Sucker Punch’s spectacular follow-up to Ghost of Tsushima has been in gamers’ palms for about two weeks. Many have had the chance to see the narrative to its conclusion (ourselves included), so we caught up with the sport’s co-director, Jason Connell, and lead author, Ian Miles, to speak concerning the recreation’s most fascinating story components, Easter Eggs, and inquire about what is perhaps subsequent for Atsu.
Warning: the dialogue under covers the whole lot of Ghost of Yōtei’s story, together with its ending. Don’t learn when you have not completed the sport!
Sport Informer: Let’s soar proper into spoilers. The scene with Atsu taking part in music with Oyuki is, for me, probably the most affecting scene within the recreation. It actually made me cry. Are you able to inform me how that sequence got here collectively and its targets?
Ian Ryan: Going into that entire storyline, we actually wished to speak about and create a narrative the place Atsu was compelled to get to know a member of the Six, as a result of sometimes she simply desires to chop them down as rapidly as potential. However we actually wished to drive her to step out of her pores and skin to see the world via, on this case, Oyuki’s eyes. And in addition simply relate to anyone on these phrases and to see that different individuals are additionally victims of Lord Saito in numerous methods than Atsu was, despite the fact that Oyuki was complicit within the evening her household was killed.
So, that was the aim of that whole piece. And it actually culminates in that second when Atsu realizes who Oyuki is. After which they’ve the second of coaching and the conflict and a lot of it was actually we wished to only problem Atsu and see how far may we push her and honor her anger and her sense of betrayal. She was lied to. However we additionally actually simply wished to discover how does she react and why? At what level will she present some mercy? And even then, we wished to indicate she is prepared and open to forgiveness. However perhaps not absolutely 100% forgiving Oyuki even on this second, however acknowledge that she’s been via some comparable ache and that she tried to assist her as a toddler and permit Atsu to, in a method, heal a bit of bit and never simply all the time attain for her sword and cross a reputation off her checklist within the title of loss of life. On this case there was the act of mercy that received her there. So actually, it was all about Atsu’s journey and exploring that otherwise than we did elsewhere.
Atsu’s brother, Jubei, being alive was a shock. Did you consider that reveal as a twist? How vital was he to Atsu’s broader journey and was it vital for gamers to satisfy him early?

Ghost of Yōtei co-director Jason Connell
Jason Connell: Effectively, I ought to say, to start with, the, the kind of recreation that we constructed, relying on the place you go, that reveal can both be fairly quick, and in some instances, could be actually, actually sluggish.
It could possibly be fairly a bit into your journey, whether or not you play broad or perhaps you do the Kitsune story sequence first. However there’s some intention to maneuver issues alongside should you’re a [golden path] participant, should you prefer to play the story of the sport.
Noshir [Dalal] does a tremendous job in that position. Their relationship could be very… you’ll be able to really feel it. Having the ability to present that relationship as early as potential, particularly should you determined to go that method, is worth it, proper? As a result of we like the way in which they play out collectively. So, there’s some intention from us to attempt to get that to you early, if that is the world that you simply selected to go. As a result of the remainder of that whole Ishikari Plain valley, that house that you simply go into, is that this story of them reconnecting and, a few of the struggles that include the lives that they’ve led independently. We wished to get the that means of them collectively on the forefront of that have so we may type of go into depth of how far they’ve modified and take you on a pair turns all through Ishikari Plain.
Is there something you probably did to push gamers towards discovering his story first?
Jason Connell: Effectively, there is perhaps some little stuff beneath the engine that has some steerage about which of them we throw out first for you. I am unable to recall that actual checklist, however I’ll inform you that, the primary purpose that we discovered is simply geographically, it’s a bit nearer. The Kitsune is fairly far as much as the north. If you wish to do the Kitsune story first, then you definately actually need you wish to see some snow and a few ninjas as a result of it’s up there and also you’re occurring a giant journey. And I like it that individuals do it, however it’s a trek and in a whole lot of instances, should you see two icons they usually each appear type of cool, if this one’s a bit of nearer, you would possibly go to that one.
However we like we like that primary, there’s the liberty, however two, that the people who select the Oni first with that relationship with Jubei? If we if we had been to drive some linearity, that is in all probability the one. Getting that relationship going so that you perceive it and leaving Oyuki and that flip of occasions and that relationship, that is fairly completely different than the one with Jubei. I feel that might be second. However we like which you could select. We like that, and we have designed it that method. However simply by the truth that it is nearer, I do assume that you’ll presumably see individuals head that method a bit of bit extra.
Jubei having daughter, Kiku, was additionally stunning. However you didn’t spend a lot time on Kiku’s mom. What was behind that call?
Ian Miles: We contact on it briefly when Atsu lastly has a second of downtime together with her wolf pack with Jubei and Oyuki and Kiku in Oshima coast. I consider that is the place it’s. They talk about what occurred to her mom and, primarily, her mom died in childbirth. So, Jubei had a really younger dalliance with somebody in his rise from peasant on the frontier into the lifetime of the samurai, and it blessed him with Kiku, however, abruptly, he needed to stay with, what does this imply to be an especially younger father that he wasn’t ready to be with no spouse and a mom for his baby?
It was a type of selections, as effectively, that we’re continually asking ourselves. How can we depict sure characters and produce them into the story? This was one the place, as a result of we had so many characters we had been telling the tales of, we targeted on those in entrance of us. So, Kiku’s mom didn’t make it into this one, however her absence is felt, primarily. After which that performs additionally into the position that Atsu begins to play in her life.

Ghost of Tsushima
I like Ghost of Tsushima protagonist, Jin Sakai, however I’ve to say… I like Atsu much more. Are you able to clarify your intentions together with her as a personality and the way you made her so endearing?
Ian Miles: I feel one of many early targets was we wished to create an outsider character who gamers may actually relate to, and likewise to only inform a very private story and give attention to that. There’s the massive backdrop of those factions, the Matsumae samurai, and Lord Saito and his clan and that battle slowly brewing, however we actually wished to focus firstly on Atsu on this story of revenge and the way she’s attempting to heal herself and that wounded coronary heart she has as she’s attempting to cross the names off the checklist and get revenge. We simply in the end wished to give attention to that. After which a whole lot of it additionally got here out of working with Erika Ishii, who simply did an important job embodying the character and bringing her to life.
We labored together with her, within the recording and in taking pictures scenes, and doing a whole lot of writing work buying of the character to be sure that we had been representing the traditional [archetypes] from American westerns, but additionally from spaghetti westerns, to Mifune from Yojimbo – that wandering warrior archetype who can stroll right into a city, who’s a mercenary, but additionally somebody who has the deep coronary heart, the compassion, who can acknowledge who’s one other sufferer or somebody who’s been via hell and again, and who would possibly wish to assist them.
So we had been continually attempting to discover that. That pressure and putting that.
How was Erika Ishii solid and the way a lot affect did they’ve over the character? Is there room for improvisation whenever you’re performing for a online game character?
Jason Connell: Sure, in a whole lot of methods. Like Ian simply talked about, writing, work buying, and there was workshops with Erika to attempt to assist discover the character. I feel that is an vital a part of the journey. You type of have this concept from the very starting. Earlier than Ian even writes something, perhaps simply [co-director] Nate [Fox] and I, we have now this concept for one of these character and that will get a bit of bit extra refined and thrilling when Ian goes and writes one thing.
After which we undergo a casting course of, and we had been searching for anyone that would clearly depict the character that you’ve got written, but additionally perhaps has one thing else fascinating that you simply weren’t even pondering of, or that exhibits a few of their flaws they usually put on it outwardly. And then you definately’re like, “Oh, man. That is anyone that we expect may carry one thing fascinating to this character.” That’s one thing we may write round. There’s a softness to it, despite the fact that we’re making a wandering samurai archetype kind of character, like Ian mentioned. However seeing anyone that may present ardour or consolation in a scene the place perhaps you did not particularly write it in there, however they showcased that.
To us, that is form of the stuff that will get us excited. I’ll say that after we narrowed in on Atsu, I feel we had been fairly hopeful it could work out as a result of we had been all very enthusiastic about it. And then you definately undergo a pair different phases of auditions, however as soon as they’re solid, I do not assume that is like, “Okay, you recognize… simply go shoot Atsu.” There’s half a yr to a yr of simply determining the connection of Erika to Atsu and they are going to carry a whole lot of their very own character, a whole lot of their very own selections. And it type of evolves, and it is this lovely, inventive factor that you simply’re making collectively. And I feel Ian and the writing group and Nate [Fox], clearly he’s stage director on all of our video games, did a very good job bringing such nice characters out of not simply Erika, however all of them. They introduced their finest.
Ian Miles: And Nate [Fox] is a giant fan of improv typically, and he actually likes to carry that type of electrical energy into the scenes he directs, and he would all the time give actors one closing take after we received every part within the can and received what we would have liked. He would give them one only for their very own to strive some issues out. And so typically that was the take we might use. And one thing actually fascinating would come out of that, that we might then take, and it could inform the inventive course of from there.

There’s a very cool and surprising prolonged sequence about Jin Sakai that explains what occurred to him after the occasions of Ghost of Tsushima. When was sequence thought-about for the sport?
Jason Connell: I do not bear in mind precisely when it got here up. I’d say it was sooner than it was late. I feel as soon as we knew that we had been going to inform Atsu’s story – she’s this legend, this Ghost of Yōtei, it was actually a whole lot of our efforts had been going to be propping up this actually deep, intimate story of revenge. As soon as we knew that and it was actually within the can and we had been actually working exhausting at making that come to life, I feel all of us had been like, “Effectively, okay, there’s clearly a very cool alternative right here with Jin Sakai.” And I feel the most typical concept that received thrown across the studio was taking part in into our personal storytelling of mythics. The final recreation we had these mythic legends, these tales of superior warriors which are loosely typically crafted off of actual individuals, typically they had been utterly fabricated, and, “Ah, effectively, we will make our personal. The Ghost of Tsushima. We are able to have a good time him in our personal recreation.” And it was type of enjoyable.
I feel on our group we love Jin and we love that recreation. So, it was the people who set to work on that that had been in all probability simply delighted they received to spend that point wrapping up his story and giving him a stupendous sendoff. And we received to ship some wonderful artwork and music to form of carry that to life. I feel it was enjoyable. I am actually comfortable we had been in a position to make that for followers, but additionally for those that did not play Tsushima. They get a bit of nugget of what that is like. Perhaps they’ll go play it, the individuals that did not play it. And for the people who did, hopefully they see that because the love that we have now for that character
When individuals like me requested about fan theories of Jin being the spirit of the wolf forward of launch, was it exhausting not say, “Really, he’s extra of a fox.”
Jason Connell: It’s exhausting since you get concepts on a regular basis. And typically they’re precisely what you are doing and you may’t say it. And typically it is simply shut sufficient that you simply simply smile actually huge. Persons are actually intelligent.
Tsushima had a selection of endings. Have been a number of endings ever thought-about for Yōtei?
Ian Miles: I’d say we thought-about every part for that ending. And we undoubtedly regarded to what labored and what we wished to hold ahead from Ghost [of Tsushima]. However in the end, simply actually wanting on the traditional ending of the place we wished Atsu’s story to go, I felt just like the true ending and the fruits of every part due to what she’s been via on this journey of revenge and therapeutic. We thought-about that she needed to get to the top of this journey, and, we noticed variations of the story that had been a bit of happier. They had been much less happier ones that had been increasingly tragic. However, it was vital to us to actually speak about and present Atsu having to sacrifice some issues and having to lose some issues out of her management as a lot as she would possibly attempt to.
A lot of the sport is about freedom and giving the participant company over their actions, and we actually embraced that all over the place we may within the recreation. However we wished to, on the very finish, present that in the end the alternatives alongside the way in which led to this place the place with Atsu, as a lot as she would love to hold her brother ahead and assist him, she will be able to’t. And actually, she’s in a method introduced again to the place she was on the very starting, the place she thought she had misplaced her brother.
We wished to indicate her the place she’d actually had a second to attach with him and have that emotional connection rebuild one thing that she thought she’d misplaced and was by no means going to search out. After which additionally simply placing Atsu in that place the place she now’s together with her niece, who she by no means knew existed till not too long ago. And having to hold that ahead and having to additionally take into consideration Jubei’s “battle for the residing” mantra, how she’s going to stay as much as her brother’s requirements and carry his spirit together with her whilst she is just not with him anymore.
So despite the fact that, I really like Jubei, I really like what Noshir [Dalal] did with the character, and in my coronary heart of hearts, I wish to see him alive on the finish, however, in the end, the story did not lead us there, and we did not wish to create selection only for selection’s sake in that second of all moments.

Do you think about Atsu’s story full?
Ian Miles: For me? I see it as a chapter is finished, however she has a lot extra in entrance of her. She’s simply all of a sudden studying to stay once more with out her brother together with her niece and as a surrogate mom determine. Revenge is now absolutely behind her, however she’s not absolutely healed. She’s healed rather a lot, and she or he’s realized to see a future past revenge.
However what that future is? Is it simply going to be clean crusing? I feel completely not. And that is one of many fascinating issues about Atsu’s story that additionally makes it, actually relatable.
By the way in which, that was my not-subtle-at-all approach to ask if there shall be single-player story DLC. Would you love to do one thing like that?
Jason Connell: I feel for us, we’re on the spot within the challenge the place we simply get to place it on the market and see what’s resonating with individuals and what individuals love and what individuals really feel like they want they perhaps knew extra about Atsu.
And I feel for us, that is like a very powerful a part of the challenge, when it comes to making choices like these, as a result of similar factor with Tsushima. You’ll be able to pay attention, you could be like, “Oh, okay. Individuals appear to wish to know a bit of bit extra about that relationship or what occurred to the dad.” How do you additional that character?
And also you get this uncommon alternative to really hearken to hundreds of thousands of individuals about what resonated inside a narrative versus perhaps what did not or what are the holes. And I feel that is the mode that you simply wish to be in. And that is form of the present. Actually we love Atsu, and we expect it is an important character. And similar to with Jin, if there’s rooms to enhance it or to carry some new components to life or readability for the narrative’s sake and it falls inside what’s finest for Sucker Punch, then we’ll definitely take a tough take a look at that for certain.
How do you are feeling concerning the reception? Is it a reduction to have the sport out on the earth?
Jason Connell: We simply had our launch occasion, so I feel we’re all feeling actually nice. We received to see all our colleagues and to have a good time making one thing collectively. Video games are tremendous exhausting to make. There’s a whole lot of them that do not even ever get to come back out, not to mention one that’s an enchancment in so some ways. And individuals are loving the brand new selections and certain, you are going to get criticism it doesn’t matter what you do. If it is price doing, anyone’s in all probability not going to love one thing.
For me, I feel criticism is a present. There’s some individuals which are going to like what you make and a few individuals are perhaps not going to love it. So, all you are able to do, particularly should you’re actually proud, which I am immensely happy with what Ian’s group has accomplished, the artwork group has accomplished the music? Oh my gosh, I am so happy with everybody on the group.
There’s criticism no person ever desires to listen to, “Oh, I did not like X or I did not like Y.” It isn’t enjoyable to listen to that stuff, however it makes you higher creators, proper? As a result of you consider the angle of that participant or one other participant. Perhaps it is simply okay this particular person did not like this as a result of this was perhaps for this sort of participant.
So for me, all of it evens out. It is a whole lot of simply happiness. Having made a recreation that may be a higher recreation than our final in a whole lot of methods that’s actually resonating with some individuals. So for me, a whole lot of gratitude for the group and actually wanting ahead to what we go bang on subsequent.
How about you, Ian? How do you are feeling about Yōtei being out on the earth?
Ian Miles: Very equally, to Jason. Excessive reduction, simply because it was such a journey and it was such a enjoyable one. However, I am so glad it’s on the market. For the previous month, I simply wished to quick ahead to when gamers get to sink their tooth in and actually have enjoyable with it.
After which satisfaction within the group as a result of it was such an enormous effort throughout so many groups and so many issues come on late within the final minute to actually sync up and click on to carry that magic to life, which is simply additionally actually thrilling to myself as a result of I am seeing it constructed alongside the way in which. And I am additionally simply so glad that individuals responded so positively to a brand new character.
I additionally love, love Jin. But it surely was actually thrilling to have the ability to carry a brand new character to life and take into consideration what her journey as a Ghost, is perhaps. After which additionally seeing individuals’s response to the extra, free and open world and the way that have stretched our muscular tissues some. And we tried one thing new and I feel it labored very well.
However, yeah, I like seeing how we took some dangers and the way they’re, paying off and, all of the suggestions, as effectively, like Jason talked about. The professionals and the cons. I prefer to see what everybody’s pondering. Simply to be taught from.
Jason Connell: You consider 5 years of constructing the sport, like we have had individuals on the group, we make choices typically and individuals are like, “I actually hate this,” or, “I actually love this.” I feel on a wholesome group, you’re in all probability used to some individuals disliking issues and liking issues. However that is one other stage, proper? As a result of these are the followers, the people who spend cash on it. So that you pay attention with a distinct kind of ear. It is a enjoyable time. And we’re actually grateful to really be capable to be right here.

There are murals all through the sport referencing earlier Sucker Punch video games. How did you determined what sorts of murals to put all through the world?
Jason Connell: That is in all probability the least thrilling reply ever. I’d like to say, “Yeah, there is a course of and a committee and we idea these items out…”
Nope.
There’s an individual on the group who could be very enthusiastic about this. His title’s Harold and I feel there are a pair different individuals, too, however they’re like, “Hey, this can be a cool IP that we personal, proper? We do not have to ask anybody. That is our recreation. Let’s go make a cool mural.” And so they simply go discover cool locations on the earth and place them. I will be trustworthy, I did not learn about three or 4 of them. I simply discovered them at some point. I used to be saying like, “What? That is superior.”
Sword kits are the identical factor. There is a couple sword kits. There’s one notorious strike, I feel, is what it’s referred to as for Notorious. It is received lightning bolts throughout it. To me, I feel these are the true pleasure of a cool, inventive, collaboration contained in the studio the place they only received cool concepts they usually know that we’re inside our wheelhouse and skills, and we need not get log off from every other studios for one of these stuff. It is simply ours. And I really like that the group has enjoyable with it. I really like that. I additionally love that I do not learn about it. I feel that is my favourite half. It simply occurs.
The one which stunned me was the Sir Raleigh the bullfrog from Sly Cooper mural. It’s one factor to have a mural concerning the entirety of Notorious 2, for instance, however to have a mural focusing in a single villain from the sport actually made me chuckle.
Jason Connell: [Harold] really gave me the checklist as a result of I do not even know the place all of them are.
What is the one which was probably the most stunning to you that you simply did not anticipate?
Jason Connell: Most likely that one’s fairly excessive. However I really like that anyone put Rocket in there. Rocket Robotic [from the N64 game, Rocket: Robot on Wheels].
I do not know the place that one is. I haven’t discovered it, however I’ve seen the image. I’ve seen what it seems like. I simply love that that Sucker Punch’s first [game is in there]. I wasn’t right here. However I really like that Sucker Punch’s first recreation is honored.
Have been romantic companions ever thought-about for Atsu?
Ian Miles: It was to some extent, however as we thought extra about Atsu and the relationships she’s constructing, primarily we all the time would return to what has Atsu been via and what kind of relationship would she be prepared to get into?
So, as a lot as there are particular members of our group, myself included, who would like to have the courting simulator model with sure characters the place you’ll be able to pair individuals up… Atsu? To be true to her and what she’s been via? I do not assume she would open herself as much as sure individuals too early.
Perhaps once more, that might be for the subsequent chapter, post-revenge. However proper now, as she’s going via this hunt for the Yōtei Six, and she or he’s been via a lot. She’s been betrayed, she’s been lied to, and bodily wounded? She’s actually solely now opening herself up and studying to let these guards down and belief individuals a bit of bit, which, I feel is step one to that.
Atsu has at the very least one reference to some romantic dalliances. I feel she’s had some bodily relationships, prior to now, for certain. However when it comes to true romance or pursuing that in depth, as a result of Atsu and the place she was in her headspace and her journey, on this story, we did not go there now.
You’ll be able to learn Sport Informer’s Ghost of Yōtei evaluate by following the hyperlink. You can even examine how the sport connects to Tsushima right here, and skim our earlier interview with co-directors Jason Connell and Nate Fox right here.



















