
Game intel
Ghost of Yōtei
The game takes place 300 years after Ghost of Tsushima. Set in the lands surrounding Mount Yōtei, a towering peak in the heart of Ezo, an area of Japan known a…
This caught my attention because Sucker Punch quietly nailed co-op last time. Ghost of Tsushima’s Legends went from “nice bonus” to a mode people sunk hundreds of hours into. Now, during gamescom’s Opening Night Live, PlayStation confirmed Ghost of Yōtei will get its own Legends-arriving in 2026 as a free DLC for all owners, with two-player scripted missions and four-player survival. Different game, same pitch: grounded single-player tale, wild supernatural side mode.
PlayStation laid it out simply: “Legends is our cooperative multiplayer mode set in a fantastical, supernatural universe, contrasting with the realistic world of Ghost of Yōtei.” Translation: the campaign stays historical and grounded; co-op is where oni and curses run wild. It’s a smart split that worked for Tsushima—no lore knots, just clean lanes for both vibes.
Legends will ship with two pillars. First, “scripted missions for two players”—think curated, linear encounters that ask for coordination, not just bigger health bars. Second, four-player survival runs, the mode Tsushima fans used to theorycraft builds and chase perfect waves. You’ll pick from four classes again (names and kits TBC) and take on “demonic” versions of the Six of Yōtei alongside “several new enemies,” according to Sony. The framework screams replayability if the modifiers and class synergies are there.
The release cadence matters. Ghost of Yōtei launches October 2, 2025; Legends lands in 2026. That gap gives the single-player space to breathe—finish Atsu’s story, learn the combat’s timings—before the co-op meta spins up. Also worth noting: Tsushima’s Legends started free, then later became a standalone purchase for folks who only wanted co-op. Sony hasn’t promised that here, but the playbook is established.

Sucker Punch combat is built on clarity: readable animations, deliberate parries, and punish windows that feel fair. That foundation is why Tsushima’s co-op worked—difficulty scaled through teamwork and kit mastery, not spongey enemies. If Yōtei iterates on that with meaningful class identities (support ultimates, crowd control, precision DPS, rescue/cleanse tools), we could have another late-night “one more wave” machine on our hands.
The supernatural angle also unlocks enemy design. Tsushima’s demons gave us teleporters, tethered pairs, and status effects that forced squad communication. “Demonic Six of Yōtei” suggests boss-forward set pieces, maybe mission-long curses or arena hazards near Mount Yōtei. Done right, that’s the stuff that keeps a co-op community alive beyond week one.
Meanwhile, the single-player context looks enticing. Set in 1603 around Hokkaido’s Mount Yōtei, 300 years after the original, Sucker Punch has cited Breath of the Wild and Elden Ring as “huge inspirations.” If that DNA shapes exploration and encounter freedom, the base game might ship with a richer toolkit—great for co-op variety later.

Free is great, but the devil’s in the design:
I’m glad Sony isn’t cramming co-op at launch. Let the campaign stand on its own, then bring in the late-game playground for squads. The 2026 drop window also means Sucker Punch can watch how players actually use Yōtei’s combat sandbox and tune Legends around that reality instead of guesses. If they keep progression respectful and make failures fast and learnable, this could be the rare add-on that earns a long tail without live-service strings attached.
Bottom line: free co-op built on proven fundamentals is easy to root for. I’m excited, cautiously. Don’t promise the world—ship tight two-player missions, a nasty survival playlist, and four classes that genuinely change how you approach fights. Do that, and we’ll be back on the slopes of Yōtei min-maxing builds and arguing over who’s on cleanse duty.
Ghost of Yōtei’s Legends arrives in 2026 as a free co-op DLC with two-player story missions and four-player survival in a supernatural setting. The model worked brilliantly for Tsushima—now it’s on Sucker Punch to deliver meaningful class builds, sharp encounter design, and a fair progression loop.
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