I do not recommend: Ghostwire Tokyo

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Published 2022-04-23
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Ghostwire Tokyo marries everything that's cool about Japan with everything that's boring about western open world game design.


#GhostwireTokyo #Review #GhostwireTokyoReview
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Edited by Austin @ausomehd
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All Comments (21)
  • @ne90316
    The reason rain looks like this in game because they are not composed of standard rain particles. Instead, the rain particles features the japanese kanji "ame" meaning rain. Understanding this does make me appreciate the game a little more but yeah, over the grand scheme of things, this does get distracting.
  • @triplehelix3207
    I wish instead of being an Ubisoft Open world, they had made it a detective game where you fought spirits and solve cases, maybe have randomized outcomes like the 1997 Blade Runner game
  • @technocore1591
    "Ubisoft-style map marker driven" I remember when I fired up Watchdogs 2, played the opening sequence, and then when the map opened up and I saw what it was, I exited thinking, "Christ I can't do this anymore"
  • @DeverHB
    This might be really dismissive criticism, kinda "Hurr just make it like that other game", but whenever I see this I wonder if it would have been better as a ghost-themed, Japanese Infamous game. Idk, parkouring on rooftops with ghost powers sounds cooler than slooowly walking through these empty streets in first-person. Or go full linear, first-person horror like SkillUp suggests here.
  • @ClipperFanW
    I definitely enjoyed the game in the beginning. But the more I played, the more I felt fatigued from the open world. This game would've benefited from being linear IMO.
  • @SwedishSword
    Way back in The Division 1 I wanted to get every audio log and collectible. This was mainly an excuse to steep into the environmental design of that game and take in the details along each and mini puzzle hidden throughout NYC. I really, really wish there was more to do and interact with in that game because there's so much wasted potential. Environments were made with such surprising detail and intimacy, but the game didn't pair it with appropriate motivation to explore it. Especially given that this was in a looter, I understand why so many people walk away disappointed with the offerings on show. Ghostwire reminds me of those feelings. The game has this beautiful backdrop but doesn't know how to really leverage it alongside a core gameplay loop that doesn't befit it.
  • @bdbgh
    The world looks like it would have been great for a detective agency/ghost busting story inside a bustling city instead, dropping the "everyone got vaporized" (or at the very least don't do it until the very last arc to make it more impactful).
  • @Nikolas-Saenz
    Just finished this game the other day...........couldn't agree more that this is a unique game trapped in a ubisoft-like cookie cutter open world. Still surprisingly enjoyed it mainly bc of the Japanese lore and sparse unique settings in the game.
  • @NL0Gwenster
    Regarding the rain: Each and every rain-drop is the actual kanji for rain. You're not seeing glitchy rain like you say in the review. It's kanji. Pause the screen for a second and you`ll see.
  • @cypheru5
    The rain does look horrible, because it’s kanji, not water drops.
  • @boxhead6177
    The CEO of Squenix says "If Japanese imitate Western Games they will not produce good ones" Then why is he trying to imitate the Metaverse, NFTs and Live Service game models.
  • @Sartiz
    I found the rain effect pretty neat , every rain drop is actually ''rain'' in kanji
  • @IAmMightyMike
    There's some really interesting and fun bits in this. Story is a little generic but I guess something can definitely be said about how it was designed. Love the concept and art design so it's a shame
  • @JustSkram
    Tango games is amazing at coming up with cool concepts and slapping them on mediocre products.
  • @Akrymir
    An important callout here that you don't see often enough is the inconsistent levels of fidelity. This is the core concept that drives that feeling of uncanny valley, but is really applicable to every aspect of videogames. Making a game that looks great but doesn't react on the same level gives that feeling of inconsistency, and too large of a gap breaks the immersion.
  • @tcomshere
    A good fix for the 'kanji' raindrops would be to just have good looking rain and occasionally you see it's "Ame" when it's as close as your hands. Sadly, that can be said for many of this game's idea- implementation
  • @CODMWX
    The rain doesn't have a water bubble texture, the texture they use is the word 'rain' but then in Kanji.
  • @eddieford9373
    Instead of gameplay, trailers should just show the map. Would be a better way of knowing what a game is going to be.
  • @cosmic2750
    Its actually quite good in the beginning but unfortunately over time it gets worse. The main problem here is that this game didn't need to be open world, there was no purpose to the open world. It feels as if the open world was thrown in later and not worked on from the get-go. Such a shame though, because it looked so good.