A strong start in Japan masks a deeper question: can Sucker Punch’s follow-up escape Tsushima’s shadow and define Sony’s next era of story-driven hits?
Some quiet information from Japan has started a bigger conversation about what Sony wants to do in the long run. A magazine says that more than 200,000 copies of Ghost of Yōtei have been sold in Japan. That number means something on paper. It makes the game the second best-selling PlayStation 5 game of the year in Japan, only behind Monster Hunter Wilds in terms of actual sales.
This looks like a good showing at first glance. Japanese stores have always been hard for PlayStation exclusives made in the West, especially action games with a movie feel. Getting to this point puts Ghost of Yōtei fully in the competitive realm, especially when looking at how the market as a whole continues to favor domestic franchises and portable games.
But the story changes depending on the circumstances.
Its predecessor, Ghost of Tsushima, sold more than a million copies in Japan over the course of its life. A lot of people thought that was an amazing accomplishment for a new intellectual property. Setting standards that were hard to meet was always going to be hard. In this context, Ghost of Yōtei’s recent performance seems less frantic, which makes people wonder if the momentum has slowed down.
When comparing early stages of a lifetime, however, they rarely tell the whole story. Physical sales now only make up a small part of overall consumption. This is especially true for the PlayStation 5, where digital adoption keeps going up. Sony doesn’t officially break down digital performance by region, so a big part of the picture isn’t shown.

What seems like a small amount of boxed sales may turn out to be a lot more when internet sales are added in.
Making money is probably not in question. Sucker Punch Productions has been known for a long time to have disciplined production processes and good budget management. Many experts in the field think that the company is one of Sony’s more cost-effective first-party teams. Ghost of Yōtei is set up to make good gains over time, even if it can’t match Tsushima’s historical numbers.
The more important question is about direction, not viability. Sony’s approach often focuses on sequel growth, with the goal that each new movie will reach more people than the one before it. Tsushima did well thanks to word of mouth, backing after the game came out, and eventually PC exposure. Ghost of Yōtei comes out in a market that is getting more crowded and broken up, and that is being changed more and more by live services and global launches.
The right time is also important. Monster Hunter Wilds, a series that has been popular for decades, has taken over the Japanese market in 2025. Trying to get people’s attention during this kind of release window always makes things less visible. Performance in these situations might not show long-term demand, especially for a story-driven game meant for long-term finding rather than sudden spikes.

Sony sees this as more of a tuning moment than a worry moment. “Ghost of Tsushima” was a huge hit for some reason. You might be reading the market wrong if you think every follow up has to be better than that. Being consistent, having a strong brand, and being able to keep high-end single-player experiences up to date in a world that is always shifting are what important.
Ghost of Yōtei is in an interesting place right now. Enough to show that you’ve succeeded. Too quiet to avoid being looked at. Its story in Japan is still being told because of time, how well it does, and the long tail that PlayStation exclusives often have. Sony is keeping a close eye on it to see if it will end up standing in Tsushima’s shadow or making its own history.
