In an interview with Automaton, art director Joanna Wang explains what the generational jump means for Yotei overall, and it makes for a really interesting read from a technical perspective. She continues: "We can now load millions of assets, with tens of thousands visible on-screen at once. Real-time particles like leaves, snow, ash and fog number in the hundreds of thousands across both near and far distances." However, it made up for its slightly rougher edges with an immaculate art direction, packing its open world with outstanding sights. What do you make of Ghost of Yotei at a surface level?