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cover-Ghostwire: Tokyo

Sunday, February 19, 2023 1:07:23 PM

Ghostwire: Tokyo Review (Phranc)


A Good Game, But It Hard To Tell What It Wants To Be.

The first time I saw Ghostwire: Tokyo I really thought this game was the survival horror Tango Gameworks were well-known for, but set in Japan. When I finally get my hands on it, well, let`s just say the experience is quite different than my initial thoughts. It is not a bad game. In fact, Ghostwire: Tokyo has, in my opinion, best open world design after Elden Ring and Witcher 3. The animation is smooth and satisfying to watch. And the core gameplay has that vibe of classic survival horror Shinji Mikami made in the past. Yet, lacking a defining theme and being too conservative are the two reason that put the game in an awkward situation. It is hard to say the game is bad, and it is also hard to say it is a must-play either.

Things I Like About Ghostwire: Tokyo:

1. Open World
I am still amazed at the game's open world design. The level of detail is insane, an almost one to one rendition of Shibuya according to my sisiter. Simply taking a stoll down the street constantly fills me with wonder. No scenes has been copy-pasted blatantly. Every part of this city has its own special sense of style, which make exploration really great in Ghostwire: Tokyo. The experience only elevates with the ability Spectral Vision, a radar-like skill which highlights items and enemies around you. Pick a direction, drop the Spectral Vision, and go forth at your leisure. You would be surprised how much secrets you can uncover from doing this. It also serves as a great reminder if the density of the city may be too overwhelming.
2. Yokai, Obessesion, And Urban Legneds
Ghostwire: Tokyo does a great job at portraying the spiritual belief of east-asia, in the form of side quests. Classic yokai like Zashiki-warashi, Nekomata, and more make their appearances in game. Several side quests paint a clear vision of how obessesion can cause serious trouble to one`s mental and physical health state. And my favorite parts: the game`s rendition of urban legends. Two of them stand out the most. Kuchisake and Kisaragi Station are the highlight of my playthrough. Not only the atmosphere is horrifyingly superb, but also their presentation leave quite a impact, really making me wish this game is a full on horror.
3. Other Compliments
→Sound cue is really distinguished and well-done.
→Hand gesture animation is smooth and satisfying to watch.
→Using cats' thought as hint is a interesting idea.

Things I Dislike About Ghostwire: Tokyo:

1. Upgrade System Is Conservative
I always view upgrade system as evolution for the core gamplay, branching paths for players to customize their playstyle. So I am really disappointed to find out the upgrade system is rather conservative. It never goes beyond offering you minor convenience like faster casting, crouch-walking speed increase, etc. The spell upgrades just make you fire faster, wider, and bigger. It`s a shame because there are so many potentials the dev can put in, ideas like implementing elemental damage instead of just visual indicators, fusing two of the three spells to create either unique attacks, buffs or debuffs, or even something for Wired-in that can create a doppelganger mirroring the protagonist.
2. Survival? Horror?
Another main problem of Ghostwire: Tokyo is that it`s hard to pinpoint what the game is trying to be. My first impression of the game is "Evil Within-like sets in modern Japan", so I am really fixated on regarding this game as survival horror. Unfortunately, Ghostwire: Tokyo fails to meet both. Survival is never a problem considering the abundant resource scattering around the city. In fact it`s pretty hard to run out of resource in this game. The horror part, on the other hand, comes really close to great, if they can stretch it to the full game. Like I said before, the side quests involving urban legends have some of the best setup for horror. Horrifying atmosphere, terrifying yet mesmerizing visuals and a suitable difficulty. It pains me to see that the dev doesn`t bring that level of horror buildup to the whole game.
3. Other Complaints
→The later parts of the story feel rushed.
→Boss fights are disappointingly easy despite their striking visuals.
→Wish there are more yokai introduced.
中文小簡評
→一款有點難定義、推也不是、不推也不行的陰陽師模擬遊戲。
→一比一還原澀谷區,以及我第二喜歡的開放世界設計。
→支線充滿經典妖怪、都市傳說及靈異小說橋段。
→各個音效簡潔有力且分明。
→各種手勢動畫非常流暢。
→讀貓狗的心思找線索是一個非常有趣的設定。
→升級系統太過於保守,以至於玩法變化不大。
→真心希望這遊戲可以往恐怖遊戲發展,很多支線設計得令人膽戰心驚,不解製作團隊為何不投入同樣心血在開放世界裡。
→後半的故事感覺想匆匆了事。
→Boss看起來很有威嚇力,打起來令人失望地簡單。
→如果能看到更多妖怪或都市傳說就好了。