Sucker Punch’s impressive sequel to Ghost of Tsushima has been available for players for about two weeks. Many have reached the conclusion of its narrative, including us, so we conducted an interview with the game’s co-director, Jason Connell, and lead writer, Ian Ryan. We discussed some of the most compelling story elements, Easter Eggs, and what the future might hold for Atsu.
Warning: This discussion includes spoilers for the entire Ghost of Yōtei story, including its ending. Proceed only if you have finished the game!
Game Informer: Let’s dive into spoilers. The scene where Atsu plays music with Oyuki struck me deeply; it moved me to tears. What was the inspiration behind that sequence?
Ian Ryan: From the start, we wanted to create a storyline that forced Atsu to understand a member of the Six, as her instinct is generally to eliminate them quickly. We aimed for her to view the world through Oyuki’s perspective, reminding her that others are also victims of Lord Saito, despite Oyuki’s part in her family’s death. The intention was to explore Atsu’s emotional journey, testing her capacity for mercy and forgiveness while honoring her pain and betrayal.
Game Informer: Jubei’s unexpected survival was a twist. Was that reveal deliberate, and how crucial is he to Atsu’s overall journey?
Jason Connell: It varies depending on player choices; the reveal can happen quickly or slowly. Our design encourages players to experience that relationship early, particularly if they follow the golden path. Their connection is pivotal, and depicting it early sets the stage for exploring their struggles together throughout their separate lives.
Game Informer: Jubei having a daughter, Kiku, was another surprise, but her mother’s presence was minimal. What informed that decision?
Ian Ryan: We briefly mentioned Kiku’s mother, who died during childbirth. Jubei was suddenly thrust into fatherhood and needed to navigate that on his own. Given the multitude of characters we were focusing on, Kiku’s mother didn’t become central to the narrative, but her absence certainly impacts Atsu’s role in Kiku’s life.
Game Informer: I personally prefer Atsu over Jin Sakai. What was your intention in crafting her character to make her so relatable?
Ian Ryan: One of our early goals was to create an outsider character with whom players could connect. The story revolves around her journey of revenge and healing, set against the larger backdrop of conflict. Collaborating closely with Erika Ishii helped in bringing Atsu to life, allowing us to explore the complexities of her character and emotions.