Summary

Ghost of Tsushima’s pride and joy is undoubtedly its rich, vast, colorful, and immersive open world, but its Guiding Wind system is the fuel that drives that all home. As players explore the world ofGhost of Tsushima, they aren’t merely following a traditional compass as they might in otheropen-world gamesor relying too heavily on their map to tell them where to go. Instead, Guiding Wind allows them to trigger a more immersive guide at any time, with the direction of the wind ultimately telling them which way to go. Now, with its successorGhost of Yoteion the way, it’s worth considering whether Guiding Wind should make a return.

There is a case both for and against Guiding Wind making a comeback inGhost of Yotei, although the case against it might be considered a bit stronger. WhileGhost of Tsushima’s Guiding Wind system is immersive, atmospheric, and emphasizes player agency, reviving it forGhost of Yoteimight feel redundant, in addition to it potentially being out of context with the game’s narrative.

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The Good: Guiding Wind Is Immersive, Atmospheric, and Emphasizes Player Agency

The purpose of the Guiding Wind system inGhost of Tsushimais abundantly clear: to make exploration around Tsushima Island feel moreimmersive and atmospheric, all while allowing players a chance to detach from the passive-aggressive demands of traditional compasses for something that they are in full control of. While Guiding Wind occurs on its own periodically, players can still initiate it at any time, directly tying player agency to the function. This allows for something that feels less like a video game and more like a living, breathing, beautiful world that players simply get to be a part of, making a strong case for it to return inGhost of Yotei.

On the other hand, the most obvious downside to Guiding Wind making a return inGhost of Yoteiis that it might feel a bit redundant.Ghost of Tsushima’s Guiding Wind system is one of its most iconic elements, but bringing it back inGhost of Yoteimight feel a bit too much like a copy-and-paste of what has already been done. Additionally, it would effectively squash an opportunity forSucker Punchto innovate on its guide system that would further distinguishGhost of Yoteifrom its predecessor.

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Even more than that, however, is the fact thatGhost of Tsushima’s Guiding Wind wasn’t just implemented to make its world more interactive and visually enticing. Rather, Guiding Wind was integrated intoGhost of Tsushima’s storyby being directly connected to Jin Sakai’s father. In an emotional moment duringGhost of Tsushima, Jin’s caretaker, Yuriko, tells him, “Your father is the wind at your back. He is always with you.” This ultimately connects the Guiding Wind system to the enduring presence of Jin’s father, which means bringing it back inGhost of Yoteimight not make sense from a narrative standpoint.

Ghost of Tsushima’s Guiding Wind system is one of its most iconic elements, but bringing it back inGhost of Yoteimight feel a bit too much like a copy-and-paste of what has already been done.

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In all reality, whileGhost of Tsushima’s Guiding Windworked due to its immersion factor, it also worked because it meant something. It wasn’t just a mechanic and was, perhaps even more so, a connection to Jin’s father. IfGhost of Yoteitries to bring it back without that kind of weight behind it, then it’s just there for the sake of being there or because it worked in the last game — and that may not be enough. At the same time, it could be argued that players aren’t looking for it to carry narrative weight and would simply like to see one ofGhost of Tsushima’s most iconic systems again in the franchise’s next entry.

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