Getting Started with Xbox Cloud Gaming

Consoles and PCs now have a powerful new partner offering even more ways to play: the cloud. With Xbox Cloud Gaming, you have access to a huge and dynamic library of the latest and greatest titles, wherever there’s a compatible screen, a stable internet connection, and a cloud-supported Xbox Game Pass subscription.

Xbox Cloud Gaming is now out of beta and available with Xbox Game Pass Essential, Premium, and Ultimate subscriptions, meaning it’s easier than ever to check out cloud streaming. Overall cloud gaming hours have gone up 45% since this time last year as the service has rolled out to millions of new gamers around the world, with particularly strong uptake in Argentina and Brazil.

Below we’ll go over where you can play and everything you need to get started (which you’ll likely already have).

What is Xbox Cloud Gaming?

Xbox Cloud Gaming is a benefit included with most Game Pass plans that allows you to play games anywhere you have a compatible, internet-connected device (such as a PC, TV, or even your phone). Xbox Cloud Gaming lets you stream your games like you stream your shows and movies, through apps and browsers on the devices you already have – and it’s playable with a variety of game controllers and other input methods.

What You Will Need

Xbox Game Pass

Unlimited cloud gaming is included with Xbox Game Pass Essential, Premium, and Ultimate plans. Xbox Game Pass is our monthly subscription service that provides access to an ever-growing library of games, online multiplayer, in-game benefits for popular favorites like League of Legends and Call of Duty: Warzone, store rewards, and more with each plan. In addition to streaming from the cloud, you can also download Game Pass titles directly to your preferred console, PC, or handheld device for offline play.

Xbox Game Pass Essential offers unlimited cloud gaming for as low as $10/month and access to more than 50 games. Xbox Game Pass Premium includes everything from Essential as well as access to 200+ games across console, PC, and supported devices for $14.99/month. For the best all‑around experience, Xbox Game Pass Ultimate delivers unlimited cloud gaming, 400+ games across console, PC, and more devices, day‑one new titles, online console multiplayer, plus added benefits like EA Play, Fortnite Crew, and Ubisoft+ Classics, as well as in‑game benefits across Riot titles and Rewards with Xbox — at no extra cost.

Supported Platforms

The following devices currently support Xbox Cloud Gaming (with more details here):

  • Xbox ConsolesXbox One and later. Why stream games to a gaming console? It can be a great way to try a title before you download, or to play newer Xbox Series X games on your trusty Xbox One.
  • Windows PCsWindows 10 version 20H2 and later
  • Mac ComputersMacOS 14.1.2 and later
  • Windows HandheldsIncluding ROG Xbox Ally, ROG Xbox Ally X, Logitech G Cloud, and Razer Edge
  • Steam Deck
  • Android Phones and TabletsAndroid OS 12.0 and later
  • Apple Phones and TabletsiOS 14.4 and later
  • Smart TVs and Streaming DevicesIncluding those from LG, Samsung, and Amazon Fire
  • Meta Quest VRIncluding Meta Quest 2, Meta Quest Pro, Meta Quest 3, and Meta Quest 3S
  • CarsComing soon!

Internet Connection

Whatever device you choose to play on, it’s recommended that you have an internet connection speed of at least 20 Mbps to ensure a stable connection while cloud gaming. If you don’t know what your connection speed is, you can use any number of free online speed tests, such as Speedtest.net, Fast.com, or MeasurementLab.

Where possible, it’s recommended that you play over a wired, Ethernet connection, but it’s also possible to play over 5 GHz Wi-Fi or 5G with capable devices. If your wireless router is dual-band, broadcasting at both 5 and 2.4 GHz, you may need to make sure that your device is properly set up to only connect over the 5 GHz network.

Controller

Most games require a gamepad to be connected to your device, either wired or wirelessly. If you have nearly any kind of contemporary game controller, Xbox Cloud Gaming probably supports it, allowing you to use whatever hardware you already have on hand. This includes Microsoft’s own official Xbox controllers and those made by direct partners, as well as a wide range of verified controllers from third-party manufacturers, such as 8BitDo, GameSir, Backbone, or even Sony’s DualSense.

See a full list of supported manufacturers here.

Many games are also playable by mouse and keyboard as well as touch, for devices that support those respective modes of input.

If you really want to game in style, check out the Xbox Design Lab for a variety of special branded and customizable controllers to suit your personal sense of style.

Supported Regions

Xbox Cloud Gaming is supported in a growing list of currently 29 countries all over the world, including India most recently. If you’re not sure whether yours is included, find out here.

What You Can Play

Xbox Game Pass

In total, the Xbox Game Pass library includes hundreds of games across all genres, ranging from indie curios to the biggest AAA blockbusters. At this time, more than two thirds of those are enabled for cloud streaming, with more coming all the time.

Game Pass Ultimate subscribers are also given access to EA Play and Ubisoft+ Classics, which adds additional cloud-playable titles to their libraries from those respective publishers.

Stream Your Own Games

Many titles not included in Game Pass are still cloud playable, which means that you can stream them if you own them. Progress is saved and shared across all platforms, so you can pick up and play your games your way, wherever you are. See the full list.

How to Get Started

The main division between ways to play with Xbox Cloud Gaming is whether you connect through an app or through a web browser. While the means may be slightly different, the results are the same.

App

For consoles, the process is as simple as tabbing over to your library and Game Pass, then selecting a cloud-enabled game. The other devices listed above might just require the additional step of going to their respective app store and downloading the Xbox app first if it’s not already installed, then opening it and signing in to access your library.

Browser

For devices running Android, MacOS, and iOS, the cloud streaming works through a web browser, rather than a dedicated app. First make sure that your browser version is supported here and update if necessary. Then navigate to Xbox.com/play, sign in, and start gaming on the cloud. Selecting the Menu button, then Add to Home Screen will make it easier to access directly.

Steam Deck requires going to desktop mode and installing Microsoft Edge, with detailed instructions linked above.

See You in the Cloud

That should cover everything you need to get started with Xbox Cloud Gaming. If you have any additional questions, our rigorous support pages have you covered. Otherwise, you should go check out the available library and start playing something.

Happy gaming!

The post Getting Started with Xbox Cloud Gaming appeared first on Xbox Wire.

Official PlayStation Podcast Episode 530: Wrapped With a Bow

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Sid, Kristen, and Brett are back this week to discuss their top games of 2025, both in terms of hours played and the ones they can’t stop thinking about. This episode also includes a spoiler-filled Ghost of Yōtei interview with Sucker Punch Creative Directors Jason Connell and Nate Fox.

Stuff We Talked About

  • Holiday Cards 2025 — Celebrate the holidays with festive cards from our studio friends and developers. See if you can find your favorite characters getting into some yuletide shenanigans.
  • Marathon new features and updates — Get detailed information on all the changes and updates made to Marathon ahead of its March 2026 release. Extract all the data and be prepared to run as a squad or solo.
  • Saros developers reflect on Story Trailer — The Housemarque team breaks down the new story trailer, going over the emotional throughlines of the title, working with seasoned actors to bring the vision to life, and more.
  • Helldivers 2 update —.Blast into some mandatory holiday cheer with the Festival of Reckoning on December 18. Enjoy limited-time access to a host of stratagems and other themed goodies.
  • PlayStation Blog GOTY 2025 Winners — The votes are in, and it’s time to see what the community’s top picks are for 2025.

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Brett Elston – Manager, Content Communications, SIE

Kristen Zitani –  Globlal Content Content Communications Manager, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Winter PC Game Sales Are Live, Featuring Big Discounts on Clair Obscur: Expedition 33, Silent Hill f, and More

Winter PC game sales have officially begun, making now the perfect time to stock up your library with some excellent new games to play over the holidays. Steam, Fanatical, GOG, Humble Bundle, and the Epic Games Store have each launched their respective Winter sales, and there’s a treasure trove of discounts to look through right now while they’re still live.

Winter PC Game Sales

Each of these sales is stacked with excellent discounts at the moment. Some of our favorites include The Game Awards’ Game of the Year winner Clair Obscur: Expedition 33 getting a 28% discount, down to $35.99 at Fanatical; Kingdom Come: Deliverance 2 dropping 50% to $29.99 on Steam; and Silent Hill f coming down 53% to $32.89 at Fanatical, but they’re just the beginning.

Below, you can see a few more of our favorite offers from the various Winter sales right now. If you’re curious to see the sales in full, just click on their individual links above.

Clair Obscure: Expedition 33 is a winner all around, with critic Michael Higham writing in his review, “Wearing its inspirations on its sleeve, Clair Obscur: Expedition 33 paints itself into the pantheon of great RPGs with a brilliant combat system and a gripping, harrowing story.”

With Christmas coming up next week, this is an excellent time to treat yourself to some new games to play over the holiday period. However, if you have to get last-minute shopping done right now for other people in your life with a love of games, we can help there as well. We’ve also gathered up the 10 best gifts for gamers to help you find the best gifts to give this year, from Xbox Game Pass gift cards to the sleek Meta Quest 3.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

Dave the Diver’s next DLC may not stick to sushi, but its underwater croc fights and jungle exploration have my attention

Dave The Diver took over my PC around Christmas in 2023. I found Mintrocket’s wonderfully charming restaurant manager/ocean explorer a joy to flipper around the depths of, battling big fish, discovering ancient civilisations, and then returning to the surface to do some sushi waitering. I’ve honestly not thought about returning in a while, but the fresh look the devs have just offered at their upcoming In the Jungle DLC has me very much pencilling one in.

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Eiji Aonuma Hints That Next Zelda Game Will Be Inspired by Elements of Hyrule Warriors: Age of Imprisonment

Eiji Aonuma, the producer of The Legend of Zelda series, recently dropped some hints about what players can expect from the next game in the series in an interview with Japanese news site 4Gamer. He noted that the collaboration with Koei Tecmo on Hyrule Warriors: Age of Imprisonment may influence the next mainline Legend of Zelda title.

While the Wii got Twilight Princess and the Switch got Breath of the Wild as launch titles, there has yet to be any announcement about an upcoming mainline Zelda game for the Switch 2. However, owners of Nintendo’s latest console do have Hyrule Warriors: The Age of Imprisonment to play. Age of Imprisonment is the latest entry in a spin-off series that combines Dynasty Warriors-style 1 vs. 1000 musou gameplay with the characters, lore, and locales of The Legend of Zelda. It allows players to experience the Imprisoning War that sealed away the Demon King Ganondorf. Like previous Hyrule Warriors games, Age of Imprisonment was a collaboration between Koei Tecmo and Nintendo, with Koei Tecmo and its new AAA Games Studio handling the development.

Zelda series producer Aonuma said that his team wanted to be the first to release a new Zelda title on the Switch 2, however Koei Tecmo beat them to it. “The Legend of Zelda: Age of Imprisonment is the first Zelda title released for the Nintendo Switch 2. To be honest, we wanted to bring out the ‘first’ (Zelda game on the new console),” he laughed.

Commenting on the collaboration with Koei Tecmo on Age of Imprisonment, Hidemaro Fujibayashi (director of Tears of the Kingdom and Breath of the Wild) said: “it was incredibly fun. They always had ideas we never would have come up with on our own, it was truly stimulating.”

In turn, Age of Imprisonment’s director Koki Aoyanagi talked about how motivating it was to receive such positive reactions from the Nintendo team, saying: “since they (the Nintendo team) were playtesting the game, we wanted to give them big surprises and moments of awe to experience.” Age of Imprisonment producer Ryota Matsushita described the Zelda team and Koei Tecmo’s team as being “on the same wavelength” when it came to collaborating on the game, noting that Fujibayashi’s knowledge of real-life castles enabled them to instantly understand each other regarding how Hyrule Castle should be depicted in Age of Imprisonment.

“We aimed to combine these two approaches; the Zelda-like, strategic back-and-forth of using Zonai gear and varied techniques against powerful foes with the exhilaration of musou (i.e. feeling mighty powerful as you cut down waves of weaker foes),” noted AAA Games Studio head Yusuke Hayashi. Even when Nintendo’s Zelda team gave feedback on points of concern, Fujibayashi said that Koei Tecmo would come back with “proposals that elevated it into something even better.”

Aonuma even suggests that this fruitful collaboration might influence the next mainline Zelda title. “The inspiration we received from this collaboration with Koei Tecmo may be reflected in the (next) Zelda we create. Please picture this while playing Age of Imprisonment, and look forward to our Zelda.”

Aonuma’s comment is mysterious, but this means that we might get elements from Age of Imprisonment’s gameplay in the next mainline Zelda adventure.

In September 2023, Nintendo said it had no plans to release DLC for The Legend of Zelda: Tears of the Kingdom, and was instead moving on to a brand new game in the series. However, Aonuma failed to rule out a return to the Hyrule of Breath of the Wild and Tears of the Kingdom, potentially setting up a third game.

“In the first place, the reason I decided to make this a sequel to the previous work was because I thought there was value in experiencing a new game in that Hyrule place,” Aonuma said. “If that’s the case, if a new reason arises, we might return to the same world again. Whether it’s a sequel or a new work, I think it’s going to be a completely new game, so I hope you’re looking forward to it.”

Director Hidemaro Fujibayashi also chimed in with his own comment: “We are very grateful that so many customers have been playing Tears of the Kingdom for so long and deeply, so we will do our best to make the next game even more enjoyable.”

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

I may not achieve the ultimate goose shagging climax by Christmas, because my vomit children aren’t earning enough billions

A platoon of Tingi, strange mutant babies that a goose with a very long neck keeps vomiting out, march along in Santa hats. As they crawl, fall, and drop into drinks which serve as orange-hued progenating pools where they merge with others to form bigger tingi, they earn money. Millions and billions of cash bills a minute at this point. It collates in a piggy bank far below, beneath the base of the goose’s neck, which just out of the stomach of a rather bemused beachgoer. Everything’s as it should be in Tingus Goose. Well, nearly everything.

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Pokémon TCG: This Phantasmal Flames Mega Charizard X Ultra-Premium Collection Is Cheaper Than It’s Ever Been at Amazon

Pokémon TCG’s Phantasmal Flames Mega Charizard X ex Ultra-Premium Collection is pretty spectacular, and certainly worth the splurge if you can find one in stock.

It’s mighty high MSRP is $120, but if you don’t mind paying a little more, Amazon has got the elusive set down to $139.99 right now (sold and shipped directly from Amazon, not a dodgy third-party). That’s below market price, around $150, and even better than trusted resale sites like TCGplayer.

Unfortunately, it won’t arrive until after Christmas, but if you’re keen on picking it up, here’s a complete list of what’s included in the collection:

  • 1 foil full-art promo card featuring Mega Charizard X ex
  • 1 foil full-art promo card featuring Oricorio ex
  • 65 card sleeves featuring Mega Charizard X
  • 1 playmat featuring Mega Charizard X
  • 1 deck box featuring Mega Charizard X
  • 1 metal coin featuring Mega Charizard X
  • 6 damage-counter dice
  • 18 Pokémon TCG booster packs:
    • 2 Surging Sparks TCG booster packs
    • 4 Journey Together TCG booster packs
    • 4 Destined Rivals TCG booster packs
    • 4 Mega Evolution TCG booster packs
    • 4 Phantasmal Flames TCG booster packs
  • A code card for Pokémon TCG Live

This should go without saying, but this collection really only makes sense if you want the exclusive TCG accessories included in the box, at least in my experience with it.

There’s nothing inherently wrong with what’s here, but the selection of booster packs feels just a tiny bit tired. More Phantasmal Flames, or even Mega Evolution packs, would have gone a long way.

Instead, the heavy reliance on Surging Sparks and Journey Together makes the whole thing feel a step behind where it should be. Still, if that isn’t an issue for you, than this is the best value going for the latest Ultra Premium Collection online right now.

If you’re looking to just chase cards, however, I’d also recommend checking out how much some of the best single chase cards are going for right now, to pick up individually. Or, to consult after you’ve cracked open all your packs. Good luck!

Best Phantasmal Flames Cards Chase Cards

According to marketplaces like TCGPlayer, certain Phantasmal Flames cards have already skyrocketed further in price, and, following up from our Mega Evolution round-up, we’ve ranked the ten most expensive cards so far just above.

From aggressive Mega attackers to powerful evolution support, Phantasmal Flames brings a fiery mix of competitive threats and high-demand pulls.

Robert Anderson is Senior Commerce Editor and IGN’s resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.

Xmas is almost here, so it’s time to play Skeal

The nights are heavy, the sun is frail. The mountain moans its hunger. The rivers are frozen scars and the trees are become hard flashes of black lightning. Bells haunt the wind and peculiar bearded men appear in the fireplaces, to be chased away with pies and brandy. The roses, strangely, are in bloom.

Put on your slippers. Stoke the embers. Pull up a chair. It is time to remember. It is time to renew. It is time to succumb to a growing addiction. It is time… to play Skeal.

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Guide: 100 Switch 1 & 2 Games To Check Out In Nintendo’s Holiday eShop Sale (UK)

Every game we scored 9/10 or above.

Nintendo has launched its latest eShop sale in the UK, discounting a bunch of titles for the Christmas season.

Ignoring the fact that the UK eShop site has it titled as the ‘Holiday Sale’ and not the ‘Christmas Sale’ – we’re on the other side of the pond, after all – there’s a lot to like here. To illustrate this, we thought we’d go through the games on offer and highlight the ones that we think you should check out. We’re looking at titles that happened to score 9/10 or above on Nintendo Life, so you know that these are among the best of the best.

Read the full article on nintendolife.com

Ghost of Yōtei Spoilercast interview: the game’s ending, open world design, Takezo The Unrivaled and much more

Where to start? It’s a familiar mantra to those of us who have ridden into the lavish landscapes of Ghost of Yōtei’s Ezo. With a rediscovered home behind, and a world filled with revenge, myths and secrets ahead, it’s proven a wonderful dilemma to have. And every corner explored, each tale told, and duel won leading to further questions, one of which kept recurring throughout: how did this all come together? To answer, we reached out to ask two people who can speak to Ezo’s secrets best: the game’s creative directors Jason Connell and Nate Fox. 

Sitting down with them, and a whole game to unpack, came the now-familiar refrain: where to start? The answer to that: begin at the end. 

A word of warning then: this interview strays deep into spoiler territory. First, mark every member of the Yotei Six off your list, and discover every hidden corner of Ezo. The following chat charts game design choices, key side missions, the game’s conclusion and more. 

Spoilers below

Note: This version of the interview is condensed for clarity and brevity. The full conversation will be available on PlayStation Podcast later today. 

PlayStation Blog: The game’s final duel is a battle with Lord Saito. It really feels like it’s all been leading up to this moment, not just for Atsu, but also the player and that Saito throws practically every challenge you’ve learned to face at you in one single duel. Can you tell us a bit about how you approach the mechanics of this fight?

Jason Connell: We wanted the ending to be an emotional moment, one that brought together all of her journey of overcoming trauma. And it’s both about kind of figuring out that there’s something better to live for, but also to kind of celebrate the ways that the player has, through their efforts, kind of improved Atsu, made her more capable. And in Ghost of Yotei, that’s about mastering weapons, becoming more confident, more capable. And so, Saito himself will attack you with every weapon that you will need to counter with weapons that you’ve learned throughout your journey. This is a chance to celebrate your mastery and understand how to counter and deal with that. Ultimately, in the final battle, where it’s Katana versus Katana, it’s bringing it back down to that simple sword that your father forged in celebration of his two children, and that’s the weapon that you finished the battle with. 

The Storm Blade story. It’s a fascinating one in so much that it reveals the fate of Jin Sakai. Can you tell us about how you approach the creation of this mission? Is there any concern about talking about the protagonist of the previous title in Ghost of Yotei, or confirming a relatively sad end to such a beloved character?

Nate Fox: I would say about a year or two into production, we had some ideas of where that might be and how we might be able to honor that character. We always knew it was going to happen. But then when we started placing it in the world, we just found this wonderful spot that really felt like it could be his spot, you know, and we could celebrate all aspects, whether it’s the tree or the Pampas grass or the or the Suzuki grass or the blade. Things you identify with his story and his legacy, and make it like a shrine / mission for him. 

We wanted it to be in the right spot in the game. Like if you come out right out the gate, and it’s right there on your right, that doesn’t seem right. That doesn’t seem like it’s fitting. But putting it in the appropriate time space where you’ve sat with this game well enough, and you understand what this game is, and when you find it, it’s a gem, especially if you were a fan of the previous game. And getting the timing right was it was a big part of that too.

Was the intent always to make Takezo The Unrivaled the hardest encounter in the game. Or would you designate that as the hardest encounter in the game? I’m curious to know if the studio defeated him on Lethal difficulty,  and how quickly you defeated him on that setting. 

Jason Connell: Takezo was not in anyone’s plans at the beginning of the game. It was a great idea, put forward by one of the folks who makes missions, that we would keep to Takezo as a sort of ultimate battle after you’d finished the Atsu’s journey. And I couldn’t be happier that it represents this, you know, the hardest challenge in the entire game. In the most epic location. Our combat team set it to what many of us thought was impossible, until I saw one of the gameplay coders effortlessly beat it without all the upgrades. He said that he got it on his fourth try. Now, these people have been playing the game, programming the combat, for years! So that’s what you’re up against, if you’re having a hard time and you think this is impossible. The way to get better is just to simply make the game for many years and work in the combat team, and then suddenly it will all be easier.

So past the intro encounter with The Snake, the game’s designed to let you choose which of the Yōtei Six to hunt and in what order. This can shape your play style, such as The Kitsune path expanding your stealth options, or bring a deeper connection with the world, like the Oni’s, leading you to encounter Jubei. How do you design the game to accommodate those different play styles that result?

Jason Connell: Well, when we set out to make this game, when it was just Nate and I, you know, dreaming up what it would be, something we talked about was just really leaning into what we saw fans really love about playing in the open world, having the freedom to kind of sort of do what they want to do. 

So from the very beginning, we were like, okay, let’s go real hard at this. Let’s invest in design and tech that allows us to give a little bit more freedom, even from the beginning. And so that has wrinkles, you know, it can get challenging to tell a really solid story that needs a beginning, middle and end. So some of our first stabs at this were way too open, right? Like, you can just go after any of the Six. And in that process, Nate pointed out, like, how hard that might be to have that beginning, middle and end, and we need that, because that’s Atsu’s story: that’s the structure.

Really early on, you definitely get this kind of choice. It’s not just a narrative choice. We added weight to that, by giving it a mechanical sort of choice. If you like role playing, if you like being a stealth- like character, or you like playing games that have ninja-like abilities, then you know, this area up here might be more for you. Or maybe you’re intrigued by this over here, which has got more of a traditional big castle and some cool fire weapons and a spear, and we kind of hint you with a little bit of it. So if it’s not just the story that motivates you, or that you’re intrigued by that narrative seed that we’re giving you, maybe it’ll be sort of the mechanics, and we’re giving you a number of ways you might be able to be influenced to make an informed decision. 

Briefly talking about weapons, the Sensei quests clearly indicate which weapons they’ll unlock from the start, but the conditions to unlock the rifle and gun in comparison isn’t as obvious. Why was that?

Jason Connell:  Well, we knew that the hand to hand weapons were a great source of pleasure for players. They loved getting them. They loved mastering them, and it adds a lot of diversity to your experience of fighting enemies. And that combat, the lethal precision inside of the game, is something that is sort of dead center of the experience. 

So we wanted to make sure players knew that they were out there and make it pretty easy to find them, because they’re such a driver of joy in the game. Range weapons are not as core. So the firearms, we didn’t want to make them totally apparent where to go, so that you would have some of the pleasure of discovering them for yourself, whereas the melee weapons we knew were just too important to let anyone miss out on. They are optional, so you could miss out on them, but we didn’t want just sort of missing their presence to be the issue. We wanted to be a choice on the player’s part to say, I don’t want to bother with that.

There are some wonderful smaller encounters in the game, such as the guy who disappears – poorly, I will say – in a haze of smoke bombs… or the fight with a ronin that, I think he’s labeled as “Irritating Ronin”, that elicits an angry response from Atsu once she’s defeated him. Can you touch upon how these came about? 

Nate Fox: Just really early on we had people that would work on the main story, then we have people fleshing out the world. Some of those smaller bits just come from, “hey, how would people operate in this place?” How can we give this place a little bit of personality that you might be intrigued and interested to hear about these people. They’re just flavors in the world. Which, you know, honestly, we didn’t have a ton of time to do in the last game. So it was nice to be able to sort of try some of those unique flavors early on. That smoke bomb guy might have been one of the very first ones that we created in the game. We went through a bunch of iteration to make him who he is, but that might have been the first six months of the project. And I’m happy to see some of those make it through to the end, because there’s plenty that do not [laughs]. 

It is a beautiful world. There are numerous moments in which, say, a cliff climb or turning the road leads to a picturesque scene that is worth photographing. How intensive was it to get those moments to hit the sweet spot? Did it mean the immediate environment, how to be continually reshaped, to have the camera angles hit just right?

Nate Fox: One of the challenges of making an open world that’s as big as this and also trying to make a game that is artistically powerful and potent, that people step in the world and they feel the weight of the art… That is super hard to do. 

The fact that we cannot control what you’re looking at makes it tremendously harder, right? Like, we have no idea where you’re looking. We have no idea what you’re doing. We have a clock that kind of moves when you’re in the open world. So we don’t know if you’re in day or night. Certainly, in some cases, we’ve specifically put you in areas where special times of day exist, like the Spider Lily mission

But it is such a testament to the environment art team to be able to construct an environment with such beauty that no matter if I look that way, or that way, whether it’s daytime or it’s night time, shockingly, looks pretty good. That is very hard to do. Open World visual design: incredibly hard. Now they definitely know that you’re going to be coming up over this ledge during a Shrine climb. You’re going to be coming up over this ledge, and they might position those rocks to be, and that shrine, to look to the point where you know you’re going to be looking generally in this direction. They’ll definitely do that. And they do a wonderful job constructing what they think that you’ll do. But because we don’t know, we have to get a couple things right. We have to get the atmosphere right. We have to get lighting right. We have to get color. The pacing of the visual noise, and how much noise you have on the screen. All these things are just constructed in the open world DNA of the visual design. And we hope that we can guide you to areas where it just kind of puts a magnifying glass on that and makes it, you know, really pop in those moments. A very few amount of people on the team really get to contribute exactly to this, and I think they do a wonderful job bringing it to life.

If you want more Ghost of Yōtei, New Game Plus is available as a game update, while cooperative multiplayer DLC Ghost of Yōtei Legends launches in 2026.