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Ghost of Yōtei Legends Raid: how Sucker Punch assembled the endgame for the cooperative mode

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This content has been automatically translated from Ukrainian.
Last month, a Raid appeared in Ghost of Yōtei Legends — the final endgame cooperative mode from Sucker Punch. In it, four players face off against the last two members of the supernatural Yōtei Six — The Dragon and Lord Saito — as well as hordes of enemies and complex labyrinths of fortresses.
After the release, the developers returned to the discussion about how they created this mode. Lead Designer Darren Bridges explained that the idea of the Raid initially sounded to the team like "an escape room where they are trying to kill you": it's a challenging four-player content with puzzles that need to be solved together, and battles where success depends on coordination.

What changed after the experience of Ghost of Tsushima Legends

Sucker Punch says that Ghost of Tsushima Legends was the studio's first such experiment. It came out strong in terms of difficulty and team interaction, but at the same time had issues with pacing and duration. According to Bridges, the first playthrough of the second chapter of the Raid with friends took him about six hours, so this format was not for everyone.
In Ghost of Yōtei Legends, the missions were made more even in rhythm. If the team had already solved the puzzles but got stuck on the boss or someone had to leave, the game allows them to return directly to the boss fight. Some of the challenges were also designed to gradually prepare players for the final confrontations.

Team play, builds, and unexpected solutions

The Raid has moments that force the entire quartet to act synchronously, and moments where one player can literally carry the team. For the fight against Saito, the developers even placed a Gear Station right at the beginning — where the team returns after death to adjust their build, meaning the assembly of skills and equipment, for a specific phase.
Individual mechanics introduced unexpected solutions. For example, if a Shinobi uses vanish, bombs stop tracking the target, and if you approach allies and make them disappear too, you can skip the entire stage with the bomb rain. The studio says they didn't plan this, but in testing, this interaction turned out to be so successful that it was appreciated.
The Raid in Ghost of Yōtei Legends became the last major planned update for the mode. It was this that completed the story of the Yōtei Six in multiplayer.

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