‘Ghostwire Tokyo’ is an action game in which the most important thing is not the action, but to explore for weeks

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It is inevitable to compare ‘Ghostwire: Tokyo’, the latest from Tango Gameworks that arrives this Friday on PC and Playstation as a temporary exclusive, with its other best-known game: ‘The Evil Within‘ and its sequel. But the differences are obvious as soon as the first steps are taken in Tokyo (specifically the Shibuya neighborhood) deserted by humans and plagued by ghosts that make up the playing field of what is new in the studio. There’s a similar gloomy atmosphere, the occasional plot detail (in fact, the game was originally going to be the third installment of ‘The Evil Within), but the same approach to the gameplay it goes in an opposite direction.

The variation starts from the fact that, despite the fact that there are supernatural and sinister elements in the plot of ‘Ghostwire: Tokyo’, this is not an adventure and suspense game, but primarily an action one. In fact, Shinichiro Hara, who helped design a game as pure action-oriented as the last version of ‘DOOM’, joined Tango to help design that element in this game.

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Unfortunately, the action of ‘Ghostwire: Tokyo’ is far from being that of a ‘DOOM’. It is agile and fast the firefights (let’s call them that) are frenetic and we face endless hordes of yokai and specters of Japanese folklorebut the difficulties in aiming turn each section of firefight into a continuous dodge and re-aim that can turn off players not looking for such a frontal action experience.

In any case, things balance out as we improve our protagonist’s skill tree and have more power (and a variety of possibilities to execute it) at our disposal. The clearest example: the aquatic powers, easy to despise at first glance, but very powerful and versatile.

More interesting is the entire part of exploration and even execution of secondary missions, which is where the game displays its true charms. Starting from a slight plot anecdote in which the player is possessed by an expert exorcist who teaches him all his tricks and has to use them to prevent a ghostly debacle in the city and reunite with his sister, the game proposes a story of exploration, occasional action and a lot of secondary content that give it its authentic personality.

An inexhaustible world

Without a doubt, the most interesting thing about ‘Ghostwire: Tokyo’ is the possibility of getting lost in a Shibuya with a map that faithfully reflects the real city, and that never ceases to provide ideas to go beyond mere action and combat. The secondary missions, the eternal laziness of games with development of sandbox, unfold here with very interesting variants: from exploration of small spaces to mini-stories that seem almost supernatural police. Many are inspired by stories collected by the game’s writers, and the residue of oral tradition in many of them is noticeable.


Because that’s another question: if you’re interested in Japanese folklore, ‘Ghostwire: Tokyo’ is a real festive avalanche of references to ghosts and monsters of the country. The main ones are the yokai that the protagonist faces (our favorite: the bride eternally waiting for her fianc√©, frankly terrifying), but as we say, the entire game exudes a devotion to Japanese traditions, ranging from to enemies to the hilarious nekomatas, floating cats very fond of horrible puns that serve as peddlers selling equipment in more traditional games.

Although ‘Ghostwire: Tokyo’ is a game of immense size, which unfolds into multiple secondary missions, collection of objects and collection of souls (which will later be used to exchange for improvements in our abilities), Tango has not wanted to make it very difficult for the player . The unlocking structure of zonal mapping means you don’t feel overwhelmed by size at any point, and the clever rooftop and glide method adds variety, verticality and ease of exploration.

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‘Ghostwire: Tokyo’, despite appearances, is an accessible game that can be played with ease. Its exceptional graphic section (the effects of ray tracing on floors that are eternally wet and that reflect the gigantic skyscrapers are absolutely spectacular) and his original ideas to facilitate immersion (from the use of the controller speaker to the atmospheric effects through the vibration of the DualSense) round off a product that can become one of the most pleasant surprises of the year. Because sometimes, we just need a bit of relaxation while hunting spirits through the streets of Tokyo.

It is inevitable to compare ‘Ghostwire: Tokyo’, the latest from Tango Gameworks that arrives this Friday on PC and Playstation…

It is inevitable to compare ‘Ghostwire: Tokyo’, the latest from Tango Gameworks that arrives this Friday on PC and Playstation…

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