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Ghost of Yotei lead says the "easier" Sucker Punch made the Tsushima sequel, "people liked it less" – but devs didn't want to "alienate a bunch of people" with its Lethal difficulty, either

News
By Anna Koselke Contributions from Rollin Bishop published 10 October 2025

"That balance is really tough"

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Ghost of Tsushima sequel Ghost of Yotei reveal trailer screenshot
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Ghost of Yotei creative director Jason Connell says the Ghost of Tsushima sequel's "standard" difficulty is actually quite challenging, and that's because "most" players prefer it that way – but that doesn't mean there aren't options for other fans, too.

The Sucker Punch developer explains as much during a recent interview with GamesRadar+, first recalling how playtesters found the game less fun the less challenging the studio made it. "This sounds crazy, but the easier we make the game, we found in testing, people liked it less. Not a true statement across the board, obviously," says Connell. The lead goes on to state that that's precisely why the team included a story mode – different strokes for different folks.

"We have story mode for a reason," as Connell puts it. "You don't have to play it the way we've designed it. That's why we give you options, right? You can play it on Lethal mode if you want, but we don't make Lethal mode the default, because we think that would alienate a bunch of people that might really just want to play the story, and they want to take it easy, and low intensity." Striking the perfect balance for an average fan isn't so simple, though.

Article continues below
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"Finding the normal, the standard, the default, is actually the most challenging, because it's what you expect the most amount of players will be introduced to, and we have tuned that to be relatively difficult enough that there's a challenge, that it feels like you're getting value when you get a new weapon, when you learn a new skill, that you feel empowered," Connell describes. Getting the "normal" Ghost of Yotei difficulty to that point is no easy feat.

"That balance is really tough," he admits, "and sometimes you get it perfectly right, and sometimes something might be a little harder, but thank goodness we have a good philosophy on our approach to letting people [swap] difficulties if things are hard. We're not trying to make people gate an experience. We're trying to make them have a quite enjoyable experience that feels like you're not having to do that flipping and flopping around too much. That would be success for us."

The options are always there, however. "They're there if you want them, if you decide, 'I got two kids, it's hard for me to play a game for 100 hours. I'm down for playing a lower-intensity model. I'm into it, I want to enjoy the world.' And we have players like that, so we provide those options for people to help them out in those scenarios," Connell adds. His words certainly make sense.

After all, our own Ghost of Yotei review praises the "intense" difficulty as it works nicely alongside "the moment-to-moment satisfaction of doing everything right" – a statement that applies pretty accurately to Ghost of Tsushima, too, if you ask me.

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Anna Koselke
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Staff Writer

After spending years with her head in various fantastical realms' clouds, Anna studied English Literature and then Medieval History at the University of Edinburgh, going on to specialize in narrative design and video game journalism as a writer. She has written for various publications since her postgraduate studies, including Dexerto, Fanbyte, GameSpot, IGN, PCGamesN, and more. When she's not frantically trying to form words into coherent sentences, she's probably daydreaming about becoming a fairy druid and befriending every animal or she's spending a thousand (more) hours traversing the Underdark in Baldur's Gate 3. If you spot her away from her PC, you'll always find Anna with a fantasy book, a handheld video game console of some sort, and a Tamagotchi or two on hand.

With contributions from
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