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"Frankly, it's just so dang convenient": Ghost of Yotei's new camping trips are an answer to traditional RPG mechanics like fast travel

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By Kaan Serin Contributions from Andrew Brown published 19 July 2025

And a way to show off the sequel's "way bigger" vistas

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Ghost of Yotei screenshot showing Atsu sitting by a campfire with a guest, who is next to a sleeping horse
(Image credit: Sucker Punch)
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As you'd expect from a sequel to an already good game, Ghost of Yotei looks like a bigger Ghost of Tsushima with way more options - hence all the new weapons - but one major change this time around is that developer Sucker Punch wanted there to be even fewer barriers between the player and the screen, which manifested in camping trips, among other things.

In Ghost of Yotei, players can set up camp throughout Ezo. Creative co-director Jason Connell told GamesRadar+ that this began as a way to up the 'immersion' and kinda brag about the open-world sequel's "way bigger" vistas. Though camping soon became a lot more "experimental."

Sucker Punch eventually made it so merchants and quest-givers could visit Atsu while she's lighting a fire. Sure, it adds that immersion, but the goal became about flipping traditional RPG mechanics like fast travel upside down, Connell says. Rather than the player wrestling with the game world, the world instead gets more closely integrated into the players' adventure. Neat. Fast travel is still in the game, of course, but camping sites make it so you won't constantly need to be teleporting back-and-forth just to visit a merchant.

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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 looks out across the surroundings of Mount Yotei in Ghost of Yotei Ghost of Yotei almost had Breath of the Wild's rock climbing, but found it's not "a core aspect of being a ronin"
  • Ghost of Yotei screenshot of Atsu with her arms raised as she wields a katana I wish I'd learned to read Ghost of Yotei's open world before I got lost in it

"Game elements that feel like fourth-wall breakers take you out of being transported into your TV," explains director Nate Fox. "We avoid them [besides] some aspects – like a health meter – because frankly, it's just so dang convenient to crisply understand what's going on. But we strive to just put people and their imaginations into the world itself."

Don't expect to blast your way through Ghost of Yotei: "Blades are the heart of the fantasy"

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Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.

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