Ghost of Yotei devs say they weren’t aiming to make their Tsushima sequel longer, but improve its “sense of grandness and scale”
By Jordan Gerblick
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Ghost of Yotei devs say they weren’t aiming to make their Tsushima sequel longer, but improve its “sense of grandness and scale”
Jordan Gerblick
22 September 2025
“Our goal was to not grow the duration of the game”
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(Image credit: Sucker Punch Productions)
Ghost of Yotei developer Sucker Punch wasn’t trying to make a longer game than Ghost of Tsushima – they just wanted to improve the original game’s “sense of grandness and scale.”
Regardless of the developer’s intention, Sucker Punch co-founder Brian Fleming told Game File (paywalled) it should take you “a little bit longer” to beat Ghost of Yotei than Ghost of Tsushima, but adding length to the sequel’s main quest wasn’t the main intention.
“You are able to level up by working on sequels,” Fleming said. “It can be performance, it can be rendering, it can be functionality and polish and transitions in animations and the way sound works. All of these things get to be leveled up,” adding, it’s a “joyous experience” to “take something good and aim at great.”
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Ghost of Yotei has a “similar” time commitment to Ghost of Tsushima, and another 25-hour open-world RPG sounds heavenly to my swelling backlog
“The beauty of open-world games is in the exploration,” so Ghost of Yotei devs are aiming to solve Ghost of Tsushima’s repetition problem
At roughly $60 million, Ghost of Yotei has dodged the spiralling sequel costs that rocked Marvel’s Spider-Man 2 and Horizon Forbidden West
Instead of trying to bulk out the sequel with a longer playtime, Fleming said, “If you talk to Nate [Fox} and Jason [Connell], the creative directors, they would say our goal was to not grow the duration of the game,” but instead to add polish and variety, and to improve the “sense of grandness and scale.”
I’m of the opinion that a 25-30 hour main story, which is about how long it takes to beat Ghost of Tsushima, is plenty of meat to chew on for a single-player, open-world game, especially with so many seemingly must-play games coming out every year. It’s for that reason that I’m encouraged to hear Sucker Punch emphasize that Ghost of Yotei wasn’t designed to be any longer than Tsushima, even if the aim toward a bigger, more robust experience means a slightly longer game.
At roughly $60 million, Ghost of Yotei has dodged the spiralling sequel costs that rocked Marvel’s Spider-Man 2 and Horizon Forbidden West
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Jordan Gerblick
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After earning an English degree from ASU, I worked as a corporate copy editor while freelancing for places like SFX Magazine, Screen Rant, Game Revolution, and MMORPG on the side. I got my big break here in 2019 with a freelance news gig, and I was hired on as GamesRadar’s west coast Staff Writer in 2021. That means I’m responsible for managing the site’s western regional executive branch, AKA my home office, and writing about whatever horror game I’m too afraid to finish.
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Ghost of Yotei has a “similar” time commitment to Ghost of Tsushima, and another 25-hour open-world RPG sounds heavenly to my swelling backlog
“The beauty of open-world games is in the exploration,” so Ghost of Yotei devs are aiming to solve Ghost of Tsushima’s repetition problem
At roughly $60 million, Ghost of Yotei has dodged the spiralling sequel costs that rocked Marvel’s Spider-Man 2 and Horizon Forbidden West
Sucker Punch says “the best way to play” Ghost of Yotei is to “find something interesting on the horizon and enjoy the ride,” and thankfully since Breath of the Wild that’s the only way I play open-world games
I asked Ghost of Yotei’s creative directors all of my burning questions, and I don’t want to get your hopes up but Sucker Punch’s sequel sounds like feudal Red Dead Redemption 2
Ghost of Yotei “isn’t going to rush you through anything” and “focuses on player freedom more than any game Sucker Punch has ever made,” with clues and activities for all play styles
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