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  1. Games
  2. Open World Games
  3. Ghost of Yotei

Ghost of Yotei devs tried to add Zelda: Breath of the Wild-style rock climbing, but discovered "rock climbing is not a core aspect of being a wandering ronin"

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By Ali Jones Contributions from Rollin Bishop published 10 March 2026

"It was going to be magnificent"

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Atsu looks out across the surroundings of Mount Yotei in Ghost of Yotei
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Ghost of Yotei's devs tried to add a climbing mechanic heavily inspired by The Legend of Zelda: Breath of the Wild, but eventually cut it because it didn't fit with the ronin fantasy they were honing in on.

Speaking at a panel during GDC, Ghost of Yotei co-directors Nate Fox and Jason Connell discussed how they moved from a small group devs prototyping the sequel towards full production. A key part of that process, Connell explains, was creating gameplay pillars and being prepared to move away from ideas if they didn't fit; "if something is not going well," he says, "we can be like 'does that make you feel like a wandering ronin?' And if the answer is no and it's a sucky feature, then why are you working on it? Just move on."

One of the casualties of that development philosophy was a rock-climbing mechanic. Fox says he "played Breath of the Wild and thought every game" should feature its 'climb on anything' approach, complete with stamina bar and inevitably falling to your death when that bar ran out. "We got right in there and started prototyping," he explains, ending up with a system that was even working within Ghost of Tsushima; "It was going to be magnificent."

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Unfortunately, it just didn't really fit. The world the team had created for Ghost of Yotei had a lot of "walls that you weren't supposed to climb up," but Fox says that "if we gave you a tool that said you can climb anywhere, and you started using it and you found bupkiss, it pretty much trains you to stop climbing, because exploration wasn't worth it."

The result was that the team went back to the more prescribed climbing routes present in Ghost of Tsushima, which would guarantee players a reward for the time they invested in exploration. Elsewhere in the panel, Fox and Connell spoke about how valuable Sucker Punch found liberally cutting features that weren't working, but in this instance, Fox says the team "should have known ahead of time" that the climbing system wasn't a good fit for Ghost of Yotei - because "rock climbing is not a core aspect of being a wandering ronin."

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  • Ghost of Yotei reveal screenshot for Ps5 Ghost of Yotei isn't bigger than Ghost of Tsushima, but "it feels larger" because the devs tricked you into thinking so
  • Atsu rides a horse along the coast in Ghost of Yotei Ghost of Yotei dev says cutting features is "really important," so "people would clap" every time something got cut

"Mark my words. You cannot win without 4 players," Ghost of Yotei multiplayer lead warns of Legends' "hardcore content," all but guaranteeing a flood of players trying to prove Sucker Punch wrong.

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CATEGORIES
PS5 Platforms PlayStation
Ali Jones
Ali Jones
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Managing Editor, News

I'm GamesRadar's Managing Editor for news, shaping the news strategy across the team. I started my journalistic career while getting my degree in English Literature at the University of Warwick, where I also worked as Games Editor on the student newspaper, The Boar. Since then, I've run the news sections at PCGamesN and Kotaku UK, and also regularly contributed to PC Gamer. As you might be able to tell, PC is my platform of choice, so you can regularly find me playing League of Legends or Steam's latest indie hit.

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  • Rollin BishopUS Managing Editor

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