
In a parallel universe, Ghost of Yotei is a very different game, one that includes a key mechanic from one of Nintendo's most highly praised games of the last 10 years: The Legend of Zelda: Breath of the Wild.
In this reality, however, the idea was scrapped, as revealed during a GDC talk from Sucker Punch leaders Nate Fox and Jason Connell (thanks, GamesRadar).
Apparently, during production, one major feature that was in the works was a full rock-climbing mechanic, allowing you to clamber over any surface, just like the Switch adventure.
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Fox had played Nintendo's title and thought to himself that "every game" would benefit from its approach to climbing.
"We got right in there and started prototyping," he said, adding that it was "going to be magnificent" — but ultimately, the mechanic was cut from the game.
This was mostly because it just didn't really fit the type of open world Sucker Punch had been making, which had many surfaces "you weren't supposed to climb up", Fox explained.
He said if players could climb anything and continually found nothing to reward them, "it pretty much trains you to stop climbing, because exploration wasn't worth it."
So, in the end, Sucker Punch fell back on its old climbing system, where there are authored paths Atsu can clamber across — the advantage being that the developer can guarantee a reward of some kind at the end of the climb.
The story about the BotW-esque climbing came from Fox and Connell talking about the studio's cutthroat approach when it comes to implementing new mechanics.
"If something is not going well, we can be like 'does that make you feel like a wandering ronin?' And if the answer is no and it's a sucky feature, then why are you working on it? Just move on," Connell explained.
We'd be very interested to know what other features were left on the cutting room floor because they didn't fit the game's core fantasy.
It's always great getting insight like this; it seems obvious to say that developers play the games from other studios and take inspiration from them, but it's nice to hear this sort of thing all the same.
Would you have enjoyed a free climbing mechanic in Ghost of Yotei? Tell us in the comments section below.
[source gamesradar.com]





Comments 16
The reason it works so well in BotW/TotK is because the entire world has been designed around it as well rewarding players who are willing to push the limits of it. Just having a climb anything feature but doing nothing worthwhile with it might as well be shallow box ticking. Glad SP knew to drop it if they can't do anything with it.
😅To be completely honest, the most impressive “climbing” feature I saw was in inFamous all the way back in 2009 with how its animations utterly blew my mind back then (funny considering it’s the same dev), it’s the whole reason I got a ps3 (along gta iv’s euphoria physics), and ever since I’ve been really hard to please, inFamous is mildly responsible for making my standards too high. 😂
😁that said, I still agree with the comment above mine, Yotei will need to pull its own weight so to speak in order to match the level of depth Breath of the Wild provided. : )
Glad it didnt i dont enjoy it in the zelda games never mind anything else
Did they also ass the rain mechanic that made you slide all the way down after climbing for half an eternity in their prototype? If Nintendo patented that part, it was a waste of money.
I can see why they ultimately decided it didn't fit. Sure there is a good amount of climbing in yotei but I don't really think about rock climbing when I'm thinking about being a wondering ronin.
Plus while it is an awesome feature in the most recent Zelda games, the aspect of rewarding the exploration is actually one of my biggest issues with the new Zelda format. Because of how quick everything breaks, it kind kills a lot of the excitement that would normally come from exploration.
Nothing more demoralizing than finding a secret treasure chest just to find a wooden shield that will break in 6 uses! 😂
@Rhaoulos they ass’d it. It was in there when I played. 😏
I'm not sure how on earth BotW always get credited for climbing mechanic with stamina when Shadow of the Collossus already did it years before it.
Anyway. SP did the right decision to scrap the mechanic. You don't want an open world samurai game got dragged down by rock climbing.
Pretty certain BotW didn't invent rock climbing. Climbing anything has been a staple of Assassin's Creed for years before it, for example.
Nintendo's priority with the recent Zelda games was to make expansive, ambitious sandboxes that allowed for creativity and unpredictable emergent gameplay. Everything else was subsumed by this gameplay focus. So the climbing mechanic made sense in the context of this game design philosophy.
I've only played Tsushima, but that game and world was almost the opposite. The open world was largely just a lot of pleasant scenery, with the focus being more on the presentation and narrative. The world itself wasn't really interactive or rewarding to engage with in its own right, so giving the player more freedom to do so wouldn't have made sense.
I LOVE BotW, but a lot of what it accomplished was unique to itself (and its sequel), and I wouldn't really want other developers trying to ape aspects of its design when it wouldn't make sense in the context of the larger game they're creating.
The mechanic would have been as useful as the sheer amount of rock climbing you have to do in Horizon Call of the Mountain for VR...
I think Legends release broke PSN last night. Lol. After getting kicked several times and even losing my party chat we gave up.
Love how Nintendo gets credited for mechanics that have existsed in games for decades. You know games existed before Breath of the Wild, right? As a matter of fact, there was a whole series of Zelda games before it and they were more fun.
Em you mean like in odyssey? Or Origins or many other games in the past? Why is Nintendo getting credit for years old " mechanics"🤦♂️
Up to them. Same with the flashbacks and being smaller regions like they said they backtracked on them being larger last year. It's their decision.
I couldn't care less about firsts/popularized features, I research but I still just care I see features achieved or not or whatever suited development. What cool ideas happen and what doesn't.
Looking at it from the other side though. I mean sure, but that's like saying were too lazy to make more invisible walls as that takes too long. Put enough points that don't have the climbing player interactivity layer to the terrain. XD I mean whether it was a role/vine/mesh/chain wall or just any mountains/hills, however they wanted to apply it to the objects/terrain.
Or a climbing axe kind of tool. I mean I respect even Pitfall Lost Expedition using a metroidvania formula and generic objects of attacks and navigation besides the silly animations for combat that were optional. Mario has tons of moves most players never use but others may use.
Whether BOTW or AC games or any others.
I mean gliders have been around since Wind Waker let alone other games non-Nintendo.
Banjo Nuts and Bolts with it's vehicle builder, TOTK having it's way of doing it with contraptions. Minecraft having it's with redstone if people wanted to since Redstone existed.
Some games have a lean back to look before jumping, others you just jump (Echoes of the End confusing me with the latter).
Wall jumps can be very fair paced or faster paced..
Games like Killswitch/Dead to Rights by Namco have their cover based systems before Gears/Uncharted.
Alfa Romeo Racing Italiano has it's rewind Tiger Effect (and RPG system) and points to increase it's length on PS2 2006, Grid 2008 had strict limits and 0 to 5 uses, Forza Motorsport 3 set the standard now for use it whenever and pick a spot it can trigger after a hit/off the track.
Ok I'm done with examples now.
Cutting the scale of the flashback regions that was mentioned last year sure, I did think that could be cool if they were more expanded, but get why they weren't, to have 2 versions or enough of the flashback region not all of it, the young/old and uncover things of past memories or past events, but no we just got brief moments. We could have had a light/dark world of Zelda games but for Yotei with still not large but segmented enough moments in flashbacks.
Otherwise Yotei is no different to Biomutant, flashbacks when the animal you play is was younger. Typical emotional story telling focus then gameplay one but whatever. At least the gas immunity for Biomuntant was a nice touch, the rest of it was generic, fair puzzles though and animal peeing at checkpoints/4 legged sprinting, sure....
I swear I can think gameplay all the time and still go yeah but you can do this in development. XD They don't have to of course it's their choice but I mean, it shows the effort they find more necessary and that's understandable.
They have their reasons but I mean, there is also a reason why, they can't be bothered to put invisible walls and put a contact layer cut off on terrain due to how they create the terrain and they didn't want to modify it, I get that but come on. XD
I'm not saying terrain with climbing is just some tool (can be but isn't), but it's that the animators don't have to have anything to deal with under side or other wall like animations while climbing.
Part 2:
Programmers and lever designers don't have to go in and alter stuff, I get it but come up.
I care about game design not 'reality' or cinematic angles, that can be there but also who cares.
Nintendo does things and experiments, they don't care about some realism or cinematic look or being the first, they just program, animate, level design and more, they focus on ideas they had and implement them. They told the same to Retro Studio when making Prime 1 to now look at others, focus on what your making yourself (in a matter of speaking) We see enough design formulas/repeats as it is so I respect that. They aren't re-inventing the wheel all the time just making whatever they think works, sometimes it does, sometimes it doesn't.
Splatoon has had the stealth in ink, reload in ink and jump across ink and has reworked level design obstacles/enmies and gun types or challenges in the 3rd game or the grapple in the 2nd game. and I had a blast with them.
Titanfall 2's factory/defense place or dimensional/time jumping level. Sure I played a Minecraft adventure map with time hopping as well, both were fun. More then Rift Apart did compared to Rift Apart that's for sure.
That's why Nintendo achieve what they do, cartoony or not they achieve through gameplay or random ideas they had, whether it's been done before or not, they still test and make something which is why I respect them.
It's not about firsts or popularised, it's just 'doing it' if it suits the game, or they want to implement the feature.
Nintendo fans can say 'oh they did it first' but I mean I can say PSP/PS2 Outrun 2 cross save by Sumo/Sega before PS3/Vita/PS4 cross save/crossplay, I can say motion deals wiith Sony/Microsoft before the Wii, I can point out the Xavix Port made by ex Nintendo employees, among many other things, I don't care if Nintendo made it or not.
Pocket PCs/PSP/Neo Geo X and more had docks before Switch, like I care. Same with Playink PS4 party games smartphone controller apps in 2014 10 years before Everybody 1 2 Switch. Who cares, nobody but I do. XD because i research this stuff. Most Nintendo fans wouldn't even have a clue. But back on topic.
It being done at all is nice to see then who did it first or popularized it. Same with any other retro games i play/research and and go oh that feature is cool.
Will I get Battlefield 2 Modern Combat/Drivers San Fransisco hot swap features in the modern era, no, but I'm not expecting them to be offered either.
Even if I can say sure Banjo, Scaler, Space Station Silicon Valley and more had things before Cappy in Mario Odyssey, or Ratchet had spherical worlds larger then Mario Galaxy, or Crush had 2D/3D compared to Super Paper Mario, it shows i can compare them but they both made efforts.
Most devs nowadays care more about other things and it shows. But that's not a bad thing.
Besides I also see enough VR devs fail where games like Red Steel 2 used the motion and buttons balanced well, but that isn't coming to PC VR any time soon, most people hobbiysts (assuming) let alone Ubisoft don't care. But Metroid Prime does when people emulate it offer decent mouse motion support.
Part 3:
I'm not saying Sucker Punch's decision is a bad one, if it didn't suit the game that's totally fine, they want more Sony and others climbing methods that's been used then climbing on mountains without climbing axes (Tomb Raider or Pitfall Lost Expedition or others), just parts of the terrain to climb on since Uncharted or any other games.
But it also proves a point as well in development what choices they make and what other devs who push past that 'immersion' or other vision details and simply don't care how it looks.
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