Ghostwire Tokyo is a whirlwind of ideas that somehow work together

Ghostwire Tokyo is a strange game. The Open World Gameplay is incredibly traditional and would not feel out of place in a Ubisoft game with markings and purifying areas that are distributed over the whole of Tokyo. But at the same time it is one of the most unique combinations of ideas and mechanics I've ever seen. The latest version of Tango GamesWorks combines this traditional Western formula with Japanese horror, conspicuous effects that flood every centimeter of the screen, and stupid ideas that would only consider just a Japanese studio to take them into the very serious world in which the game has settled.

After playing the first two chapters of the game, Ghostwire Tokyo Open World Setting is nothing new if you have played a similar game in recent years. Side missions are scattered, there are collectibles to collect and there are side activities such as Jizo statues that you can interact with. There are even spark-like Torii gates, which, when cleaned, reveal all activities in a district.

But even though this background is painfully familiar, it has not felt like an annoying duty to explore him, thanks to the game, which gives force and energy through his Japanese influence.

Ghostwire Tokyo is a game where you go to a secondary mission just to be greeted by a two-meter-wide, faceless spirit of a man with an umbrella to which you can shoot with your finger guns mini-tornadoes. Meanwhile, green smoke swaths escape from your hand as you attack, and the ghosts of the Tokyt citizen float around you and whisper their inner thoughts and worries like "I have to go back to my dog."

Then, from there you will be able to wave with your hands to open a mystical seal and enter a locked building, to read the thoughts of a cat, to use a gripper that you might summon nothing before you Enter a business that is led by a Yokai will take the form of another cat from which you can buy a dish Shiruko.

All of this is tanked in the gloomy, high-humority streets, animated by candy-colored stripes of shuttles and advertising. None of it has an ounce of coherence, but it does not matter. Ghostwire Tokyo confesses to his craziness and knows that it does not have to explain why everything exists as it exists. It acquaints that you cancel and accept your unbelief that this is the world you are exploring.

While I walked the first two chapters of the game, I kept thinking that nothing of it would have been almost as interesting if Ghostwire Tokyo had been originating in the West and had been developed in America, Canada or Great Britain. It is clearly Japanese and the charm would be lost in almost every respect or the fight would feel cumbersome, heavy and uninspired, rather than light, fast and unique.

Ghostwire Tokyo is a wild tornado of ideas that come together and feel like one of the most interesting open worlds, which I have experienced for some time when I sat next to Elden Ring. Both games go on open worlds in such a different way, but while it goes to elden ring for discoveries, Ghostwires Tokyo focuses on being a playground on which you can pull the cores from the ghosts while the dualsense is trembling in your hand Just for you sink back into the spooky streets of the city.

GhostWire: Tokyo – Gameplay Reveal Trailer | PS5

Although she feels great and looks great, the story has not been too fascinating so far, although I still in the intro of the game and assume that things will start soon.

So far, Ghostwire Tokyo has packed me despite my initial concerns about its well-known Open World formula. The fight was the main reason to addictive to me, as I shoot on enemies and to look at their cores and to watch akito as he pulls his hands and twisted to scatter evil spirits, it is so satisfying, as it sounds at the PS5.

But around this fight is a backdrop that really appeals to me with her abandoned modern cyberpunk aura and the neon-colored urban landscapes. Tokyo is scary, but never scary. Creepy, but never chilling. This is not a horror game, it is important that you know that it is primarily an open World Action game.

But I do not believe that Ghostwire Tokyo will only be another entry into this genre where we are all passing. It is a whirlwind of ideas that spreads from every conceious genre and franchise: Survival horror, action, western role-playing games, basically all Ubisoft games of recent years, and there is even shimmer of the Yakuza series with their shops and Photorealistic images for articles that you can buy. Although you can be inspired by so many places, at least in the early morning hours, everything seems to work to create something pleasant and funny. My only hope is now that the narrative can be just as impressive until the credits as the open world and the fight.

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