"Ghost of Yōtei" Creator Interview: A Revenge Story Set in the Northern Land, Framed Within Jidaigeki and Western Genres, and Insights on Japanese Culture and Hokkaido's Beauty
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/840/G084044/20250924029/
Editorial Department: Junpoco Writer: Yuusuke Takahashi | 2025/10/01 11:00 (UTC)
Sony Interactive Entertainment’s upcoming open-world samurai action-adventure for PS5, “Ghost of Yōtei”, is finally set to launch tomorrow (October 2, 2025).
Shifting dramatically from the first “Ghost of” installment—Ghost of Tsushima, inspired by the Mongol invasions of medieval Tsushima—the new story unfolds three years after the Battle of Sekigahara, in Ezo (modern-day Hokkaido). It follows Tō, a wandering man seeking revenge against the Yōtei Six, who murdered his family.
For deeper insight, please read our early preview. The game’s unique appeal lies in its bold narrative—crafted precisely because this era lacks historical records—blending deep respect for Japanese history and culture with an entertaining samurai-western fusion atmosphere.
Before release, we had the opportunity to interview Jason Connell, Creative Director at Sucker Punch Productions, online. Here, we share our conversation about the game’s setting in Japan, Hokkaido as a backdrop, and inspirations drawn from both samurai films and westerns.
Official Website for “Ghost of Yōtei”
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[2025/09/25 22:00]
- Keywords:
- PS5: Ghost of Yōtei
- PS5
- Action
- RPG
- Survival
- Sony Interactive Entertainment
- Player Count: 1
- Sengoku Period
- Writer: Yuusuke Takahashi
- Sucker Punch Productions
- Review
- Feature Article
4Gamer:
Jason Connell, Thumbnail image for Gallery No.047 / Creator interview on “Ghost of Yōtei”: A revenge story set in the northern wilderness through the lens of samurai and western genres, with insights into Japanese culture and Hokkaido’s beauty
Thank you for taking time today. I was given the chance to play an early version of Ghost of Yōtei, and I became completely immersed in its unique world—where samurai stories blend with western themes—and played through to the end of the main story.
Jason Connell:
You completed all the way to the final scene? Thank you. That truly means a lot.
4Gamer:
I’ve always loved both samurai films and westerns, and this game gave me a strong sense of an “Italian-style western” feel in its storytelling. While clearly inspired by Akira Kurosawa’s work, it also channels the spirit of Sergio Leone, Enzo G. Castellari, Shōhei Imamura, and even Quentin Tarantino—reflecting how these genres have influenced one another across decades.
In Ghost of Tsushima, I felt strong influences from foreign-made “samurai & ninja” films. But what were your guiding principles when crafting the story and world for this new title?
Jason Connell:
We’ve always loved samurai films and westerns—and we’ve been influenced by both. As you said, Japanese cinema and American westerns have long inspired each other over the past 50–60 years: from John Ford’s westerns to Akira Kurosawa’s works influenced by them, which in turn inspired Sergio Leone’s legendary western masterpieces.
I believe this creative dialogue still resonates with game developers today.
When transitioning from Ghost of Tsushima to this new game, I watched “The Outrageous One” by director Sōjiro Motoki. That film opened my eyes in ways I hadn’t expected.
Hokkaido is vast, beautiful, and majestic—its tone and atmosphere were exactly what we wanted to explore as the foundation for a fresh “Ghost of” story.
At that time, Ezo had little recorded history and few inhabitants—this allowed us to imagine freely. We settled on the year 1600 as our setting because this lack of concrete records offered fertile ground for storytelling. It felt exciting to take players into such an open-ended world.
※ A 1992 western film directed by Clint Eastwood, which was remade in Japan as a historical drama set in early Meiji-era Ezo (Hokkaido), released in September 2013.
4Gamer:
So the lack of historical records made it easier to craft a free-form narrative?
In recent years, many stories set in Hokkaido focus on the Meiji era or later—like Golden Kamuy and even The Outrageous One. But did you research various time periods beyond that? Did you deliberately avoid limiting yourself by era?
Jason Connell:
Our main goal was to embed as much of Japan’s authentic essence into the world and story as possible. At the same time, we wanted to capture the feeling of being in a vast, endless frontier—what it feels like to be truly isolated at the edge of the known world.
In Ghost of Tsushima, many players weren’t familiar with Tsushima’s history or geography. But Hokkaido is globally famous as a tourist destination and frequently appears in films and novels. Still, there are surprisingly few major games or works based on its historical background.
So bringing this idea to life felt incredibly exciting for us.
On the topic of samurai and western elements: as you mentioned, Sergio Leone came up earlier. But we also infused those stylistic influences into visuals and music—not just the story.
We love that kind of subtle mix—it’s a playful twist (laughs).
Still, at its core, Ghost of Yōtei remains true to the spirit of Ghost of Tsushima: paying deep respect and celebration to Japan’s land and culture. We’re adding those extra layers—other films’ aesthetics, musical styles—as colorful accents within that foundational world.
4Gamer:
The cinematic feel stands out—especially the opening scene where Tō is covered in mud, struggling to survive. It reminded me of Franco Nero’s “Django”—or perhaps more accurately, a scene from Enzo G. Castellari.
Jason Connell:
Ah, yes! (laughs) I’m really glad you felt that way. That scene is one of my favorites too. The entire moment carries strong echoes of both classic samurai and western films—particularly the mood of The Outrageous One—combined with Hokkaido’s remote northern atmosphere.
4Gamer:
Let’s talk about Mount Yōtei, which appears in the title and serves as a symbolic centerpiece of the game.
In Japan, many people refer to local mountains as “Yamato Fuji” (Hometown Mount Fuji), symbolizing their region. Mount Yōtei—known locally as “Ezo Fuji”—is one such famous mountain. It made me wonder: could this entire work be like a kind of “hometown Fuji” for global entertainment?
What was your intention behind making Mount Yōtei the symbolic heart of the story?
Jason Connell:
That’s a fascinating question. Actually, we didn’t know about the name “Ezo Fuji” until just over a year ago—when we officially announced it.
Even though we learned this later, during our research trip across Hokkaido, I think that idea quietly resonated with us from the start.
When visiting Mount Yōtei from Lake Toya, the emotional impact was unforgettable. “This is incredible,” I thought—it gave me massive inspiration.
The mountain’s shape, formed by volcanic activity in the caldera of Lake Toya, stands out dramatically—especially since there are no other mountains nearby to obscure its presence. It looks towering, majestic, and immense.
And yet… it also feels isolated. Alone. Standing solitary on its own. That image deeply matched Tō—the protagonist’s essence.
She loses everyone she loves early in life and begins her journey completely alone. But despite that solitude, she carries great strength and deep burdens. To me, Mount Yōtei became the perfect symbol of her character—and I believe my team felt the same way too.
4Gamer:
So the connection to Mount Fuji wasn’t intentional?
Jason Connell:
No, we didn’t consciously set out to link it with Fuji. While Mount Fuji is a national symbol for all of Japan, for people living in Hokkaido, Mount Yōtei holds a special place too—and even outsiders like us felt deeply moved by its presence.
Interestingly, I later found out that Mount Yōtei is also a stratovolcano—just like Fuji. So they’re physically similar as well.
Unfortunately, I haven’t seen the real Mount Fuji yet—but speaking about this now makes me wonder if some unconscious connection may have formed all along.
4Gamer:
I can’t go into spoilers for fear of revealing too much. But Tō’s family and Saito’s roots seem to hint at a place near Mount Fuji. History fans might naturally connect the dots between Yōtei and Fuji—but was there any specific intention behind that?
Jason Connell:
Exactly. As I mentioned earlier, we’ve been inspired by many works—films, literature, cultural references—but the connection between Yōtei and Fuji wasn’t something we deliberately crafted.
That said, it’s possible that someone on our team may have subconsciously included such a link. Honestly, this question makes me want to ask my development team and lead writer too (laughs).
So now that you’ve pointed it out, I’m even more intrigued—maybe there is some subtle connection in the background. That’s really interesting.
4Gamer:
Could you tell us about your design choices for Saito, leader of the Yōtei Six?
His red armor with tiger embroidery suggests a strong heritage. And each member of the group has an animal motif—what was behind that concept?
Jason Connell:
While our characters are influenced by various sources, Saito and the Yōtei Six were entirely original creations—we didn’t directly base them on any specific real person.
Regarding the animal motifs: we always look to nature for inspiration. We wanted each member’s design to be instantly recognizable—something that people worldwide could intuitively connect with.
For example, “Snake” was designed based on a serpent-like personality—an impression players should feel from their very first encounter in-game.
4Gamer:
On combat and action: we have a wide range of weapons—katanas, dual-wielding styles, great swords, spears, chain scythes, Tanegashima arquebuses—reminiscent of the warriors from Musashi’s time and his legendary tales.
This version feels more like “martial artist” than traditional samurai. What was your thinking behind that design?
Jason Connell:
The variety of weapons is meant to empower Tō as she faces off against the Yōtei Six—each weapon designed with striking visuals and animations, while also highlighting its unique strengths in combat.
We wanted players to experiment with different weapons—our game design even encourages switching between them mid-combat. But it’s equally fun for some to master just one weapon type.
Like Musashi himself, Tō uses unconventional methods to win. That includes the dual-wielding style we love—so if you’re a fan of Musashi, be sure to try out the side story The Unrivaled Musashi.
4Gamer:
How did you decide on Tō’s character design?
Her appearance—with the shamisen slung over her back—evokes images of a mariachi guitarist or a busker with an instrument.
Jason Connell:
Two reasons. First: we love telling underdog stories. In Ghost of Tsushima, Jin was, in many ways, an underdog. And Tō is undeniably one too—within her world.
People around her don’t believe she’s capable of fighting so strongly—they underestimate her. That very underestimation becomes the driving force behind her trauma and revenge story. It fits perfectly with what we wanted to express—and that’s why we love it.
Second: the ghost theme—the “yokai” or vengeful spirit. Folklore spirits are incredibly powerful, and they influenced how we shaped Tō’s character.
Regarding the shamisen: we felt that string instruments fit perfectly with the tone and atmosphere we were aiming for in this game.
This connects back to our earlier conversation—music is a key part of character expression here.
In Ghost of Tsushima, Jin carried a shakuhachi, which had both function and purpose. In this new title, we wanted to give Tō a different instrument—one that would create a distinct mood while still fitting the world.
So we decided her mother taught her how to play the shamisen before she passed away. This way, players can feel her emotional connection to her mother—and become more invested in Tō’s journey.
She’s gone, but her presence and relationship with her daughter remain—so the shamisen becomes a meaningful symbol of that bond.
In gameplay, you can learn songs or add subtle playful touches to the environment. But fundamentally, it was born from our desire to deepen both the world and Tō’s character.
4Gamer:
You mentioned that scene briefly earlier—the moment when Tō rises after being seemingly dead. That was incredibly powerful.
How did you approach crafting that sequence?
Jason Connell:
I’d rather not spoil it too much, but this is a classic structural element of the “Ghost of” series.
In Ghost of Tsushima, Jin dies on the beach and wakes up again—finding strength within himself to return. He remembers what he must do. That’s exactly how it works here too.
A moment of death—one that feels like eternity—and then, another chance is given. It’s a second opportunity to fulfill one’s purpose.
For some people, this might be a profound spiritual turning point. For others, it may just end there—literally. We don’t define it—but in the context of this game, it marks the beginning of the story and the birth of the protagonist’s legend as a ghost.
That moment feels like the most important part of the opening for me.
4Gamer:
Thank you so much for your time today. Lastly, could you share a message to Japanese fans?
Jason Connell:
Because of our theme and setting, we’re truly touched by how deeply Japanese players care about this game. We value every piece of feedback from them.
To the people of Japan: I hope you’ll journey through the world we’ve created—experience the romantic beauty of Ezo’s landscapes, and feel excited about Tō’s revenge quest—the story of her travels across northern lands.