A Story by Definition
The narrative hints at being a unique tale of death and loss but contains cliché characters and convenient plot devices that pop up constantly which makes it hard to care. It also makes it especially difficult to latch onto the protagonist because it’s clear he is meant to be a generically handsome blank slate so the player can vicariously live their power fantasy. He has a few mentioned backstory flashbacks which sort of add depth to his character but don’t relate to his decisions in the story and his feelings for saving his sister.
It’s also hard not to notice the Japanese media culture shine in some problematic ways as well. Such as Akito and KK constantly commenting on how old KK is as he is always reminiscing of the old days and complaining about today’s youth despite him only appearing to be in his early 30s at the latest. As well as the headless schoolchildren enemy type, which comes in a few variants, like girl and boy. The girl variant has a smaller health pool and deals less damage than the boy variant despite there being no real difference between the two. This is a small way the game plays into the “girls are weaker” stereotype that shows up again with Mari and Rinko, the women characters who need to be protected and saved on multiple occasions.
A Carefully Designed Open World
The environment of Ghostwire is very beautiful and insanely detailed. Every corner of every street is filled with dozens of HD props and readable papers (if you read Japanese). Because of this, the city feels real and interesting. Exploring every back alley and rooftop is the most appealing part of Ghostwire: Tokyo. It’s clear the developers put most of their time and effort into creating the world on such a huge map. Knowing this, however, it’s clear that the effort might have been misplaced. The detailed environment is what’s setting the game back when you take a look at the actual mechanics. It feels like the game is meant to be much more than just a horror-action RPG, but ultimately sets up the player’s expectations to fail.
While the city looks amazing, even while focusing on the details, the rest of the game seemed to have been put on the backburner. Maybe Tango Gameworks ran out of time to make the game they wanted to and had to rely on filling the city with the handful of enemy types they had ready, and the quest lines which originally had more unique concepts were also dissolved into throwing ghosts at the player. KK, a paranormal investigator with help from a mysterious crew, is more or less a power source for a random teenager that just wants to fight ghosts and save his sister, who is conveniently the driving force of the narrative and antagonist’s MacGuffin.
It’s hard not to feel let down by the scope of the game, especially after opening the map and realizing the size of the world. It takes a more patient gamer than me to be able to complete the laundry list of tasks required to truly explore all of it, and to those that do, I applaud you.
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Final review: 3 out of 5 stars