After spending some time with Ghostwire Tokyo, I really started to notice that the game had something special in it. My preview article gave the rough points of it, but as I played a bit more I really started to dig deep to hopefully figure out how much of it was just because it was new, and how much was genuinely good. I’ve seen a lot of takes on Ghostwire Tokyo since my preview was released, and honestly, I think it is a really solid game. Let’s get into the details.

Ghostwire Tokyo is a first-person action game set in Tokyo during a supernatural event that causes all the spirits of the citizens to be separated from their bodies. Well, at least it seems that way. It is a strange sort of apocalyptic event. You play as Akito, a man who should be dead but isn’t thanks to the intervention of a being known as KK.

A group wearing Hannya masks has taken Akito’s sister Mari. They are also seemingly behind the apocalyptic events that have caused Visitors, otherworldly spirits trying to claim human souls, to appear. You must help KK stop the Hannya group, and hopefully save Mari in the process before the group realizes its goals.

This plot seems fairly simple, but this is just scratching the surface. The games’ side quests are surprisingly heartfelt and will introduce you to various aspects of Japanese mythology and folklore. You will encounter the raccoon-like Tanuki, cat-spirits known as Nekomata, and so many more “Yokai” which are all over Tokyo.

You fight the visitors using Ethereal Weaving (and a few weapons), which allows you to harness elemental energy to attack and subdue your foes. KK has other abilities as well, such as a grapple that allows you to latch onto Tengu to get on top of buildings. You can also use KK’s spectral vision to read the minds of animals or see important things in the environment. Yes, you can pet the dogs and cats too.

As you complete quests, collect spirits, and do various things in the game you will gain XP. The XP is used to enhance your synergy level, which gives you skill points. These skill points will let you enhance your abilities, though some abilities must be unlocked using Magatama which you can only get in specific ways such as side quests.

The brilliant part about Ghostwire Tokyo though, is that, unlike most open-world games, it doesn’t throw you into the deep end. Certain areas are shrouded in a deadly fog, so initially, you only have a small area to explore. Over time, you will be able to cleanse shrines and disperse the fog so you can explore more and more of the city. This drip-feed of content keeps things from being too overwhelming. You can explore at your own pace, and eventually expand the map at your leisure.

Nekomata run the stores in Ghostwire Tokyo and sell consumable foods and other items to help you. However, you can also pick up “spectral food” which is touched by the netherworld. This special food gives you a limited-time buff. All food gives you a permanent HP upgrade though each time you eat something for the first time. As a result, you should constantly be expanding your diet.

I’m not going to go into all of the progression systems and various things you can find in Ghostwire Tokyo. Part of the fun of the game is experiencing some of these things for yourself. However, I can tell you that everything from the notes, in-game descriptions of items, and even dialogue serves to give you a glimpse into Japanese culture.

I have played plenty of games that have attempted to do this, such as the Yakuza franchise. However, Ghostwire Tokyo does it with such style and such heartfelt sincerity that I found myself spellbound by the experience they had woven together. The story elements and the environments you explore feel like a mix of Control and Bioshock in terms of tone.

You may find expanding hallways or other surreal environments caused by dark spirits. However, it isn’t the same as a horror game, because you can fight back. It feels less frightening and more atmospheric. The open-world feels expansive but not overwhelming and will also make you feel like you are on a scavenger hunt, looking for specific collectibles.

It doesn’t feel like a chore in a way other games I’ve played in this genre seem to. The combat is balanced, and I don’t find myself overwhelmed very often. On top of that, Tango Gameworks has included so many great accessibility options that I feel like a lot of people could experience Ghostwire Tokyo without problems.

From font sizes for UI and subtitles, all the way to being able to turn off timed segments completely, Ghostwire Tokyo is a very accessible experience. The controls on PS5 play well, and the haptic feedback of the adaptive triggers makes combat feel even more visceral. It all comes together in such a beautiful package, with PS5 graphics that make it look stunning.

There are a few weird moments though. I wasn’t sure if it was a bug or not, but when I interacted with dumpsters or trash cans to collect money, sometimes the lid of the dumpster would start wiggling about. Security gates for buildings would randomly raise and lower, and sometimes storage shed doors would wiggle and move oddly.

I can’t be sure that it is a bug or an atmospheric feature. As a bug, it could be somewhat hilarious. As a feature, it gives something of a creepy sort of amusement like the spirits are messing with you intentionally. Other than that, I had no real issues with Ghostwire Tokyo on the whole.

I really hope that the developers of Ghostwire Tokyo get their due, and it isn’t overlooked. This year has been jam-packed with games like Elden Ring and Horizon: Forbidden West. It wouldn’t be unlikely for people to overlook this one. However, I could honestly say that Ghostwire Tokyo is a frontrunner for Game of the Year for me so far, even though we’re only 3 months in. Check this one out, you won’t be disappointed.

A PS5 copy of Ghostwire Tokyo was provided by Bethesda for preview and review purposes.

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Ghostwire Tokyo

$59.99 USD
9.5

Score

9.5/10

Pros

  • Great Atmosphere and Style
  • Visceral Combat and Gameplay
  • Great Storylines and Side Quests
  • Lots of Lore and Content
  • Tons of Accessibility Options

Cons

  • Minor Glitches with Trash Cans

Alexx Aplin

Alexx has been writing about video games for almost 10 years, and has seen most of the good, bad and ugly of the industry. After spending most of the past decade writing for other people, he decided to band together with a few others, to create a diverse place that will create content for gaming enthusiasts, by gaming enthusiasts.

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