The problem? It didn’t align with the ronin fantasy they wanted to capture. Giving players unrestricted climbing in a world with many walls that weren’t meant to be scaled led to a situation where exploration felt unrewarding, training players to ignore climbing altogether.
So instead, the team reverted to a more guided climbing system, similar to Ghost of Tsushima, ensuring players received meaningful rewards for exploration. Fox and Connell emphasized the value of cutting features that don’t fit, admitting they “should have known ahead of time” that freeform climbing wasn’t core to the wandering ronin experience.
