Ghostwire: Tokyo is a beautiful and eerie jaunt through the streets of Japan, coming face to face with lore and legend while fighting for your own quest and purpose. With seamless gameplay and fighting mechanics, 40 hours of exploration will seem like no time has gone by and it will leave you wanting more time running the glistening streets of Shibuya.
Ghostwire: Tokyo is a brilliant experiment in the clash of style and substance. Tokyo exists as an open world reminiscent of older games whose design may now feel ancient. Yet Tango Gameworks infuses nearly every aspect of the journey with a new, weird twist that no developer has thought to do before. Combat is striking and frenzied, even if it never reaches true complexity. And while the side content and the story may falter in their variety, enough praise cannot be heaped on the handling of Japanese folklore and the devotion towards cultural expression. Ghostwire: Tokyo may not be for everyone but I guarantee there is something in it for every single player to love.
Ghostwire: Tokyo will provide fun experience for horror games lovers with solid gameplay and good variety for its imaginative enemies. However, we can't help but feel the game is a bit forgettable overall.
When Ghostwire: Tokyo capitalises on its spooky surroundings by whisking you off into strange dimensions, fighting evil with powers you shoot from your hands, it’s excellent. The haunted, deserted Shibuya is a thrill to explore, and helping spirits with their final requests provides some engaging mini-adventures. Where it fumbles slightly is in the delivery of its open world, which regularly feels a bit old school as you chip away at the fog of the map, cleansing fast travel points as you go and repeating some filler tasks. Still, with a curious mystery laid out before you and a creepy atmosphere that will keep you on your toes, Ghostwire: Tokyo provides plenty of spooks and intriguing diversions around every corner that are just begging for your attention.
Ghostwire Tokyo has some weaknesses, but with its fun to play combat and the beautiful presentation of Shibuya and its “visitors”, it will definitely pique your interest.
Without being catastrophic, the result is unsatisfactory in almost all areas, and we are saddened to see so many good ideas badly exploited, and with wasted potential. The combat system is original but badly balanced. The atmosphere is intriguing and the city has a real verticality, but it is completely flooded with repetitive fights and items to collect. The narration could have saved the whole thing, but it quickly stumbles, and ends after only a few hours without giving any reason to be interested. The direction is equally inconsistent, with significant ups and downs. If instead of investing its limited resources in a failed open world, the studio had focused on the rest, maybe Ghostwire Tokyo would have been a good game.
Rarely has such a big budget game been based on such a thin gameplay premise, with this bafflingly dull first person action adventure that begins to run out of steam by the end of the tutorial level.
I love this game, the story is great, with themes about life and death, the setting is amazing (a ghost town in Japan with a lot of detail), but the missions are not memorable and the combat is a bit repetitive. I've spent a lot of time navigating and exploring the map, searching for collectibles and completing secondary missions. The best mission, in my opinion, was a side quest in a school that many players will probably not play
Here’s the thing: we are acutely aware, and are growing wary, of games that find creative ways to have empty, ghostly worlds. The reason for this approach is that it’s much more work, much more costly to create a living, breathing world in a game. Due to greed, the empty-ghostly world is now a cliche that gamers like myself are incredibly bored with. Other developers also throw in “very challenging combat” as a barrier to progress, requiring even less put into a game. Meanwhile, we are now asked to pay $70. With each empty world or “Soul’s like” game (to be clear Ghostwire: Tokyo is not the later, only the former) we are less likely to hand over the cash. Eventually we will lose interest in gaming entirely.
Even with the controls adjusted it feels stiff and not flowing. Im getting pretty bored after an hour of playtime. It's not really much **** it's more a walk in tokyo. There are 5 different mobs and the gameplay is very repetivie and boring. Collectables are bugged on the map and hard to find. Cause who tought let's make everything the same f color was a good idea. A tiny bit of sidequest the rest is a boring taks of colleting money to buy redicilouse overprized trash for the trophy you will never use. 130.000 for a emote good luck with that.
Summary After strange disappearances hit Tokyo’s population, it’s up to you to uncover the source and purge the city of a strange, new evil. Armed with your own mysterious abilities, you will face down the occult, unravel conspiracy theories and experience urban legends like never before.
Don’t fear the unknown. Attack it.