Ghostwire: Tokyo is really, really weird – but it’s a really, really good thing

Ghostwire: Tokyo strange. Tango Gamesworks‘latest is you racing all over Shibuya, fighting Yokai demons by sending energy flying out of your hands, deworming your way through haunted houses, interacting with dogs and cats by reading thoughts their thoughts, and hunted down tanuki mates who had come to Tokyo to see the sights of the day.

Yeah, it’s really weird. Ghostwire: Tokyo’s Opening Hour puts you in the role of Akito, a Tokyoite who died, but is now raised from the grave thanks to being possessed in part by a vengeful spirit called KK Co-living in a body. , the two set off around Shibuya to find out why everyone has suddenly disappeared, leaving only their clothes, and why a masked boy Hannya is after Akito’s sister.

Akito had control over his body, saving his right arm, which KK commanded to explode spiritual energy at the demons surrounding Shibuya. A quirky buddy cop appears between the duo for a few hours, as KK repeatedly flirts with Akito, and he’s as good as possible, berating KK for his dirty apartment and weird habits his other. Akito takes the whole “everyone disappears from the face of the earth” thing very well, and Ghostwire runs to the ground with the overarching story of saving the city.

The real action to save the aforementioned city usually involves warding off demons with Jujutsu magic. Akito sends fireballs, water wheels, and blasts of wind at Yokai with KK’s arm, even using a sharp shooting bow that can take down enemies while invisible. There’s a lot of stuff to mess with in Ghostwire – and that’s before the blocking system kicks in. You can fend off quick enemy attacks by timing your block perfectly, creating a nice flow in the action if you’re on the right track. Especially in boss battles, with projectiles rushing towards you, this makes for some quick and absorbing gameplay.


If Ghostwire’s main story gets to work, it’s the side content that makes things interesting. Akito’s supernatural abilities extend to reading the minds of animals in Tokyo, for unknown reasons, and at one point he is a tanuki, who is written as what can only be described. described as an Italian-American mobster, gesturing to find his friends. The tanukis came to Shibuya to take aim, as the tanukis wanted to do, but now they’ve all parted because of the demonic invasion, and it’s up to you to track them down and reunite their furry entourage .

The whole thing is so strange and eccentric that it’s commendable, it’s almost commendable. Ghostwire really doesn’t worry about combining two different timbres – like saving thousands of lives by reading a dog’s mind to detect if they’re hungry – and works great as a result. You can fight a Yokai with a pair of scissors the size of your arm, clench your throat, and turn around to find a tanuki beckoning you to a new adventure.

The hijinx related to the story are only suitable for the enemies of Ghostwire. As Shibuya was inexplicably deserted, Yokai known as “Travelers” have established settlements throughout the ward. In Japanese folklore, Yokai are otherworldly guests, often starring in children’s books to convey messages and morals about how to be a better person. Ghostwire removes the moral pitfalls of Yokai to evoke demonic entities that play on modern horrors; For example, there are schoolboys with missing heads, or a lean, majestic man with an umbrella that bears a resemblance to Slenderman.

Yokai is the perfect vehicle for Tango Gamesworks artists to stretch their legs. A demon would look majestic carrying giant scissors around, but then they would pull back the brim of their oversized hat to reveal a brutal smile on their face. A kid in a shiny yellow raincoat will dance the streets and alleys, but get too close to them and they’ll let out a bone-chilling roar, dredging up other Yokai to try and kill you. Both Evil Within games are rooted in the artistic pitfalls of the West, which is not surprising given studio head Shinji Mikami’s history with Western-based survival horror games, but Ghostwire represents an opportunity for the studio to cut back on what it has known for the past decade or so, and venture into new artistic territory.


Ghostwire is very stylish. The opening two chapters take place entirely at night, and it’s fun to wander around the neon-lit streets of Shibuya, with a fine rain enveloping everything in a blazing sun. There’s also a surprising degree of verticality to working in Ghostwire, as you can latch on to flying Tengu spirits and fly with them, and actually glide a short distance over towering rooftops by Shibuya. Ghostwire’s Shibuya feels proud to be lost for over dozens of hours, all filled with eclectic characters, quests, and enemies.

Ghostwire: Tokyo’s Limited Preview only allowed us to showcase the first two chapters of the Tango game, but it already feels like something unique and compellingly original – especially by standards. AAA game. This is weird and wonderful to an equal extent, pitting players against morphing houses, horrifying demons, and talking animals that will ask your world to give you half a chance.

If these early hours are anything to go by, it’s fascinating to think the rest of Ghostwire: Tokyo may be hiding in its rain-soaked and neon-lit streets.

Ghostwire: Tokyo is out for PS5 and PC on March 25th. If you want to learn more about Shinji Mikami and his other projects, you can read about his hopes that any Resident Evil 4 What potential remake would improve on the original story he wrote, and his desire to direct at least one more game. Ghostwire: Tokyo is really, really weird – but it’s a really, really good thing

Fry Electronics Team

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