Criticism: Ghostwire: Tokyo (PS5) – Not the Bethesda Swansong we were hoping

From The Elder Scrolls and Fallout to Dishonored and Wolfenstein, the catalog Bethesda has been a must-have of the Tierce range of many PlayStation consoles. His games are unique and varied. And although they do not so much, you are always going for something a little different. The acquisition of the company by Microsoft means that everything is about to end, and Ghostwire: Tokyo represents a final taste of the distinctive mixture of the publisher. We are sad to announce, then, that the company goes with a groan rather than a bang.

The last game of the Evil Within Tango Gameworks developer is not bad, but it is not particularly good either. It’s right, well, well – which, unfortunately, represents a significant decline in quality after The Evil Within 2 really put the studio directed by Shinji Mikami on the map. Taking place in downtown Tokyo, the game becomes repetitive, full of open people and dotted with colorless optional content.

The usual agitation of the Japanese capital, however, disappeared, because a supernatural event makes the local population disappear. There remains only their clothes and you: the akito protagonist. He is able to survive the paranormal attack through KK’s efforts, a friendly mind lending him life and basic powers. Together, the couple has to rid Tokyo from his occult blow.

It is safe to say that the following story does not respect this promising premise, never reaching the peaks of what it has on paper. Akito and KK are essentially the same character; Boring and tedious to listen. They are going to chat against each other, argue several scenes, then catch up when things get proud again. Fortunately, the voiceover in Japanese and English is available, and the pair is less a chore in their mother tongue. Unfortunately, however, none of the stories beat their dialogue relates to hit.

By focusing on the main objectives, you will beat the game in about ten o’clock, and very few of the main tasks are particularly engaging. The coolest moments occur in the cinematics, with a real gameplay relegated to the cleaning of the Torii doors to reveal a greater part of the card, eliminate the waves of enemies and track out the objects. Separated from the action, the story is not extraordinary.

Fortunately, the fight in Ghostwire: Tokyo is nice, and propel elementary spells from the fingertips to return the ghost entities that haunt Tokyo in their graves is satisfactory. The fighting revolves around the breakthrough of an enemy’s exterior layers, then taking his core, with three powers allowing you to do so. Wind attacks are the most basic: they launch energy balls on ghosts to decompose them slowly. Then there are fire attacks that act like bombs at their best, and water spells that require an upgrade to feel even useful. Your arsenal is then completed by an arc and arrows for head shots and talismans that have various ghost effects.

In combination with excellent support for the adaptive triggers of the Dualsense controller of the PS5, launch spells and fight against enemies for their hearts is fantastic. There is a little resistance when launching each attack, which gradually increases once you are attached to a kernel and try to remove it. At the height of the action, adaptive triggers push your grip at its maximum, increasing satisfaction once the object is finally at your fingertips. The feature adds this small magic touch to the fight, which would cruelly fail after a while without it.

You see, while the commitments remain relatively fun throughout, the mechanisms that make them work are never constructed. The fighting at the end of the game are exactly the same as those of the beginning: everything you have to do is essentially to spam the elementary powers until you can tear the core of an enemy and move on. This concept never changes, never. As such, the combat ends up succumbing to repetition. Either you launch incantations without thinking, either you target a weak point – boring stuff despite brief periods of fun.

You could probably say that all the game, to be honest. Compared to other open world titles, the card is quite small, but Tango Gameworks still manages to fill it with the usual work we have tired years ago. The icons flood the card, with flat side quests to make your way and various collectibles that offer tiny improvements to your statistics. You can not even explore the city either; A thick fog blocks parts of the card until you cleaned the corresponding Tori door.

This makes exploration more a boredom than joy since you start to suffer damage if you cross the limits. At least some verticality extends the potential of Tokyo, with a limited grapple and slide allowing you to cover the soil faster. On the roofs of the city, you will find more spirits to purify and activities to realize. Without even a hint of fall damage, it’s a great way to get around. However, when your feet are on Earth, Ghostwire: Tokyo is very little to inspire you.

Aside from the general quality, the game is not quite different from the past efforts of Tango Gameworks. Although it’s not pure horror and simple, it’s still quite scary. Efficient sequences upset reality and closed spaces while haunting images are glued along the walls. This happens randomly in the open world as well as during scenario scenarios, so it is a well implemented functionality. Nothing here will give you a real fear of the jump or will not really put yourself under the skin, but what he does is sufficiently annoying for disturbing any feeling of comfort.

Once again, however, there always seems to be something to bring you back to Ghostwire: Tokyo. If the city itself is disturbing and frightening, the enemies themselves are anything but. All follow very similar attack schemes, either by rushing to try to win a shot or using some of their own spells. Their design leaves a lot to be desired, with only a few variants scattered through Tokyo. You will meet the same types of enemies again and again, which only reinforces the repetitive nature that travels the game. The most confusing choice, however, is not to give you an dodge button. Based on the sets of movements of some spiritual enemies, the game cries practically for one.

Ghostwire: Tokyo PS5 Review: Not the Bethesda Swansong We Hoped For | PlayStation 5

We would have suffered less damage if it had been implemented (even if we were barely dead throughout our part), and as such, we had more time to appreciate our environment. Since the place is completely desert now, bar, cats and stray dogs and the supernatural army, all you really have to admire, it’s buildings and alleys, but they always have the Air with a current generation glow. You could do a good little virtual tourism here, visit the famous monuments of Tokyo and have time to appreciate them without anyone around.

They are at their best in the quality mode capped at 30 frames per second, which works without any real disadvantage. The launch of rays is also used wonderfully, wonderfully reflecting the light and the shadows on the high-rise buildings of the capital. But if you need additional images, Performance mode doubles the image frequency and offers a small touch to the visuals. Although this can be noticeable, a fluid 60fps compensates with a limpid fight and exploration.

Interestingly, the game comes with four other modes for a total of six. You can choose not to limit the frequency of images in the quality and performance modes, which gives variable results according to the intensity of the action on the screen. Then there are the same two modes with vsync activated, which aims to eliminate any tearing of the screen. This is an impressive range of modes, allowing you to fully customize the game depending on the type of experience you are looking for. No matter what you choose, however – at least in terms of quality modes and default performance – you are ready for gently driving that looks damn good to start.

Conclusion

Ghostwire: Tokyo looks at a step backwards compared to what Tango Gameworks has produced in the past. If his combat system is fun burst, it becomes too fast repetitive. The open world is full of busy work, and the story is not going anywhere interesting either. Excellent support for the PS5 Dualsense controller, obsessing and beautiful visual elements aside, Ghostwire: Tokyo will have to be missed. * The fight is fun for a time * Excellent support for the Dualsense controller * Frightening elements * Looks good and works well * Becomes too fast repetitive * Open world full of work * Boring story * Annex quests without interest * Too few enemy designs Not bad 6/10 Rating policy Revision copy provided by Bethesda Softworks

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