that FOMO effect relies on having amazing graphical leaps, but prior installments on PC opens up room for crazy performance in that version well ahead of a sequel, then the FOMO effect is diminished to some degree.

Especially, if there aren't enough new things elsewhere (i.e game mechanics and systems) that are bold enough to stand out immediately, in a good way, marking a clear delineation between the original and its sequel.
You reminded me, I will respond to your quote later (I didn't even check it).
 
Also something else I wanted to say quickly...I think with some of the tepidness being expressed in terms of lack of an "obvious" visual leap...that's where I feel SIE's PC strategy hurts games like Yotei.

Not going to make this a big commentary on that strategy, but it's worth noting that many of us already see how good Tsushima can look due to it being on PC. We've seen how it looks on rigs with more power than a PS5 or even PS5 Pro, and I think quite a few who are saying the fidelity jump in Yotei doesn't look that big, are coming from having played and/or seen Tsushima on powerful PCs with max settings and are comparing it to that, NOT the original release running on a base PS4 or even PS4 Pro, or Director's Cut on PS5.

I can guarantee, if there was no PC version of Tsushima, there wouldn't be people using that as frame of reference for this new Yotei footage, and those people would probably be more impressed as they'd be comparing the Yotei footage against Tsushima on PS4 or PS4 Pro, rather than it on an ultra-powerful PC. And truth be told, future SIE AAA releases that have entries on PC are going to run into a very similar problem: if part of that FOMO effect relies on having amazing graphical leaps, but prior installments on PC opens up room for crazy performance in that version well ahead of a sequel, then the FOMO effect is diminished to some degree.

Especially, if there aren't enough new things elsewhere (i.e game mechanics and systems) that are bold enough to stand out immediately, in a good way, marking a clear delineation between the original and its sequel.

Never thought of this way, but this is a good point. I'd be curious how many of the total gaming audience actually feels this way in general. Or is it a complainers on the internet problem.
 
TLOU2 was a huge story misfire IMO and more or less proved to me that Drueckmann has great ideas, but he absolutely needs checks and balances. His best work came when he had Bruce Straley to keep his worst ideas in check. I always respect what he was trying to do in TLOU2, he wanted to show that actions had consequences and that there was two sides to everything. He wanted to make you sympathize with everyone. Unfortunately, what he ended up accomplishing was making you hate everyone. At the end of that game I was literally rooting for Abby and Elle to just kill eachother. They constantly made bad decisions and just became unlikeable. Not to mention when the two battle, I was legit trying to lose.

Sony higher ups would be VERY wise to monitor Intergalactic's development as Drueckmann clearly thinks he's always right. He fully embraces the controversy of his GI Jane and that is an immediate red flag.
"He fully embraces the controversy of his GI Jane"

Good, it means he has integrity.
 
Also something else I wanted to say quickly...I think with some of the tepidness being expressed in terms of lack of an "obvious" visual leap...that's where I feel SIE's PC strategy hurts games like Yotei.

Not going to make this a big commentary on that strategy, but it's worth noting that many of us already see how good Tsushima can look due to it being on PC. We've seen how it looks on rigs with more power than a PS5 or even PS5 Pro, and I think quite a few who are saying the fidelity jump in Yotei doesn't look that big, are coming from having played and/or seen Tsushima on powerful PCs with max settings and are comparing it to that, NOT the original release running on a base PS4 or even PS4 Pro, or Director's Cut on PS5.

I can guarantee, if there was no PC version of Tsushima, there wouldn't be people using that as frame of reference for this new Yotei footage, and those people would probably be more impressed as they'd be comparing the Yotei footage against Tsushima on PS4 or PS4 Pro, rather than it on an ultra-powerful PC. And truth be told, future SIE AAA releases that have entries on PC are going to run into a very similar problem: if part of that FOMO effect relies on having amazing graphical leaps, but prior installments on PC opens up room for crazy performance in that version well ahead of a sequel, then the FOMO effect is diminished to some degree.

Especially, if there aren't enough new things elsewhere (i.e game mechanics and systems) that are bold enough to stand out immediately, in a good way, marking a clear delineation between the original and its sequel.
Huh? The only real enhancements the PC version has over the PS5 version is DLSS and a bit further draw distance on grass with some slightly sharper shadows. In screenshots most people won't even be able to tell the difference between PS5 and the PC version at 4K, unless it's a scene with the grass draw distance highlighted. DF specifically mentioned the PC has very little upgrades over the PS5.
 
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I think a bigger and better question is to ask, why do those people feel the need to impress upon others that Ghost of Yotei is just DLC in the first place? What's their motive? What are they "TRULY" implicating here?
I can see some of it coming out of good faith and genuine disappointment. When each studio takes this long to put out a game, if the game isn't up someone's alley for various reasons (no interest in genre, burnout, woke-ness, "ray tracing or bust", evolution instead of revolution etc.), then that's another 5-10 years before the next game. When it was 2-3 years, you just skip the game and look forward to the next one while playing something else. Now you are just frustrated that one of your favorite studios has nothing for you anytime soon. Multiply that for each studio that has in some way let you down and that frustration manifests via different means. I don't think there is a real motive for most people complaining. It's just honest expression. I'd rather not presume anyone to have bad faith motivation as that only makes us exclude people in discourse, which runs counter to the goals of a forum that fosters discussion and debate. There's nothing to gain from building up a mental blacklist, in my opinion. We all have positive and negative biases at the end of the day and that's ok. Echo chambers are a harmful waste of time anyway.

But if I were in their shoes, would I call it "just DLC" when it's so obvious they have spent 100s of millions on it? Sure, assets have been reused and some areas look rough or identical to the previous game... but the scope of work is clear as day. As a software developer myself, I'd find such comments heartbreaking after putting my blood, sweat and commitment into a project for so many years. Making a labor of love sound like a 2-bit lazy scam is just unfair and unnecessary. But that's just me. If that's how a potential customer really feels, can't easily make them feel otherwise.
 
Only when it comes to Sony games do people complain about sequels sharing too many element from the first game. People expect Playstation studios to reinvent the wheel for every franchise they make after one game. They cant even get to a sequel without people complaing, but they will ignore other franchises that are at 4 or 9. This is a recently new phenomenon as well, because you never heard people say this about 3rd party games like Dark Souls 2, Zelda Tears of the Kingdon, Doom Eternal, Yakuza: like a Dragon, etc. I dont hear anyone complaining about Death Stranding 2.; a game where you deliver packages as well.

If you diverge too far away from the first game, then you arent making a sequel, you're making a whole new game and run the risk of alienating your fan base. If Fromsoft was to make an Elden Ring 2, you wouldnt hear any of these same complaints, despite the fact that all of their souls games look and play the same. They practically share the same assets. When Insomniac or Santa Monica makes a sequel to game that shares assets because its based on a specific location and character design, then people want to say "its too samey", lol. I know Im not the only one that sees through this.

Its disingenuous criticism as well because there are plenty of new features that make this game different from the sequel; like being able to go after bounties, having different weapons, a camp system that allows you to meet NPCS and cook, a different map, a different protagonist and story, being able to interrogate enemies for clues, or go back into the past as a child.

Its almost like we're living in the twilight zone when it comes to Playstation games. If cheese pizza was invented today, these same people would complain about peperoni pizza and say its dissapointing, because it shares the same cheese and bread as the original. Like they expect the chef that created it to abandon the receipe and find lightening in a bottle again.

FWIW there have been people saying similar things with the Yakuza games of late, that they feel too iterative and in that IP's case it's in part because they do clearly reuse assets & have been pumping them out every couple of years now. So it's not a complaint levied at this SIE games. There were some complaining that TOTK felt like more of the original instead of a "true" sequel.

There are definitely some people being disingenuous in their criticisms over GOY, but that's not the case for everyone.

I read this thread before watching it, so had low expectations.

Seems like a quintessential Playstation experience. Great audiovisual experience so play on good quality screen and audio system.

With sprinkles of fun - ish combat systems to keep it entertaining.

If this is what you are looking for, not sure why are you disappointed.

Examining rock textures close ups are not the good way to go about in this hobby IMO.

Yeah because GT7 is all about being on-foot and looking at rocks the whole time for pictures 🙄

That wasn't a problem at that time, and I wouldn't say it's the problem now. Open worlds can only be designed in so many ways, and no one had too much an issue with SM, Horizon, or even Ghost or Days Gone on the level of being "Ubisoft" games. Whatever you want to say about them, each, barring Ghost, was a major design departure for those studios. For Insomniac to bang out Spider-Man in less than 4 years after Sunset Overdrive was impressive, and the game fired on almost all cylinders. Gameplay, story, tech. Could the open world design be more immersive? Sure. But given the time and technology at hand, it would've ballooned the resources required for that game. The same goes for Horizon, which actually did get a little design boost between installments.

I definitely do not see how Ubisoft anything applies to GoW or TLOU.

The problem now is that we're five years into the gen, and not a single one of these studios has advanced in the gameplay or tech front, while having degraded on the creative/story front. And they're taking even longer and spending more money to put out these games that are reusing so many assets as to look indistinguishable at first glance.

Yotei is looking like the worst offender. And it's just so creatively uninspired. Feels like the primary aim is to just radiate samurai media medley Vibes. "Customize your experience to resemble one of these influences we've done nothing interesting with because we don't want to make a focused game".

Like, the section about the music comes off as if Sucker Punch was more interested in pulling obscure names from anime and media a few guys at the studio are nerds for than making this game distinct in any major way.

I don't think Yotei is creatively uninspired, at least in areas like the art direction, which is great. And some aspects of game mechanics given so far seem like notable improvements, such as the card clue system (how deep that gets, we don't know yet). However, other choices seem odd, like getting rid of stances altogether in favor of weapon choice swaps; this would've been a great time to implement both to open up some crazy combat potential.

IMO, SIE studios have built themselves into being considered industry leaders in this cinematic gaming space, so it shouldn't be surprising that people have expectations of progress in that template they want to see met. Combined with games taking longer to make these days, I think with SIE's 1P AAA that leaves less room for "simply" safe & iterative sequels, when that could be the only release from a studio that gen. These are consequences of design choices in the creative process, not hardware bottlenecks, so people using that excuse don't have ground to stand on.

There was a time during the PS3 and even most of PS4 gen where SIE's single-player cinematic games felt heads & shoulders above other studios when it came to the immersion & storytelling factors alongside tight core gameplay. I'd say only Rockstar managed to first start closing the gap, because they were the closest competitor to SIE's studios in that area even in 7th gen between GTA4 and LA Noire. But over time, the gap between SIE's studios in that space and 3P has shrunken considerably, and if you ask some people they might say certain 3P have surpassed SIE's 1P studios in terms of narrative story-driven AAA, even among the cinematic variety. Death Stranding 2 is one example I see come up, and I'm sure GTA6 will be another next year.

And like I was saying elsewhere, I think the PC strategy is having some negative impact in terms of appreciating visual jumps for these sequels. GOT vs GOY on base PS hardware (PS4, PS5) should be the point of comparison, but I'm sure a lot of people are picturing GOT on high-end PCs running at 60 FPS and maybe even with graphics mod packs for textures & other features so, to them, GOY doesn't seem as impressive a visual jump. That type of sentiment is only going to grow over time, IMO.

I half-agree with this, and it's not this game/studio's fault that we ended up here.

Disregarding all other complaints (like amount of dev years, delays, culture wars, etc.), this is what things currently look like at Sony:

Horizon - Third person Action/Adventure
Intergalactic - Third person Action/Adventure
Ghosts of Yotei - Third person Action/Adventure
God of War - Third person Action/Adventure
Spiderman - Third person Action/Adventure
Wolverine - Third person Action/Adventure

And then there's:

Astro Bot - Third person Platformer
Helldivers 2 - Third person Shooter
Returnal - Third person Shooter
Gran Turismo 7 - Racing game

If you count a couple of third party exclusives (like Death Stranding 2), their portfolio is simply too stacked on one genre, so I can understand the Sony fatigue. I don't have the fatigue myself, but I can see why others here do.

They have lost First Person Shooter, JRPG, and Choice-based Narrative as 1st party genres since last gen (letting 3rd party exclusives take JRPG), and the studio who was making them exclusive Soulslike games has also moved on.

We will see what happens this upcoming generation, but one would hope that they give either Guerilla, SSM, or Sucker Punch a different genre to work on next. It would be a good mixup and dev challenge for them.

Staying in the third-person action/adventure niche in itself isn't necessarily an issue. It's an inability to innovate in that niche in ways meaningful to the intent of the subgenre in a way that feels significant. The main innovations have been in going open-world and adding (at times convoluted) RPG mechanics & crafting systems, but if you think about the stories themselves and how they are being told, in most cases it hasn't evolved since 7th gen.

Now, Yotei could be a big evolution point of that. Maybe the story develops in completely different ways depending on the order you take on going after the six main bad guys. Maybe you'll have a choice in actually not killing a few of them which could influence the story even further. So you could potentially have at least six major storylines that develop while playing based on what order you go about the targets.

However, I have big doubts that's what Yotei is going to do, because AFAIK no AAA open-world game has taken that approach, likely both out of fear players won't replay the game that much, and because the amount of content these open-world games have tricked themselves been pushed into providing runs antithetical to that style as people aren't going to put 300+ hours in a game to unlock six storylines.

I was surprised by how similar ds2 felt but this is on another level of familiar. I think i was too harsh calling ragnorak and ds2 dlc, nah this is dlc.

I think the problem is that they take too long to make these games nowadays. They still think they are in the mid 2000s and are churning out games every 2 years but they are taking 5 years and somehow can't figure out how to add meaningful changes to the formula to keep things fresh. So they settle for what worked the last time.

I think we put our faith in the wrong company. They will not set the bar like they did the last two gens. They are effectively making b tier Ubisoft games but with above average storytelling and the same core gameplay loop that won awards the last time around. Its the very definition of playing safe.

Okay, so who's the other company we were supposed to put our faith into? I hope you aren't gonna say the one that's firing 9K people, closed down several studios, and are banking on nothing but super-safe IP themselves going forward....

And outside of them, among AAA there aren't that many making these types of cinematic story-driven games. You have Rockstar, you have Kojima Productions, you have EA once in a blue moon, you've got CDPR, you've got Square-Enix, you've got Capcom and you've got Ubisoft. What are they doing in this space that's fundamentally different from what SIE's studios are doing, especially when comparing sequels to previous installments?

IMO the problem with evolution of the cinematic game template (or lack thereof) the past 5-10 years is kind of an industry-wide problem in the AAA space, and directly tied to issues regarding dev bloat, budgets, required manpower & time of development. We might have better luck in the next game design breakthroughs in the AA space, or indie devs who scale up to AA, looking to take a stab in that genre space.

Hug? The only real enhancements the PC version has over the PS5 version is DLSS and a bit further draw distance on grass with some slightly sharper shadows. In screenshots most people won't even be able to tell the difference between PS5 and the PC version at 4K, unless it's a scene with the grass draw distance highlighted. DF specifically mentioned the PC has very little upgrades over the PS5.

Well for one, DF are usually wrong these days so I wouldn't take much stock in their word on analysis. As for comparison, I was speaking about Tsushima on base PS4 or PS4 Pro, as that's how most people played the game, compared to Yotei on base PS5 or PS5 Pro.

The PC port did offer higher resolution, ultrawide, some better lighting in area and other things. You also have mods for PC like this one:



which give even further visual boosts. This type of stuff doesn't go unnoticed and I feel some people do keep it in mind when comparing Yotei to Tsushima, fairly or unfairly.
 
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Lord, the reaction to this has been crazy. How are youtube numbers? I see almost 2 millilon on the official channel but I'm not sure how good that is.
 
This is an INSANE take imo. Games back in the day had these same type of jumps from one game to another. Stop the cap!



And how did Avatar, Outlaws, and Callisto actually feel to play? How good were they as games? You seem to leave that part out for some reason.
These people can't seem to answer a very basic question.

If they made GoY with hyper realistic insane graphics. How would that make it a better game? Outlaws might look good but a shit game is a shit game.
 
Okay, so who's the other company we were supposed to put our faith into?
I dont have to blindly put faith into ANY company. Thats literally fanboyism.

I will call out games that are lazy. And praise games that are amazing. Like Expedition 33. But if in 5 years, they come out with Expedition 32, and it looks virtually identical to the first with zero gameplay improvements than I wont sit here and give them a pass.
 
Rewatching again and the entire segment about changing scenes to relive her childhood is just so over the top dramatic.

"It is warm memories of her family that propel her forward"
"With the push of a button you can experience those cherished times"
"By giving you the freedom to explore Atzu's past, the wound of her loss becomes personal"
"It's that PAIN that pushes her forward"

Bro what are you talking about, nothing actually happens on screen. You can't bruteforce these emotions dude. Plus you're setting unreasonable expectations for no reason. Imagine them going "these flashback scenes with lord Shimura are going to fuck you up man" back with Tsushima.
 
However, other choices seem odd, like getting rid of stances altogether in favor of weapon choice swaps; this would've been a great time to implement both to open up some crazy combat potential.
I'm sure this would have been a major debate during design discussion. It would likely end up appealing to a different type of audience though, as it becomes a combat sandbox instead of a more streamlined experience.

"Oh that giant enemy with the bludgeon? I'm going to use the moon stance with Odachi. Uh oh, another ronin approaching as well? Let me quickly switch to the wind stance and the katana. Wait... no no no. Water stance and.... Kusarigama?"

The rock, paper, scissors combat is already a little controversial. This would become (rock, paper, scissors)^2.
 
Rewatching again and the entire segment about changing scenes to relive her childhood is just so over the top dramatic.

"It is warm memories of her family that propel her forward"
"With the push of a button you can experience those cherished times"
"By giving you the freedom to explore Atzu's past, the wound of her loss becomes personal"
"It's that PAIN that pushes her forward"

Bro what are you talking about, nothing actually happens on screen. You can't bruteforce these emotions dude. Plus you're setting unreasonable expectations for no reason. Imagine them going "these flashback scenes with lord Shimura are going to fuck you up man" back with Tsushima.

Those Veilguard writers put in extra work on that narration script.
 
Well for one, DF are usually wrong these days so I wouldn't take much stock in their word on analysis. As for comparison, I was speaking about Tsushima on base PS4 or PS4 Pro, as that's how most people played the game, compared to Yotei on base PS5 or PS5 Pro.

The PC port did offer higher resolution, ultrawide, some better lighting in area and other things. You also have mods for PC like this one:



which give even further visual boosts. This type of stuff doesn't go unnoticed and I feel some people do keep it in mind when comparing Yotei to Tsushima, fairly or unfairly.

DF are almost always right with analysis and pixel counting. If they are not, it's usually themselves that point that out, like they did with DLSS on Switch 2. But your personal issues with DF aside, they are 100% on point with this one. All the game offers on PC that is a meaningful upgrade is DLSS and a higher draw distance on foliage.

The vast majority of people played this game on console, so that is what most people are comparing with. The screenshots and comparison videos going around on this forum are all from the PS5 version. Estimates probably put the PC version at around 15% of total sales, and looking at that modded video you linked, it's just a simple reshade, nothing extraordinary. Now factor in only 5 percent of PC gamers actually game at 4K and you can probably come to the conclusion that the number of people who actually played a 4K, modded, max setting GoT game as being such a tiny minority of people as to be basically irrelevant in this discussion. Most PC gamers would have played the game at 1080p or 1440p. Hell, I played the game twice, once on PS4/5 and once again on PC at 4K and I'm one of those actually defending on how nice the sequel looks in comparison. I also remember being a bit underwhelmed by the PC version, as it is not that far removed from the PS5 version.
 
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No lie graphically is really disappointing for my tastes (especially the lighting incredibly past generation) but the rest of the game showed seems so cool.
 
I don't think Yotei is creatively uninspired, at least in areas like the art direction
It's creatively uninspired bro. Ubisoft has been pumping out good renditions of historical environments for most of 20 years, and we call them creatively bankrupt for good reason.

The art direction is lifted directly from Tsushima with no changes, and does not an all-around game make. Staring at vistas is not a unique selling point in this medium any longer. Especially not when the cutscenes and gameplay look so mediocre.

And some aspects of game mechanics given so far seem like notable improvements, such as the card clue system
The card thing is dressing over every "free choice" open world design conceit we've seen a million times before. And this idea of maximal freedom, as we know, often necessitates disjointed pacing and narrative.

However, other choices seem odd, like getting rid of stances altogether in favor of weapon choice swaps;
It's not odd, it's sheer laziness. They don't give a fuck about enhancing the gameplay experience in any way.
 
The first was more boring and derivative than AC. Hope this one is significantly upgraded.

If it's just more of the boring same like Ragnarök or Forbidden West, which I bet it will be, hard pass.
And it ended up being exactly that. Looks mid. Surprise, surprise.

Loss of stances is stupid.

I kinda feel underwhelmed after watching that.

> Where are the cities/villages? Can I stay at that inn or is that a scripted event? Is the world more lively than Tsushima? Doesn't really look like it
> Changing weapons instead of ghost stances to fight enemy archetypes kinda sucks? Kinda breaks immersion when she pulls a six feet staff from her ass
> Stealth feels like an afterthought, at least in this video. I was hoping for a massive improvement but it looks identical to Tsushima, including some of the animations
> Visuals and gameplay wise it doesn't really feel like a generational leap. It's a curated choice but I expected more, I don't know, density
> Main character just kinda sucks and the story sounds mega cliche. This has nothing on Jin Sakai's struggle with honor and doing what is necessary, she just goes around killing people
> The shots with the vistas were almost always mega impressive
> People from your crew just randomly rolling up to you when you're sitting at a campfire in the middle of nowhere because they have important items is ridiculously video gamey

Was really hoping for a "fuck yeah!!" moment, but everything in the video had "yeah sure, pretty neat" energy. Looks okay and I'm going to play it, but I'm not going to mark my calendar, count down the days and take release day off like I did with Tsushima.
Perfectly described my issues. Especially how derivative it sounds.

"Ah, so you survived after we killed your entire family! Ah, the child of a blacksmith!"

Ok lmao. I could have overlooked it all if the stealth was upgraded, but seems like it'll be mid just like the first game.
 
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Please be better than AC:S 🤔
I'll buy it day 1, it looks amazing...but better then AC Shadows? I don't know about that.

Ghost Of Yōtei sounds like a fun once over, Shadows is a fucking Samurai / Ninja game we will be talking about for a long, long time...

I don't care what anyone thinks about that publisher btw, they've just made a fucking game with Samurai and Ninja where you can go thru seasons, those elements effect the gameplay like sight and sound, you can kill and move while prone and take out light sources to cover your "Shadow", this is now the top tier of what many will seek in something like this, as I don't know who the fuck is asking for such a game and like "make sure it doesn't have those elements" ..

So with a Ghost 3, I don't believe anyone would argue against a seasonal system or Ai advance enough to understand light and shadow and sound...

Story wise, I don't know, don't care lol I hated the first Ghost story as that game's story was literally laughable at times, I'm here for the solid gameplay, but I don't see a lot here with its gameplay that is really that interesting.
 
No, thats a fact.

PS / Nintendo both get inflated scores.

Nothing wrong with that mind you. Targeting demographic that highly values metascore makes business sense. Both industries push each other up.
You do have some questionable takes and this is one of them, and that last sentence seals it. Maybe the games deserve the score based on how gaming tastes are at that moment, or you know they're just great games.
 
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