Yeet Kune Do
@yeetkunedo.bsky.social
1.3K followers 820 following 11K posts
the father figure and educator the FGC needs dog tired of being the cassandra of american politics don’t FA, else you *will* FO banner photo credit: me
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yeetkunedo.bsky.social
Okay. Story spoilers for Hades 2. Run away if you don’t want those. You’ve been warned.
duooftwo.bsky.social
Hades 2 ending the way it did leaves a sour taste. I've always gotten the impression that sgg cares not only about creating a great game but writing a well story along with it. So I can't believe they greenlit and ending that feels so out of place. Did no one in the team had second thoughts?
yeetkunedo.bsky.social
This is the primary driver of why Yotei feels like a game where its aspirations of being greater than its predecessor isn’t enough to successfully escape the shadow that Tsushima casts over it. Maybe after a content update or two, I don’t know.

But it’s very pretty. Unimaginably pretty.
yeetkunedo.bsky.social
It’s…not good. Not bad, necessarily, but much like most of Ghost of Yotei’s parts, they don’t sum up to something greater, and that’s something Ghost of Tsushima can boast about.
yeetkunedo.bsky.social
Jin’s story was much more meaningful, the internal and external conflicts had greater stakes that intertwined in a very tragic way. Atsu’s story is just kinda…there. The losses feel forced, cheap, by the numbers. The gains feel scheduled.
yeetkunedo.bsky.social
Every interesting idea it brings to the table, it squanders by way of not committing hard to anything except forcing the audience to care by making them witness repeated acts of profound cruelty against children. It touches off on the trauma that creates, but never actually explores it.
yeetkunedo.bsky.social
There’s parts of it I absolutely love, but I’d be lying to you if I said that it was a better overall package than Tsushima Director’s Cut. It’s not, or at least it’s not in any truly meaningful way. I kept my criticism of the narrative light because I want to avoid spoiling people, but it’s weak.
yeetkunedo.bsky.social
But it’s ultimately too much of the same thing, and what it changes for the better doesn’t really make much of an impact when everything it either failed to change or changed for the worse winds up outweighing the gains, which only became glaringly apparent after 40ish hours, and moreso beyond.
yeetkunedo.bsky.social
I was so excited for this game because Tsushima was the most fun I’ve had with an AssCreed-like, ever. To the point where Tsushima-like should honestly be the name for it, now. It nailed the formula to near-pitch perfect pacing & design; its sequel should have been an improvement on all fronts.
yeetkunedo.bsky.social
And the wolf…is emblematic of everything wrong with Yotei. An incredible idea shoehorned into something that feels random & unreliable, and only through finding enough skill point doodads can one turn it into something marginally impactful, but still outside of the player’s direct locus of control.
yeetkunedo.bsky.social
It became even more of a collectathon, while gating much of the game’s temporal progression behind the same forced climbing / parkour segments as the last game, alongside combat that got more visually diverse but less mechanically diverse as a result of forcing “rock beats scissors” design schema.
yeetkunedo.bsky.social
I think the thing that frustrates me the most is that with every meaningful step forward Yotei takes over its predecessor, the other foot rarely takes a step back, but is often rooted in place out of nothing but what seems like fear of breaking convention. This works against Yotei in profound ways.
yeetkunedo.bsky.social
We should also not be forced to have combat specializations locked behind specific armor sets, or at least have the ability to wear a cosmetic setup while equipping the buffs of another armor set. This, again, restricts player expression and therefore negatively impactful on the overall experience.
yeetkunedo.bsky.social
Also, and this is such a minor nitpick, but if you’re going to introduce multiple dye merchants, the least you could do is offer a plethora of customization options for your look, instead of giving useful armor sets a few choices and giving the most visually boring outfit in the game FIFTEEN.
yeetkunedo.bsky.social
Tsushima was an Ubisoft style open world game done more than right, it was done better. Yotei…is an Ubisoft style open world game done prettier. And it pains me to say that, because this game had the potential to be better on all fronts, but it can’t manage to break free of its own shackles.
yeetkunedo.bsky.social
Exploration is also very “more of the same.”

Ride horse across beautiful vistas. Climb things. Ride more horse, climb more things. Climb some more things. Find invisible wall that locks you into falling animation. Lose health. Climb things. Ride more horse. Parkour. Climb. Ride.

It gets…boring.
yeetkunedo.bsky.social
There are three different telegraphed strike types, some have far more warning for no real reason, while some have next to no warning, while others have a fair amount of warning but you don’t have time to actively counter it while also fighting off seven other guys. It’s messy where Tsushima wasn’t.
yeetkunedo.bsky.social
The changes to parry / dodge timing are also extraordinarily bad, and make for a game where being good at the prior game’s combat will cause you to have a far more frustrating time than you’re expecting to.
yeetkunedo.bsky.social
The weapon cycling to defeat specific enemy types forces the game into “you gotta use x versus y” instead of allowing the player to gain a level of proficiency in a weapon style that they can use to carve their own path in combat. Tsushima’s stances don’t impede the flow. Yotei’s weapons *do.*
yeetkunedo.bsky.social
Comparing it to Tsushima, its direct predecessor, does the game very little favors. Yotei has plenty of small improvements that definitively separate it from Tsushima, but Tsushima has such a tight grasp on combat flow that it causes Yotei’s combat to feel like a chore after forty-plus hours.
yeetkunedo.bsky.social
On one hand, it’s an absolutely gorgeous game with a ton of fun to be had. On the other hand, it’s a deeply repetitive experience that doesn’t understand how mechanically clunky it is or how its narrative slowly devolves from “amazing premise” into “bog standard” and finally “hamfisted.”
yeetkunedo.bsky.social
Finished the main campaign of Ghost of Yotei last night, 76h playthrough and probably 90% content completion. I have mixed feelings about it.
yeetkunedo.bsky.social
I finished it last night after logging close to 80 hours in it. I would like to hear your thoughts on it after you complete it.
yeetkunedo.bsky.social
After finishing Yotei last night, I understand precisely where this person is coming from.
abrownspot.bsky.social
Ghost of Yotei reconfirms my (maybe controversial?) take that you need to finish a game, primarily a narrative driven game, to properly review it.

Ask me 25 hours in, I would've told I loved this game.

Ask me 25 hours later and I would not speak very highly of this game.
yeetkunedo.bsky.social
People preoccupied with getting into heaven are always the kind of people who don’t care one lick about living a life capable of getting one there.
atrupar.com
Trump: "I don't think there's anything that's gonna get me in heaven. I think I'm not maybe heaven bound. I may be in heaven right now as we fly on Air Force One. I'm not sure I'm gonna be able to make heaven."
yeetkunedo.bsky.social
The DOA station is over there, sir
Reposted by Yeet Kune Do
dhippo.net
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