The Ghost of Yotei is taking full advantage of the PlayStation 5’s hardware to push draw distance and environmental detail further than the studio managed in the previous game, Sucker Punch says. Art director Joanna Wang told Automaton that the team can now load millions of assets and render tens of thousands on screen at once, which helps the new game sell a much larger Hokkaido map.
Wang explained the technical goal plainly. “For Yotei, we realized very quickly that we needed to improve draw distance. To portray the vastness of the Hokkaido map, we needed to be able to render distant views with high fidelity and accurate depth of space,” she said, noting the sequel is a more open world than Tsushima.
The team went on to detail how that capacity translates to on-screen detail. “We can now load millions of assets, with tens of thousands visible on-screen at once. Real-time particles like leaves, snow, ash, and fog number in the hundreds of thousands across both near and far distances,” Wang said. She added the studio improved “starry skies, auroras, time-of-day transitions, grass rendering, and terrain deformation – like realistically kicking snow off trees.”
Those technical gains are paired with deliberate art choices. Wang described a painterly approach to colour and texture, and said the team removes random photographic noise to keep scenes visually cohesive. “From the smallest textures to the overall landscape, everything follows this kind of philosophy,” she said.
Ghost of Yotei is due on PlayStation 5 on 2nd Oct 2025, and Sucker Punch has been positioning the title as a step up in scale and environmental fidelity. Read the official announcement. Will the DualSenses Create button get a workout when players spot all these distant details? Share thoughts below, especially if expected visual improvements matter more to you than a headline graphical leap.
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