SPOILER ALERT: This interview accommodates main particulars of Sucker Punch‘s Ghost of Yōtei.
What occurs when the flames of rage eat your soul properly previous your breaking level? Sucker Punch’s newest online game, Ghost of Yōtei, goals to reply that query after which some in a well-crafted story of bloodlust and revenge. Sucker Punch’s newest Japanese-influenced action-adventure sport, which takes place almost 300 years after Ghost of Tsushima, follows Atsu (Erika Ishii), a spitfire swordswoman who witnessed the horrific homicide of her relations at a younger age. Thriving on the ache of that loss, Atsu units herself off on a mission to kill the Yōtei Six, a bunch of formidable outlaws, liable for the crime.
Right here, Deadline speaks to Sucker Punch’s lead author Ian Ryan and co-creative director Jason Connell about bringing a brand new Ghost sport to life, new sport mechanics, spoilers and the problem of crafting sympathy for a girl set on vengeance.
DEADLINE: I might think about that someplace alongside the best way of making an attempt to see what the subsequent Sucker Punch undertaking can be, you all considered making a direct sequel to Ghost of Tsushima. However then that was Ghost of Yōtei. Stroll us by way of that course of. When did issues solidify for you all?
JASON CONNELL: It’s exhausting. It’s definitely a present to have the ability to create a sport after which have it’s well-received. Video games are difficult to make, and definitely making an attempt to make good ones could be fairly powerful too. In making Ghost of Tsushima, we’re all excited and proud. Nevertheless, you don’t know the way one thing will likely be obtained till it’s launched. Then Tsushima bought on the market, and folks loved all of the completely different features of the sport. If you go off and attempt to make one thing new, and no matter you’re going to make subsequent, you carry this additional inventive burden that you must attempt to unpack and perceive. However that’s a very nice downside to have. You need to determine what you need to carry ahead and that may current a tricky inventive downside.What we did was attempt to distill Ghost down into components that we knew we’d carry ahead in any Ghost expertise. Issues like the kind of deadly fight or the film-inspired essence of the sport, or nature as a balancing vibe towards the violent nature of the sport, or surrounding ourselves with cultural advisors, which is one thing we didn’t need to do earlier than [on our previous titles]. All of these items need to be carried over.
What was cool as soon as we had carried out that, then we’re like, OK, properly that leaves us room [to expand]. We like origin tales. Should you look again on our different video games, you’ll see that. We are able to decide a brand new place that matches a personality or ornaments a personality’s story. So, it went from there by distilling the Ghost IP in order that manner we may make sure that no matter we created was genuine and gave us plenty of room to create Atsu’s story inside Ezo.
Ghost of Yōtei
Sucker Punch Productions/Sony
DEADLINE: I’ve to ask, was there ever an inkling to make Atsu the great-great-great-great granddaughter of Jin Sakai?
CONNELL: One of many issues that’s attention-grabbing about constructing a brand new sport off of a sport that’s profitable is asking your self all these questions on whether or not there’s any connection. For instance, what’s the spirit of the wind? There are all these enjoyable matters to be uncovered. However I believe for us, we’ve felt strongly that if we have been going to essentially pull one thing like that off …
I like the phrase intimate. We determined to concentrate on a extra intimate story to essentially inform Atsu’s story of vengeance, after which we rapidly realized that we needed no distractions from that. We actually needed to concentrate on ensuring that her story comes by way of. The rest can be enjoyable on prime of that, however at the beginning, Atsu’s story has to come back by way of first. Something that distracted us from that, we placed on the sidelines.
DEADLINE: Ian. So, you hear Ghost of Yōtei is meant to function a feminine protagonist who’s exacting revenge in Northern Japan. What are among the first issues you concentrate on whenever you begin conceptualizing this new enterprise?
IAN RYAN: One of many first issues that excited me was the power to create a brand new hero character and actually outline who this particular person can be. I appeared again at what labored so properly with Ghost of Tsushima and Jin Sakai’s character. He was a hero who actually did overcome a lot adversity and triumphed over even dying to develop into a legend in one thing larger than himself. So, feeling actually keen about it, we needed to create somebody who may additionally do one thing like that, however in a brand new and attention-grabbing manner. We challenged ourselves to consider a personality that we may craft that might have a extra private story, which we discovered with the theme of revenge. Then we may additionally inform the underdog story, which we needed to go at exhausting with Atsu to create any person who was outdoors the conventions of society right now to show herself and overcome much more than Jin Sakai did to be able to develop into this legend that everyone is aware of about [a.k.a] the Ghost of Yōtei.
DEADLINE: Why was the 1600s one of the best period for this story?
CONNELL: We wish to take inspiration from completely different factors of historical past. And as soon as we began wanting past the sting of Japan and the far North, [we started drawing inspiration from] Unforgiven [directed by Lee Sang-il], which was shot in Hokkaido. It actually showcased part of Japan in a manner that was not widespread in older movies, however it was thrilling, harmful and wild. It additionally had all these cool samurai. There have been additionally all these huge, attention-grabbing landscapes. So, we started analyzing that point interval, and it marks the beginning of a big interval of change in Japanese historical past. You’ve got the battle of Sekigahara after which the ushering in of the early Edo interval. You’ve bought these warriors from the South who can be requested to place down their swords [and live normal lives], and so they’re like, “No, I’m not going to.” So, they went up North searching for a brand new alternative. We discovered that attention-grabbing and provoking as storytellers to leap off and attempt to craft and curate our personal mixture of what an attention-grabbing story might be.
Moreover, there aren’t many modern online game worlds set in that area, particularly throughout this time interval. In order that gave Sucker Punch much more ardour with that chance. That actually helped us land the place we landed.
DEADLINE: Which got here first, the idea of the Yōtei Six or The Wolf Pack?
CONNELL: Ian’s job is to craft this actually huge emotional story with an enormous arc. Nate [Fox] and I, our job is often to suppose top-level about what we expect we are able to obtain and what can be a grand, top-level narrative that might be inspiring for the sorts of mechanics, sport world, and vibe that we want. Within the early days, I don’t recall if it began off as simply six members. It was extra akin to the idea of a gang of outlaws, reminiscent of The Hateful Eight, for instance. It was an attention-grabbing idea to wrap our heads round. And it’s an easy factor for gamers to wrap their heads round by having six targets.
Our video games are so large, and so they have rather a lot to ask of you as a participant, whether or not it’s narrative or participant comprehension or all of the cool mechanics and issues you are able to do. There’s a profit to having a quite simple and easy-to-understand idea of what the narrative is. If it goes actually advanced, that’s lovely and superb, and it’s what the sport ought to do. However telling a classical vengeance story is fairly grabby, and it’s very straightforward to know. So knew in some unspecified time in the future to stay with having a easy set of targets upfront and vengeance being early on.
RYAN: Yeah, I keep in mind beginning with all that and the truth that the Yōtei Six have been these targets that required Atsu to hunt and discover these characters in a nonlinear style, which was one thing that actually drove our pondering early on. The Wolf Pack got here out of that as a result of Atsu’s story and the journey she was going to go on, we knew that we would have liked that early visceral, passionate revenge drive that she wanted to avenge her household. Over the course of the story, we needed to develop and add dimension to that, and in addition present why she desires revenge. In the end, she desires it to heal herself and reconnect with the components of herself that she’s misplaced. So, the Wolf Pack turns into a manner for her to step outdoors of her pores and skin whereas looking the Yōtei Six to get revenge, and to see the world by way of completely different views, and to reconnect with folks and to essentially heal these components of her. These two components of her turned such a central supply of rigidity in Atsu’s development all through the story.

Ghost of Yōtei
Sucker Punch Productions/Sony
DEADLINE: Jin’s story was a few huge Mongolian invasion of the island, the place he needed to construct a military to assist him defeat it. Atsu’s story is rather more intimate, the place she’s not making an attempt to essentially save all of Ezo. She’s making an attempt to avenge her household first, after which if Ezo advantages from it, so be it. From a writing standpoint, how did your strategy to Atsu differ from Jin’s? What have been some non-negotiables that Atsu needed to have?
RYAN: It was an exploration to seek out Atsu and to essentially discover what was going to work. So, we discovered non-negotiables in that we needed to lean into the spirit of Toshiro Mifune’s Yojimbo, the wandering samurai. We additionally collaborated with Atsu’s voice actor, Erika Ishii, to determine what was working and the important thing features of the character. We needed to deliver out two huge issues early on, the place we knew we needed her to have her guard up due to the ache she’d been by way of and every thing she’d suffered. She has not been trusting of many individuals [since the murder of her family], and he or she’s ready to be harm once more, so she doesn’t need that to occur. Within the sport, she’s got down to do every thing she will to cease that from taking place.
However on the similar time, particularly in a sport that’s so long as this one, with the open world expertise that’s so huge and that options all these completely different experiences, we needed to present her these moments of empathy and humanistic reference to characters, even whereas her guard could also be up. One of many core components we needed to obtain was hanging a stability of seeing her on the defensive, particularly early on, however then discovering moments for her to attach with somebody or relate to a different sufferer and need to assist them. This dynamic brings her to life and reveals the dimension of Atsu.
DEADLINE: Jason, there’s rather a lot happening stylistically. There’s biodiversity within the completely different areas, from the Sumi-e ink wash work to foraging for mushrooms and fish to the Ainu tradition. Speak extra about your hands-on expertise in Hokkaido that made you deliver it to life within the sport.
CONNELL: One of many important components of creating a Ghost sport is surrounding your self with advisors in numerous capacities that assist us perceive the tradition, mannerisms, faith, artwork, music and past. We realized that on Tsushima. We went with that once more on Yōtei, and among the similar precise advisors we had final time. One vital new addition was that we introduced on an Ainu advisor from the folks of the Ainu. That was instrumental early on and actually gave us an concept of what we have been making an attempt to create, as a result of none of us knew rather a lot concerning the Ainu folks. So, we developed a relationship after which went on a analysis journey to go to areas in Hokkaido.
We visited the place the place our Ainu advisor lives and met their mom and different relations. In addition they run the Ainu Museum, so we noticed that, which was actually cool. Then they took us foraging in a close-by mountain with this valley and confirmed us all of the vegetation we may discover. So, for about an hour or two, we simply walked round and talked about life, in addition to which vegetation have been toxic and which weren’t. Then we’d return and cook dinner every thing and eat lunch collectively. There have been so many attention-grabbing Ainu tales and folks legends. We have been impressed by a variety of issues, from art work and foraging to the atmosphere, which motivated us to do our greatest.
DEADLINE: I’m curious as to the change from the Tsushima Resolve identify to the Yōtei Spirit gauge.
CONNELL: Yeah, that’s a change we did fairly early on. We expect it suits what Atsu goes by way of. We named it Spirit as a result of we felt it was the spirit of one thing else inside her, combating and gaining momentum to strive once more, or increase momentum to strive once more, and utilizing that spirit. After we have been discussing the wolf, I consider it as a spirit animal and information. The wind is a spirit-nature [symbol] and in addition a information, however the spirit inside her is the factor that’s constructing over time. We thought depicting that’s vital, even when the system capabilities considerably equally, as a result of it’s a sequel. We needed to supply the contextual narrative the explanation why we selected a reputation that was private to her.

Ghost of Yōtei‘s Yōtei Six
Sucker Punch Productions/Sony
DEADLINE: I take into consideration Atsu’s quote, the place she says, “I don’t know who I’m with out this anger.” You’ve talked about how that is rather more than a revenge story, so what would you want folks to remove from this sport within the Ghost collection?
CONNELL: In relation to story, there’s an entire bunch of various kinds of folks and gamers that we take into consideration. However in terms of the takeaways from the sentiments of the story, it’s exhausting to make a relatable story out of one thing that takes place within the 1200s or the 1600s. It’s one of many challenges that Ghost of Tsushima and Ghost of Yōtei deliver. I believe the writing staff has carried out a great job of each these video games in making an attempt to current relatable themes. So, whereas I hope that nobody who performs our sport has needed to cope with any direct linkage to the trauma that our characters cope with, I do like the truth that it’s relatable that folks get trapped in corners about sure issues that occur to them.
Folks get into spots the place they’re broken after traumatic occasions occur to them. A spot the place you just about see no solution to remedy the difficulty aside from the one that you simply’ve in-built your head. And perhaps that’s self-destructive. However there are different paths and different folks. Discovering folks in your life is an effective way to therapeutic. If folks play the story and discover a new household to assist them work their manner by way of exhausting issues, that might be superior. Surrounding your self with individuals who love you is vital. It’s within the essence of the tales. A lone world finds a brand new wolf pack. It’s exhausting to seek out your wolf pack generally in life, and so I believe it’s inspiring that she managed to seek out it regardless of what occurred to her.
RYAN: It’s precisely that. We’ve all been harm in some methods. So, asking ourselves how we are able to heal and recuperate and look outdoors ourselves and join with folks round us to assist us get there to seek out our wolf pack.
DEADLINE: Jubei is alive. It’s such a terrific reveal since you’re so targeted on Atsu’s acknowledgment of her mom and father’s dying, due to this fact her brother is lumped into that. However it seems he survived that night time too. What are you able to share about this?
RYAN: One of many huge causes we needed to deliver Jubei again is as a result of a lot of Atsu’s journey of therapeutic is reconnecting with components of her previous and that extends to her twin brother. No person was nearer to her. He was a part of who she was, primarily, she thought he was gone. So when he lastly comes again and is definitely alive, he jolts her out of this revenge targeted world she’s in. And thru that connection, it’s uncomfortable. She loves him and he or she actually desires to attach with them and hug him, but in addition he’s a stranger. And he or she thought he was lifeless. There’s plenty of advanced feelings that go into that. We talked with lots of people internally on the staff who had comparable relationships, and we workshopped that scene greater than many others to be able to discover the suitable stability of how these two twins who love one another greater than something, who’ve found their different half, how they might react, and the way Atsu desires to attach with him and provides into that.
However primarily, he’s pulling her away from the issues she’s lived to do, which is to attain revenge. So, it goes again to that rigidity between therapeutic and needing to see a future past revenge and the fixation on revenge. Nothing was extra central to Atsu’s life within the folks she misplaced or the love she had for Jubei. So bringing him again simply breaks her coronary heart open and actually forces her to reckon with that journey.

Ghost of Yōtei
Sucker Punch Productions/Sony
DEADLINE: However then you definitely all minimize Jubei down. It’s so devastating. What have been the conversations in killing Jubei? Was there a path for him to stay in the long run?
RYAN: There have been plenty of discussions round tips on how to deal with that. In the end, as a lot as we cherished Jubei and his voice actor Noshir Dalal, we thought it was vital that Atsu, by way of this story of revenge, whilst she’s discovering that she did make some fallacious selections due to her fixation on it, that she begins therapeutic. There needed to be a reckoning with the lack of what comes from her journey. We needed to discover the tragedy of hitting Atsu in that second as a result of it’s so painful. By means of this she’s discovering a solution to heal and reconnect with herself and by shedding the one that’s closest to her additionally places her able to speak to her niece Kiku and tackle the duty of that.
Kiku is a logo in some ways of the particular person Atsu didn’t get to develop into. Atsu was a younger lady when her household was murdered. So there’s plenty of trauma going into this new dynamic. I’m additionally nonetheless mourning Jubei personally [laughs]. However, I believe it actually pressured Atsu to grapple with a brand new duty and who she’s going to develop into on this world with out her brother to lean on.
CONNELL: It’s one of many hardest issues we’ve needed to do. We’re a story-driven studio, even though we make open-world video games. We don’t simply need to make huge open-world video games with no story. That is the spine of your complete expertise. Killing a personality that’s so near our essential character, you must view it as there’s bought to be an actual motive, it simply can’t be for a punchy second. I believe that the writing staff did an incredible job providing a tragic story with a parallel with Kiku. I believe that’s made it all of the extra lovely, unhappy and a whole model of Atsu’s story, though it’s tragic in its personal manner. If the purpose of a storyline was to be straightforward, it will be like, “Hey, let’s simply let everyone stay, and issues are higher now.” [Laughs]. However I don’t suppose these sorts of tales are as riveting, robust or emotionally touching. So I tremendous admire the staff’s capability to tug this one out, it’s been exhausting.
DEADLINE: The destiny of Jin Sakai from Ghost of Tsushima was one other reveal. The sport calls him the primary Shinobi. I imagine Oyuki makes references to studying the methods of the Shinobi in Ghost of Yōtei, is she associated to his bloodline?
RYAN:It’s much less about descendants, I might say, though no matter folks need to learn into issues, they definitely can. It’s finally concerning the teachings and among the concepts he did assist create that might have unfold [in Ezo]. After which, finally, Oyuki and her household would’ve picked up these concepts and develop into like that. Then Oyuki introduced it to the Yōtei Six and carried them on.
DEADLINE: The Forgotten Shrine is such a stupendous tribute to Jin Sakai and Ghost of Tsushima. What are you able to say concerning the conception of this space?
CONNELL: What’s humorous is that it’s a second that may solely be present in exploration, it’s not written into the primary story. It’s non-compulsory. Clearly, we actually hope folks discover it as a result of as you have been speaking about earlier, there was a time frame throughout improvement after we have been like, OK, Jin Sakai’s legacy because the Ghost of Tsushima, how does that match into Yōtei? And once more, we actually needed Atsu’s story to be Atsu’s story, that was actually vital to us. However it was additionally vital to us to have fun this superb warrior and what occurred to him. We appreciated the truth that we’d have the ability to combine like an honor to his finish of days, the place he went and what occurred and have fun him in his personal manner.
What’s actually enjoyable about making this a part of the sport was that we knew that anyone who loves Jin Sakai was going to like this space and actually eat it up, which is nice. But additionally, some folks on our staff have been simply so stoked to work on it. They have been persistent about, “Can I’ve this mission? Can I’ve this piece of content material?” And actually that was nice as a result of this particular person introduced in a ton of concepts like, “Oh, we may have fun this. We may use the Pampas grass on this manner. We may have fun the Purple Tree.” They took plenty of symbolism and introduced it ahead to that sport. These are concepts that may solely come from any person that labored on the earlier sport and who could be very keen about that character and bringing it to life. I’m so very pleased with the way it ended up. However once more, it’s non-compulsory, so it’s an actual reward to the explorers in our sport.
[This interview has been edited for length and clarity]
