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Ghost of yōtei's legends mode: a challenge too steep?

Sucker Punch’s Ghost of Yōtei is drawing players back into its world, thanks to the recent release of the Legends mode. However, what initially promised a cooperative PvE experience is now facing criticism for an unexpectedly steep climb, particularly concerning the upcoming Incursions.

The matchmaking conundrum

Following the established pattern seen in Ghost of Tsushima, Legends mode was designed to offer a cooperative gameplay option. While initially available since March, the introduction of Incursions – large-scale raids for up to four players – scheduled for April 10th, has revealed a significant oversight. There's no matchmaking system for these Incursions. Sucker Punch confirmed this via X, stating players will need to “invite friends or join the Ghost saga fan Discord server to coordinate.” The move immediately sparked frustration among players who lack readily available groups.

The developers aren't shy about the difficulty. Lead game designer Darren Bridges has openly described Incursions as a “challenge that you can't win without four players.” While a Discord server has been established to facilitate group formation, it’s a cumbersome solution, leaving many players awaiting the promised matchmaking implementation – currently slated for a couple of weeks after launch.

What are these incursions, anyway?

What are these incursions, anyway?

For those familiar with the Legends mode, the experience has previously revolved around Survival – waves of increasingly difficult enemies – and a 12-mission Story campaign. Incursions expand upon this foundation with raids designed for players seeking a serious test of skill. These raids unlock after completing three story missions and involve assaults on fortresses belonging to members of the Yōtei Six. Expect formidable enemies, challenging obstacles, and final battles against colossal, supernatural versions of iconic figures like the Spider, Oni, Kitsune, or Serpent.

The lack of matchmaking isn't just inconvenient; it fundamentally alters the accessibility of a core endgame activity. It’s a gamble that prioritizes hardcore cooperation at the expense of broader player engagement. While the difficulty is clearly intended, the reliance on pre-formed groups risks alienating a significant portion of the player base.

Sucker Punch’s decision showcases a willingness to cater to a dedicated, hardcore audience. Whether this strategy proves sustainable remains to be seen, but one thing is clear: conquering these Incursions will demand more than just skill – it will require significant coordination and a willingness to venture into the community to forge alliances. The game, as it stands, rewards those who already have a crew; those without are left waiting.