Brian Fleming is feeling relaxed. The Sucker Punch co-founder is talking to me at Tokyo Recreation Present, days forward of the discharge of Ghost of Yotei – PlayStation’s greatest launch of the 12 months, and the InFamous studio’s most-anticipated recreation so far.
Yotei is the sequel to the 13-million promoting Ghost of Tsushima, an open-world samurai epic set in feudal Japan, which is quickly to be became a Hollywood film directed by John Wick’s Chad Stahelski, and an anime sequence with Crunchyroll. The stress is on to ship a second time, then, and with a brand new protagonist, a distinct setting, and a rethought, freeform construction, Sucker Punch can’t be accused of enjoying it protected.
On the time of our interview, media impressions had solely not too long ago been printed for Yotei, together with VGC’s personal 5/5 Ghost of Yotei assessment. The broad is massively optimistic: Yotei marks Sucker Punch’s highest Metacritic rating (87) since Sly 2 greater than 20 years in the past. However even with some retailers publishing extra important assessments, studio head Fleming defined to me why he wasn’t feeling nervous within the run-up to launch.
“That is the primary recreation that I really feel like I used to be very a lot at peace earlier than the opinions got here out, and I’m tremendous happy for the group,” he mentioned. “I used to be at peace beforehand. It’s taken me 30 years to get to the place the place I used to be assured a recreation was good. Earlier than, I didn’t know if it was nice or not. And we’ll discover out on the second when gamers get it.
“We’re not as sensible as the very best opinions, and we’re not as dumb because the worst opinions. It’ll be nice. I used to be very calm about it. The group’s very excited. However I’ve lastly gotten to the place the place I will be pleased with the sport and never get completely labored up in regards to the opinions. It’s a part of the method and I deeply admire it, however I’m very a lot at peace.”
Fleming’s zen-like, composed nature at TGS, he later defined, is partly due to a pre-show journey to the true island of Tsushima, the place the unique Ghost is ready. Tsushima has skilled a tourism increase because the PlayStation recreation launched in 2020. It now runs excursions primarily based on the sport, sells merchandise, and has even made Sucker Punch’s artistic administrators everlasting vacationer ambassadors. In 2021, the recognition of the sport led to followers serving to increase greater than $260,000 to rebuild a shrine on the island.
“I used to be there per week in the past and spent the day with numerous the tourism of us, who had been staying in a resort named Resort Jin – which isn’t an accident,” Fleming mentioned. “You requested me at first how I used to be feeling, and I mentioned I used to be at peace, and I feel a part of that was that go to.
“I used to be [initially] wrapped across the axle on just a few of the opinions, and I realised that our Metacritic rating and people opinions don’t have an effect on these folks in any respect. What actually affected them was the vacationers from the entire world [who visited Tsushima]. Our tour information introduced vacationers from UAE and Germany as much as Kaneda Fortress, which is mind-blowing, proper? These folks got here all this manner to try this.
“It’s simply so fulfilling to really feel that manner and say, wow, this actually touched folks, each the travellers and folks’s lives there. We met a mother from the island sitting on a aircraft going again to Fukuoka from Tsushima, who realized who we’re. It was so thrilling. And also you’re like, man, that is simply loopy. Like, how did this occur for us?
“It was extremely fulfilling. We didn’t anticipate any of that. The followers mounted the shrine, this lovely shrine that I bought to go go to. And the previous one remains to be there. It’s utterly superb. And the Tsushima followers raised cash for that shrine. Will the identical factor occur with YoteI? I’m unsure, however I’m excited for the sport to launch and for these tales to be in.”
‘Arduous to stroll away’ from Tsushima and Jin Sakai
With such a significant connection to the true Tsushima, Fleming mentioned it was, understandably, a troublesome determination to depart the island behind with the sport’s PS5 sequel. Much more difficult, he claimed, was the Sucker Punch’s alternative to modify protagonists from the unique’s fan-favourite samurai, Jin Sakai, who’s performed by actor Daisuke Tsuji.
The lead character of Ghost of Yotei is as an alternative a girl named Atsu, who’s out for revenge in opposition to the lethal members of the Yotei Six. The choice to vary time durations (Yotei takes place some 329 years after Tsushima) and protagonist, in response to Fleming, was to ascertain the Ghost franchise as a sequence about legendary people who’ve important impacts on their time.
Sucker Punch has a current desire for placing unique protagonists in its video games. Its final 4 releases, together with two InFamous sequels, have every included new leads. As famous by Recreation File, it’s a choice that stems again to PS3’s InFamous 2, which the studio felt was a “laborious touchdown” for many who hadn’t performed the primary recreation.
‘1,400 day one enhancements’
In line with Fleming, over 1,000 enhancements are included in Ghost of Yotei’s day one patch, which he mentioned is an instance of its prowess at ending and launching video games.
“Even inside Sony, the studios are very distinct,” he mentioned. “We treasure our relationship with Insomniac and Naughty Canine, and all of us have actually totally different abilities. However I do suppose considered one of our strengths is that we’re actually good on the final six months, particularly the final three. I feel we make actually good choices.”
He added: “If you wish to see it, the construct that you simply guys did the press on, we name that the Day Zero construct. And the Day One construct is the one which the gamers will get. Play them back-to-back. That’s 4 weeks, proper? Play them. You’ll be shocked at how significantly better the day one is.
“There are one thing like 1,400 particular person enhancements between these two. And you’ll see, and you’ll really feel the distinction between these two builds. Actually, it’s surprising how totally different they’re. If you happen to ever need to peek into the event course of, a minimum of at our studio, play these two builds.”
“It was laborious to stroll away from Tsushima. Nevertheless it was actually laborious to stroll away from Daisuke Tsuji,” Fleming defined. “The man was tremendous essential to what we did and on a private stage, that was actually laborious. And but, we imagine a lot in origin tales.”
Fleming defined that Sucker Punch believes video games with origin tales get pleasure from providing all sorts of gamers a clear slate. “We speak lots about attempting to make the expertise that the participant on the sticks, the individual holding the controller is having, being the identical because the expertise that the character is having, being factor. And that occurs in origin tales,” he mentioned.
“And so we actually like that, to the purpose the place we had been keen to maneuver on from Jin Sakai, which I feel disenchanted numerous gamers who actually loved that character. And I completely perceive that frustration.
“However I do suppose the story right here is tremendous attention-grabbing. I feel we’re in a distinct time. It affords you some issues which you can’t do should you’re simply saying, ‘Oh, let’s do the second invasion’, which everybody in all probability thought that’s what we had been going to do. ‘Wow, there’s a second invasion seven years later’. However not for us.”
The idea for Atsu originated from Japanese mythology, particularly the Onryo, a vengeful spirit that returns from the lifeless, typically within the type of a girl. Sucker Punch’s intention was to create a protagonist that felt distinct from Jin, and for that, they turned to an actor who understood the unique Ghost higher than most – as a result of they’d put over 100 hours into it.
Erika Ishii, a former streamer and content material creator who’s appeared in video games equivalent to Future 2, Apex Legends, and Dragon Age: The Veilguard, instructed VGC that touchdown the function in Yotei was a dream come true for someone who used to attend Sony’s PlayStation Expertise occasions as a fan.

“I went to PlayStation Expertise within the first 12 months and snuck into E3 with a badge that wasn’t mine,” Ishii mentioned. “I used to go to GDC and hand out my card and say like, ‘hey, can I play your recreation, or can I interview you? Additionally, I’m a voice actor’… It appears like a Cinderella story to have gone from a fan to attending to create these video games.”
Ishii recalled their first audition for Yotei, and guessing the true id of the title even earlier than it was disclosed to actors. Erika believes it’s this ardour for the unique Ghost recreation that in the end landed them the function as Atsu.
“After I bought the audition, it was in fact codenamed, and it was a faux scene,” they mentioned. “I had a suspicion of what it was, however you simply need to make a robust alternative and hope for the very best.
“After I bought a callback, I used to be with a bunch of individuals sitting at a desk, they usually requested, ‘do you have got any questions?’ And I mentioned, ‘is that this the second Ghost of Tsushima?’ That they had a fast and hurried dialogue with one another earlier than admitting that, sure, one thing like that. And I used to be like, ‘oh good, as a result of I used to be questioning how a lot Kurosawa really feel you needed’.
“I went to PlayStation Expertise within the first 12 months and snuck into E3 with a badge that wasn’t mine… It appears like a Cinderella story to have gone from a fan to attending to create these video games.”
“I feel that may be a big piece of why I booked this function, truthfully. I feel early on, simply being a fan of the primary one, and being a gamer… it was a shortcut for us to know one another. And so, it feels surreal. After over 100 hours in Tsushima, to all of a sudden get the chance to take up the title of the Ghost has simply been an honor.”
Fleming instructed VGC Ishii’s enthusiasm for the venture was “unbounded”, which he mentioned allowed Sucker Punch to work carefully with the actor to outline a personality that wasn’t going to be merely “Jin half two”.
In line with Ishii, Yotei was the primary time they’d been capable of work so carefully with a improvement group on a job, even collaborating with writers at an early stage on what the Atsu character ought to be. Ishii’s deep information of Tsushima and video video games typically additionally proved helpful through the manufacturing course of, they mentioned.
“I feel since I’d performed the sport and I’m a gamer, I might instantly perceive the totally different contexts for lots of the exposition, as a result of we need to inform the story of Atsu and her journey, however generally it must be instructed in very particular bodily circumstances, like driving on a horse or climbing the mountain, and I feel that simply not having to clarify to me what the contexts had been useful.
“Additionally, understanding the bifurcation of decisions within the recreation was actually useful for me in understanding the place issues had been within the chronology, if that is smart. Atsu has a personality arc that may be very pronounced all through the entire recreation, however there are elements of the sport that we filmed that would go anyplace throughout that journey, so it’s important to sort of hold that in thoughts, and I feel that having that gamer mind of like, okay, this occurs then, but it surely might additionally occur presently, actually, you realize, I feel made my job simpler as an actor.”

Making a extra free-form story was Sucker Punch’s ‘greatest problem’
Ghost of Yotei builds on Tsushima’s cinematic storytelling and trendy battles, however Sucker Punch mentioned it’s the higher emphasis on participant freedom, referenced by Ishii, that is without doubt one of the sequel’s most vital additions to the open world method of the unique.
In Yotei, gamers can deal with story targets in numerous orders, whereas extra authored facet content material ties cinematically into the primary story. This reduces the quantity of map icon bloat that’s typically negatively related to the style, whereas empowering gamers to discover the sport world at their very own tempo.
Reflecting on Yotei’s improvement, Brian Fleming mentioned that breaking away from the linear method of Tsushima was Sucker Punch’s greatest problem.
‘Sony is our cultural guide’
One other open-world recreation set in historic Japan, Murderer’s Creed: Shadows, discovered itself on the middle of a storm over its historic accuracy when it launched earlier this 12 months. Sucker Punch’s studio mentioned the benefits of creating Yotei inside a company headquartered in Japan.
“We attempt to remind ourselves on a regular basis that we are able to’t see the issues. We all know they’re there, and also you simply can’t see them. And in order that requires time. It actually does. We are able to discover the technical issues. We have now a course of. However we’re not going to discover a cultural drawback. We simply don’t have the imaginative and prescient. The sphere of view isn’t extensive sufficient for us to see that.
“And so the one technique that makes any sense is to seek out folks you belief with whom you’ll be able to collaborate. And it’s important to have sufficient time to let that truly work. Since you’re going to get it flawed the primary time, assure. You’re 99% of the time going to get it flawed the second time. And should you’re fortunate, you’ll get it proper the third time. And that takes time. There’s no quick manner.”
He continued: “The truth that we’re a part of Sony, which is a group that, for many tasks, is the localization group. For us, they’re like localization, cultural consultants, journey companions. They’re every thing to us. So it’s extremely lucky that we’ve that. It’s a built-in belief, proper? We’ve labored on video games which can be superhero video games with them. So now it’s this opportunity to do one thing a lot richer.
“They’re our associates already, in order that’s nice. After which, in fact, it’s important to complement that with historians and even cultural consultants. There’s an entire household that we’ve been working with, they usually’ve taken us scavenging and every kind of issues which can be materialized within the recreation in numerous methods. However they needed to assessment the sport too, proper? We needed to make movies and supplies for them to have a look at and they’d give notes.”
“After I take into consideration improvement [of Yotei], I feel essentially the most attention-grabbing set of issues got here from the structural change to the sport. Tsushima was sort of a straight line, from rescuing Lord Shimura all the best way to the ending, and the facet content material was sort of off that. The primary thrust actually was each all of the narrative and all of the actually essential development of the sport. Actually, you study all of the core abilities and every thing on the golden path.
“The concept for Yotei was like, what if we didn’t do this? What if we took all the important thing development stuff and we mentioned, effectively, there’s a sensei within the mountains. You possibly can go discover him any time you need. And we had been like, what if we actually did that? There’s numerous reward for taking part in the golden path, which is you get the narrative, you get Atsu’s story. And what if we took all or a lot of the different development rewards and we mentioned, hey, these are simply out on the earth. And can that work?”
This seemingly easy thought triggered issues for Ghost of Yotei’s improvement group, Fleming mentioned, as they battled to resolve the logistical issues that include an open-world story that may be skilled in numerous mixtures, but it surely resulted in an open-world that feels totally different from Tsushima – particularly for gamers who aren’t in a rush.
“It’s one of many causes we labored laborious to get you a construct three weeks earlier than the deadline. As a result of if all you’re doing is dashing the golden path to get your assessment written, the attention-grabbing elements of the sport are laborious to see at that velocity. And so I hope, and it looks like most of the reviewers really did have sufficient time to essentially go extensive.”
Fleming mentioned Sucker Punch is understood within PlayStation for its means to ship within the last six months of improvement – Yotei’s day one patch, he mentioned, accommodates 1,400 enhancements over the model reviewers performed simply weeks in the past (“you’ll be shocked”).
Nonetheless, maybe the studio’s most original attribute – exterior of Japan, a minimum of – is its willpower to remain small by triple-A requirements, at only a few hundred staff. In line with the studio head, this has allowed it to keep up its tradition and retain its staff.

“Our median tenure is likely to be the best of all of the non-Japanese studios,” he mentioned. “Within the Japanese studios, the tradition round hiring is slightly totally different. However I imagine we’ve the best median tenure [outside of Japan].
“And once more, I’m not pounding my chest. I simply suppose it’s a part of this entire ecosystem that we’ve tried to construct. We didn’t need to be massive. Even through the Sly 1 timeframe, I keep in mind there have been conversations like, ‘if we’re ever larger than 40 folks, the corporate will explode’. And that felt like gospel on the time.
“However the actuality is, you study, and also you construct a administration group and a management group that may deal with, ‘hey, that man’s actually particular. Perhaps he can run a part of it’. And ‘wow, we by no means had a recruiter earlier than’… There’s numerous little steps that it takes to be the place we’re. However you’re proper that our bias has all the time been [to stay small].”
“We didn’t need to be massive. Even through the Sly 1 timeframe, I keep in mind there have been conversations like, ‘if we’re ever larger than 40 folks, the corporate will explode’. And that felt like gospel on the time”
Within the seven years between Sly Cooper and the primary InFamous, Sucker Punch went from growing a recreation in a 12 months, to needing to dedicate double or triple that period of time. Confronted with the choice to develop, or spend longer constructing its video games, the studio didn’t hesitate to go for the latter.
“The choice was to develop slightly bit and take two years [building InFamous], or we might have the identical quantity of individuals, however do it over three years. That was just like the world’s best determination for us: give us much less headcount, and allow us to work on it for 3 years.”
He defined: “That is simply what we’re. We haven’t been blessed with Miyamoto or someone who has these absolutely fashioned visions that come out. We’re a group that sort of is aware of the place we need to go, but it surely takes a short while to get there. We imagine in iteration. And so being small is an asset, if that’s your power. As a result of it offers you extra time, proper? As a result of you realize that the funds is the final word factor.”

Sucker Punch will stay a single-project studio
As Sucker Punch approaches its thirtieth anniversary, that tradition of staying small is what’s going to seemingly current its subsequent massive problem. As different veteran studios, equivalent to Uncommon, Blizzard, or Capcom, have skilled with their very own main milestones, creating beloved IP like Sly, InFamous, and now Ghost brings with it a number of generations of followers, every with their very own expectations and calls for for what it is best to work on subsequent.
‘Life will be upsetting’
Atsu’s journey in Ghost of Yotei accommodates upsetting scenes, combined with moments of nice levity. Erika Ishii mentioned they had been capable of venture a few of their very own background on to the character when filming these sequences.
“Properly, life will be very upsetting, however I feel that we transfer by means of the world with humor so as to survive, and I feel that that’s a part of who Atsu is and the way she copes. And likewise, I feel, we see glimpses of it as a baby. She’s humorous and playful, and I ponder what, if it might have been totally different for her, if she hadn’t had this traumatic expertise.”
They added: “I feel, as an actor, it’s a present to have a personality who’s so well-rounded within the writing, and with my very own background in comedy, it feels good to interrupt up, as a result of we don’t focus utterly on anybody factor at anybody time as people. We comprise multitudes, and Atsu is written that manner. I used to be simply lucky sufficient to get to play that out.”
Ishii herself, sadly and all too predictably, grew to become a goal for homophobic and transphobic abuse within the wake of Yotei’s announcement. Many followers on-line have requested if Ishii has been supported throughout this course of, so we put this to the actor.
“Inform them thanks, that’s so candy of them. I bought to make unbelievable artwork with, once more, a number of the finest on the earth, and individuals who I admired on this trade, and fellow avid gamers are so excited. That’s what I do it for, truthfully. I really feel just like the luckiest fan on the earth. So yeah, I’m doing fairly nice now, thanks.”
Fleming claimed that variety of expectations is one thing it additionally faces internally, in addition to from its followers. “At 30 years, we now have staff who’re children of former staff. We have now staff who weren’t born when the studio was based,” he mentioned.
“And also you even have had sufficient adjustments from Sly, to InFamous, to Ghost that a part of these adjustments, after they occur, is that it means not simply you’re strolling away from Tsushima, and never simply that you simply’re strolling away from the actors in Tsushima, however you’re strolling away from staff who’ve been part of the studio for the final decade, as a result of they don’t need to do a recreation set in a historic setting.”
Subsequent, the studio must ship multiplayer add-on Ghost of Yotei: Legends, however past that, it sounds prefer it’s anybody’s guess. Sucker Punch has lengthy been open about its willpower to remain small, which signifies that its choices for future tasks are very cautious and deliberate.
“The reality is that no matter we do subsequent, whether or not it’s persevering with Ghost or going again to Sly, the choice is absolutely extra restricted by, once more, our cherishing of focus and time to iterate, which signifies that we actually can solely do one factor at a time. If we had been good at juggling 4 tasks, yeah, we’d have a remaster, and let’s go do a kind of, and a kind of, and do some fan request, that might be actually standard.
“However we solely get to do one factor. So it sort of must be your finest thought, proper? And that’s actually clarifying. It’s not like there aren’t 15 good concepts. However you solely get to do one. And by the best way, you solely get to do one about each 5 years. In order that alternative is absolutely essential. I imply, that’s selecting your school and your main each 5 years… that’s a very massive determination, so that you higher consider carefully about it.”
