Summary

Ghost of Yoteihas slowly but surely been doling out more information about its story and gameplay, with its most recent banquet coming by way of its release date announcement trailer. However, Sucker Punch has been graciously giving bits and pieces of info on the side as well, even to the point of confirming thatGhost of Yotei’s narrativewill indeed be non-linear, as some were likely expecting. It has been known for some time now thatGhost of Yoteiwould offer players more agency thanGhost of Tsushimadid, so a non-linear narrative makes sense.

Even so, a non-linear narrative for a game likeGhost of Yoteimay not necessarily be a good thing. After Atsu’s homestead is attacked and her family is killed by a notorious group known only as the “Yotei Six,” she eventually pursues them with vengeance on her mind. This is where the non-linear portion ofGhost of Yotei’s narrative plays out, as players can kill each member of the Yotei Six in any order they wish. Unfortunately, such an open-ended path could really undercut Atsu’s arc, but there are ways around it.

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Ghost of Yotei’s Open-Ended Storytelling Could Be Its Biggest Risk and Reward

Why Killing the Yotei Six in Any Order Might Undercut Atsu’s Arc

WhileGhost of Yotei’s gameplayis bound to be a highlight, just as was the case with its predecessor, at the heart of it all is its narrative — particularly, the personal arc surrounding Atsu. Since Atsu’s journey is sparked by a personal tragedy, everything that follows needs to flow from that and around it, emphasizing its importance and never allowing it to fade into the background. Unfortunately,Ghost of Yotei’s non-linear narrative structure runs the risk of feeling disjointed, fragmented, and anticlimactic, since players can kill each member of the Yotei Six in any order they wish.

After Atsu’s homestead is attacked and her family is killed by a notorious group known only as the “Yotei Six,” she eventually pursues them with vengeance on her mind.

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More specifically, it’s the emotional weight of Atsu’sstory inGhost of Yoteithat is ultimately at risk. Without a predefined path, eliminating each member of the Yotei Six in any order could just feel like a disconnected chapter in Atsu’s journey rather than a meaningful part of her evolution. A revenge story generally builds tension by showing how each act changes the avenger, how it costs them something in the long run or reveals who they’re becoming. If that journey unfolds out of order, Atsu’s introspection and transformation could either fall flat or simply be non-existent.

How Dynamic Reactions and a Narrative Anchor Could Hold It All Together

That being said,Ghost of Yoteican still make its non-linear structure work by implementing narrative “safeguards” that would ensure each of Atsu’s actions carries some weight. One of the most significant ways it could accomplish this is by allowing each member of the Yotei Six to respond to Atsu dynamically. Should players choose to eliminate one member before another, perhaps that surviving member might acknowledge the defeat of the previous member in a similar fashion toShadow of Mordor’s Nemesis system. This would make each character feel like real people impacted by Atsu’s decisions, as opposed to static quest markers.

Additionally,Ghost of Yoteicould incorporate a strong narrative anchor to hold everything together. For example, Atsu’s path to killing the Yotei Six could make up the first half of the game, with a major mid-game event revealing a much more dangerous enemy who has been working behind the scenes. This would potentially allowAtsu’s revenge storyto go beyond just how she has been personally affected by the raid on her homestead and broaden its scope to something more Ezo or Japan-sized in nature.

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Fortunately, it’s likely Sucker Punch has considered this, because the odds of anon-linear narrativein a game likeGhost of Yoteiultimately pulling off a satisfying climax and conclusion are very slim. As such, it’s not too far out of bounds to expect a more dangerous foe hiding in wait behind the Yotei Six. Even so, something like dynamic reactions that would allow each member of the Yotei Six to feel like a real person affected by Atsu’s actions would give moral and emotional weight to the story.

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