About 10 hours in. Picked up Yotei second hand on the cheap and I'm thoroughly whelmed. Last open world I actually finished was Tears of the Kingdom, and I 100%'d Tsushima at launch. Yotei the exact same game as its predecessor. Swap Jin and Atsu between screenshots of their respective games and nobody could tell which is which. Guiding wind, go to location, follow bird, follow fox, follow wolf, find an event or a shrine or some bamboo chutes, cutscene, get a trinket or a new ability. Rinse, repeat. This isn't "inspired by Tsushima", it IS Tsushima with a new coat of paint and a colder setting.
Combat's still the best part, I'll give it that. Same rock paper scissors stance system, same satisfying weight, fight choreography looks sick. Visuals are genuinely gorgeous too, fidelity is a clear step up, landscapes are way more varied than Tsushima's, and the map being shaped like a bowl gives you this proper sense of scale and distance you don't really get in other open worlds. When it wants to be cinematic it's stunning.
Problem is the cinematic stuff comes at the cost of actually being able to play the game. Field of view is shockingly bad. I've had genuine trouble with traversal puzzles because something was sitting just outside the frame thanks to the camera being cranked in so tight. The forced black bars when you mount your horse look amazing in a trailer, but in practice the camera pans low for the Look Cool factor and cuts off whatever you're riding toward. Style over function, over and over.
Then there's the story, which is where Yotei just absolutely eats shit. Tsushima is leagues ahead, not even close. Go read up on Jin Sakai if you've forgotten. Dude had a real inner conflict, forced to save his homeland by betraying the samurai code he'd built his entire identity around, pissing off his master, at odds with his country, his honour, his people. There was something there. Atsu by comparison is a blank. Bad men killed her family, she wants to kill bad men. That's it. No conflict, no ambiguity, no interesting contradiction, nothing. One note from start to whatever the finish is.
And the game is SO up its own arse about the emotional weight of it all. It INSISTS upon itself and just refuses to let up. You're constantly yanked out of gameplay into painfully long memory sequences that don't push the story forward, don't build the world, don't reveal anything you didn't already figure out 30 seconds in. YES I GET IT, ATSU LOVED HER MOTHER, AMAZING. Taking control away for 10 to 15 minutes to follow mum around and hit R2 on contextual prompts to chop bamboo chutes tells me literally nothing. No tension in these memories, no bittersweet edge, no discovery. Just "Atsu's mum really loved her" on a loop. Can I take control and go kill some bad guys now? No? Cool, guess I'll keep looking at flowers.
The animation work is genuinely embarrassing and probably my biggest gripe after the story. NPCs don't move when they give you a reward. If they do move, they clip their hand straight through their own chest then hold it out for half a second, and Atsu doesn't even pretend to take whatever it is. There's a side mission where you feed a bear where you stand over a plate, hit R2, a fish teleports into the bowl, the bear walks over, makes a noise, and the fish just vanishes. No eating animation. Nothing. And then the arms crossing thing, everyone does the same exaggerated animation where they flare their elbows out and slowly bring their arms together. Men, women, children, samurai, peasants, every single person. Anything that gets built or moved in the world? Fade to black. I gave Sucker Punch a pass on Tsushima because it was their first PS5 game, new generation, the game was beautiful and clearly ambitious. Fair enough. But Yotei is built on the same bones, recycling animations and effects and enemy logic wholesale, which means they had the time and the budget to actually polish this stuff up and add proper animations. They just didn't.
Every NPC interaction is an unskippable cutscene with the NPC standing opposite you, arms crossed, zero animation, ended by both of them standing still while the screen fades to black for 5 seconds before you get control back. Every person you rescue says some variation of "thank goodness you arrived just in time!". Every side event triggers a pointless cutscene. There's no substance, no meat, nothing to actually chew on. Whole thing feels like a scripted event machine doling out tiny hits of dopamine in the safest, least offensive way possible.
Yotei is "more of what you liked" the same way TotK was to BotW. But where I absolutely adored TotK, I'm bored out of my mind in Yotei. I think what Sucker Punch missed is that "more of the same" only works if what you're iterating on had the narrative and character depth to carry a second round. Tsushima did, barely. Yotei doesn't even try. If they'd let you skip NPC cutscenes I'd probably grind through it for the combat, but being forced to sit through this much filler for this little payoff has completely killed it for me. Might come back to it eventually.