“The past is a foreign country; they do things differently there.” When L.P. Hartley wrote that, he probably wasn’t thinking of samurai roaming around Hokkaido in 1603. Still, his words hit the mark for anyone about to dive into Ghost of Ghost of Yōtei. This is not your typical Japanese warrior tale. Far from Jin Sakai’s well-worn haunts in Tsushima, we’re headed to the icy north, a place teetering on the edge of Japan’s known world.
Now, I know what you’re thinking: “But wait, what about Jin? Are we just tossing his tale into the bin of forgotten protagonists?” To that, I say: hold your horses. Sucker Punch, the brains behind Ghost of Tsushima, has something different in store this time. Let’s journey to Mount Yō and get a peek at what’s waiting in the wings.
A Brand-New Setting: Hokkaido in 1603
Let’s start with the setting. The year is 1603, a time of transition and turmoil in Japan. The Edo period is about to begin, bringing peace after the violent Sengoku period. Tokugawa Ieyasu, fresh off his decisive victory at Sekigahara, has consolidated power. The samurai? Well, many are out of a job, scattered and lost as Ronin.
But Hokkaido—then known as Ezo—remains a rugged, untamed land. Unlike the rest of Japan, which is coalescing into a centralized power, Hokkaido is still very much a frontier. Only a small slice of the island is ruled by the samurai, specifically the Matsumae clan, who held the southernmost parts. But much of the island is in the hands of the Ainu people, an indigenous group who have more in common with Siberian cultures than the samurai of the south.
If you’ve been playing historical samurai games expecting the usual temples, castles and tea houses, hold your expectations. Hokkaido is different. The people are different, the culture is different and the terrain? Well, it’s frozen, harsh and untamed. Here lies an opportunity for the game to visually stun us with something other than cherry blossoms and Edo architecture. If we don’t get proper Ainu culture integrated into the story the whole setting could fall flat.
Atsu: Who is She?
Now, onto the protagonist: Atsu. A name that rings no bells and a woman whose backstory is more mysterious than a fox guiding you through bamboo forests. All we know is that she’s being hunted by Ronin and she’s hunting them back.
This is where things get tricky. Female warriors in Japan weren’t exactly commonplace, especially not in the early 1600s. Yes, there were exceptions—women like Tomoe Gozen, famous for her skill with the naginata during the Genpei War. But more often than not, women took up arms in defense of their homes or when things got truly desperate.
So, what’s Atsu’s deal? Is she a survivor of the Sekigahara conflict? Perhaps she’s one of those many souls whose family was wiped out during the clan wars, wandering north to escape the madness. The shamisen (a traditional Japanese instrument) she carries suggests she’s no simple warrior. Maybe she’s a former entertainer, which adds layers of intrigue. Sucker Punch seems to enjoy complex, morally ambiguous characters and Atsu fits right in with that tradition.
What I do hope, however, is that the game gives us a convincing origin story for her skills as a fighter. Training in a time of peace? Maybe. Surviving in the wilderness of Hokkaido? That would do it. But I’d like to see a backstory that feels earned, not simply bestowed upon her because “female protagonist = instant cool.” After all, we’re here for the immersion and a believable journey is key.
Ronin and the Aftermath of Sekigahara
The game drops a tantalizing detail in its trailer: Hokkaido is crawling with Ronin. Now, that’s a curious choice because, historically, Hokkaido wasn’t exactly a hotspot for wandering samurai. But in the world of storytelling, where gaps exist, opportunities follow. And that’s what Ghost of Yōtei is likely banking on.
The aftermath of Sekigahara saw entire clans wiped out, their samurai left without a master. This sudden influx of Ronin is a rich narrative vein to mine. Warriors with no home, no allegiance and nothing to lose. What better enemies for a ghostly assassin like Atsu? The isolation of Hokkaido gives the story space to explore these fractured, desperate souls. Why have they wandered north? Are they running from something, or toward it?
Of course, the Ronin serve more than just a narrative purpose—they are gameplay gold. In Ghost of Tsushima, the tension between samurai honour and ninja-like tactics was at the heart of Jin’s character arc. For Atsu, that moral struggle may be less about personal honour and more about survival. Facing Ronin in Hokkaido means outwitting, outmanoeuvring and—dare I say it—out-slicing them in some spectacularly snowy swordfights.
The Wilds of Hokkaido: Land and Culture
Let’s not forget the backdrop. Hokkaido isn’t just a geographical shift; it’s a cultural one. And here’s where I start to worry a bit. Will the Ghost of Yōtei accurately represent the Ainu people and their culture, or will it fall into the trap of slapping a “traditional Japanese” veneer over everything?
The Ainu are indigenous to the region, with their own language, religion and way of life. This should be reflected in the game’s world-building. The architecture should feel different. The villages should look nothing like what we saw in Tsushima. If I walk through a town in Ghost of Yōtei and see the same-old pagodas and Shinto shrines, it’s going to feel like a missed opportunity. Hokkaido is Japan’s last frontier and it deserves to feel distinct.
There were even Ainu rebellions during this period, sparked by the samurai encroaching on their land. Could this be a subplot in Ghost of Yōtei? Will Atsu ally herself with the Ainu, or will she face them in battle? These are the kinds of narrative choices that could give the game real depth.
What Makes a Ghost?
The title says it all—Ghost of Yōtei. What is it to be a ghost in this world? For Jin, it was a moral compromise. His journey was about abandoning the samurai code to protect his people. What will Atsu’s ghost be?
Perhaps it’s the haunting of her own past, the echoes of battles long lost and family long gone. Maybe she’s become a ghost by necessity, blending into the shadows to survive the Ronin and Ainu conflicts. Or perhaps she’s a literal specter to the people of Hokkaido, a wandering figure of death and vengeance, cloaked in the harsh winter mist.
Whatever the case, I hope the game gives Atsu the same kind of philosophical struggle that made Jin’s journey so compelling. After all, being a ghost isn’t just about being invisible or sneaky. It’s about what you leave behind—and what haunts you.
Final Thoughts
There’s a lot riding on Ghost of Yōtei. Moving beyond Jin Sakai’s story is a bold choice, but Sucker Punch isn’t a studio that shies away from risk. Hokkaido, with its snowy expanses and rich, untapped history, offers a fascinating new setting. Atsu, with her mysterious past, promises to be a compelling, if unconventional, protagonist.
But the success of the game will hinge on the details. Will the Ainu culture be portrayed with respect and accuracy? Will Atsu’s story feel authentic? And will the Ronin roaming Hokkaido offer the same kind of rich, emotional conflict that made Ghost of Tsushima so unforgettable?
We’ll just have to wait and see. One thing’s for sure: when Ghost of Yōtei finally arrives, there will be plenty of snow, swords and hopefully a story worth remembering.