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    Ghost of Yotei’s Climbing Emphasizes Freedom Inspired by Hokkaido’s Epic Steepness

    By ContributorsOctober 12, 20252 Mins Read
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    Ghost of Yotei features a significant amount of climbing, a decision made by developer Sucker Punch to highlight the rugged terrain of Hokkaido. In an expansive game with so much freedom, there are also practical reasons for incorporating various traversal methods. Creative director Jason Connell shared insights during a recent interview, stating, “There’s this idea of freedom, right? That’s one of the main reasons that we spend a lot of time ensuring that you can climb.”

    Connell elaborated on the complexities of crafting open-world games that are “grounded in reality.” He expressed that players should not have access to “magic teleportation” or similar flashy travel aids, explaining, “That would break the reality bubble of what we’re trying to create. You aim to foster non-combat actions that harmonize with the world.”

    Exploration and Gameplay Dynamics

    In discussing the setting of Hokkaido, Connell noted, “It has tons of mountains everywhere,” which presents a unique challenge for game design. Developers had to determine how to either turn these natural obstacles into frustrations or advantages. Sucker Punch decided to offer players “really cool rewards,” such as the chance to visit a shrine—providing more than just stunning visuals, but rather an expansive view over the landscape.

    Innovative Climbing Mechanics

    “We found it a bit challenging to envision a game like this with the level of freedom we desired without incorporating climbing,” Connell remarked. He mentioned that the team implemented faster descent options, including simple, high-speed repels from the tops of shrine climbs and more interactive features like slides, which he personally enjoyed. This approach transforms the steepness and dramatic verticality of Hokkaido into an opportunity for exploration rather than a daunting obstacle.

    The Balance of Challenge

    The lead developer stated that making the sequel to Tsushima “easier” was met with mixed reactions, as “people liked it less.” However, the team was cautious about not alienating players with a challenging Lethal difficulty setting.

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