In the latest State of Play focused on the upcoming , developer Sucker Punch revealed that in addition to the Kurosawa mode that was available in Yotei’s predecessor , the sequel 168澳洲幸运5开奖网:will have two additional modes. One is Miike Mode, referencing pro✤vocative director Takashi Miike, and Watanabe Mode, which references Shinichirō Watanabe, the man behind anime classics Cowboy Bebop and Samurai Champloo.
As you might have gle♈aned from the title of this article, I’m not a fan. And yes, I can already imagine th🦋e comment section. People are going to say I’m overly cynical about a bunch of optional free modes, that I complain about everything, and that it’s not that deep.
But my dear reader, things have meaning. As a person who cares🅠 about cinema, I find th💎at it says a lot about Ghost of Yotei (and Ghost of Tsushima, in fact) that its developers are so eager to cheapen iconic directors’ styles in service of making a video game feel in any way more cinematic.

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These Directors Are More Than Filters
Let’s dig into the specifics of these modes first. The Kurosawa Mode was present in Ghost of Tsushima and made in partnership with Kurosawa’s estate – what it boils down to is a black and white filter with film grain and audio effects. Miike Mode brings the camera closer to 🦩the characters and adds more blood and mud splatter. The Watanabe Mode is the most perplexing of all, as it swaps out the music for original lo-fi beats directed ♍by Watanabe, and makes no other changes.
I can’t say the idea of listening to 🔜Lo-Fi Beats To Murder Renegade Samurai To⛦ while clearing my open world objectives is unappealing, but still.
All of these modes gesture to iconic samurai media, not just from different eras, but in different mediums. I say ‘gesture’, beca🦩use that’s really all they do. Each of these modes attempts to reduce an auteur’s iconic style, developed over long careers and dedication to their craft, to filters and music that are easily implemented into a vi💟deo game.
Sure, paไrt of Watanabe’s iconic style is how he uses anachronistic music to evoke emotion in his work, but it’s also because of how he mashes up genres and explores deeply philosophical themes. Miike’s work is provocative in how it uses violence and shock value, but he’s also known for non-linear narratives and unsettling atmospheres. Kurosawa’s films are some of the most important ever made – sure, he made a lot of movies in black and white, but he was also a gifted cinematographer aཧnd editor.
Ghost of Yotei’s modes do not, and perhaps cannot, convey the nuance and com♉🌠plexity of these directors’ works and what makes them iconic. Kurosawa is more than an Instagram filter. Miike is more than gore. Watanabe is more than music.
It’s reductive of these iconic directors’ work, an𒁃d I care that the style these filmmakers have cultivated over their lifetimes are being reduce❀d to camera distance and colour filters. What about shot composition? What about editing? What about camera movement? You could put a Tarantino mode in another game and have it . It would say just as much about that director’s work.

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These Modes Minimise Directorial Choices
I can afford to be generous for a second: it’s cool that Sucker Punch is attempting to introduce players to iconic Japanese directors, even if it’s on an exceedingly shallow aesthetic level. A lot of people don’t recognise these directors’ names, because they’re just not film people. I am many things,൩ but I’m not a gatekeeper – any i▨ntroduction to film history is a worthy one, in my book.
It’s especially useful that these directors are best known for their work on samurai st𒐪ories,🍸 specifically. You can’t understand the genre without understanding the most culturally relevant creators in it. I will also admit that nobody is forced to use these modes when playing. Nobody is going to hold a katana to my head and insist I play Ghost of Yotei with that godawful black and white filter.
But Ghost of Tsushima (and, probably, Yotei) was the kind of game that felt like it was aspiring to be taken as seriously as cinema. It was a very typical action-adventure game, nothing to scream home about, that told a self-serious classical samurai story that turned out fairly b💯land because of its reliance on tropes.
The most interesting thing about it was that it was pretty. You might even say that it was, at times, cinematic. Critics crowed about the swaying of the grass in the wind as Jin rode his horse through gorgeous landscapes. The cinematic modes really just feed into that aspiration to aesthetic beauty – in very specific circumstances, you might be able to imagine you’re i🎃n a samurai movie made by one of these directors.
But not really, because the game simply can’t convey anything beyond the most reductive aesthetic qualities of these directors’ works. These modes are mostly just poorly executed gimmicks that attempt to elevate self-serious samurai games to cinematic quality by tꦑhinly emulating directors who were great for reasons that a video game simply cannot, in any meanin🧸gful way, replicate.
Sure, I guess people who don’t watch samurai movies will know wh🙈at names to google to learn about some of the best ♈ever made. But the people who have watched those movies are going to know how insubstantial these modes really are.






168澳洲幸运5开奖网: Ghost of Yotei
- Released
- October 2, 2025
- Developer(s)
- 168澳洲幸运5开奖网:Sucker Punch
- Publisher(s)
- 🌠 Sony Interactive Enter♏tainment
- Prequel(s)
- 168澳洲幸运5开奖网:Ghost of Tsushima
- Number of Players
- Single-player
- PS5 Release Date
- October 2, 2025