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Beyond

Ghost of Yotei Devs Discuss That Ending, Story Changes, Easter Eggs & More | Spoilercast! - Beyond 917

Beyond

IGN

Entertainment News, News, Video Games, Leisure

4.44.6K Ratings

🗓️ 17 October 2025

⏱️ 48 minutes

🧾️ Download transcript

Summary

SPOILER ALERT! This week, we’re talking Ghost of Yotei yet again, but delving deep into late game content, including the ending. Joining us to unpack all that, and answer some more questions about how the open-world samurai epic came together are creative director Jason Connel and lead writer Ian Ryan from Sucker Punch Productions. We discuss story changes, their first impressions of Atsu, how Erika Ishii was cast, and what fan feedback about Ghost of Tsushima informed the direction of this sequel. Beyond! This weeks show is Max Scoville, Jada Griffin, and is produced by Nick Maillet Learn more about your ad choices. Visit megaphone.fm/adchoices

Transcript

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0:00.0

Beyond and hello and welcome back to IGN's weekly PlayStation show.

0:03.0

I'm your host, Max Scoville, and coming up, we are venturing into full spoiler territory for Ghost of Yote

0:08.0

with some of the team from Soccer Punch, so if you haven't finished the game yet, consider yourself worn.

0:13.0

This is Host of Yote.

0:28.6

This week, we are joined by my good pal Jada Griffin

0:30.9

and from Sucker Punch Productions creative director, Jason Connell and lead writer

0:35.0

Ian Ryan.

0:35.8

Welcome, guys. Thanks for joining us.

0:37.5

Hello, hello. Great to be here. Now, Jason, Beyond listeners, got Ian Ryan. Welcome, guys. Thanks for joining us. Hello, hello.

0:39.0

Great to be here.

0:39.6

Now, Jason, Beyond listeners, got to know you a little bit a few episodes ago. You're the creative director. You tell everyone what to do. You make the rules somewhat, maybe. But Ian, maybe you can give you a little context on how a video game gets written. I feel like there's sometimes confusion about that. Do you come to Jason with like a 3,000 page script

0:54.2

and say, make this into a video game,

0:56.0

or does Jason come to Jason with like a 3,000 page script

0:54.2

and say, make this into a video game? Or does Jason come to you with a playable game and say, make up what they're saying? Or is it like somewhere in the middle there? Somewhere, yeah, somewhere in the middle. Yeah, as much as sometimes writers might like to create it all ourselves. But I mean, really, especially at Sucker Punch, but in video games in general,

1:11.1

we really just come together.

1:12.7

So much of it's about talking back and forth. created all ourselves, but I mean, really, especially at Sucker Punch, but in video games in general,

1:11.1

we really just come together so much of it. It's about talking back and forth and creating it together,

1:16.7

and we find out, you know, especially at Suckerbunch, how can we tell the story interactively through

1:21.9

gameplay on the sticks, as we say? So it's constantly a conversation. How can we tell the best story we

1:27.2

can in the best game we can? Nice. Now, I mean, you had a little bit of a kind of double-edged sword here going in because, you know, Ghost of Sushima was an established property at this point. And, you know, you had some stuff to work from you, at some foundations, but you're obviously coming out here trying to do something that is ostensibly new.

1:45.6

It's a slow burn.

1:46.4

It takes a while.

...

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