I’ll review this game because why not:
Ghostwire: Tokyo is probably one of the more forgettable new IPs to debut from an AAA gaming publishing ecosystem and that’s really saying something. Even now I’m struggling to remember anything notable because it’s all just kind of a blur. Looking at Ghostwire, you might see something that looks interesting but playing it is certainly not.
You play as Akito who is inhabited and partially controlled by a spirit called KK. Tokyo is under attack and overrun with ghosts and Yokai and it’s up to you to save the city and your kidnapped girlfriend. Honestly, the story is not very interesting. It’s just really hard to care about anything.
Some might say calling Ghostwire a Far Cry game is reductive. I say it’s almost exactly that and I’m right. You explore an open-world that gradually opens up the more towers more Torrii gates you cleanse. The game is a sneaky-shooty first person game with skill trees. You’re expected to prioritize stealth, which is little more than sneaking behind demons and knifing them purging them.
As far as the combat goes, it’s not great. Instead of guns, you get to switch between spells based on the elements: fire, water, and wind. (You also get a bow which is used more to solve puzzles, by which I mean “hit the Tab key and shoot the glowy thing.”) Enemies are spongy and generally annoying to kill. There isn’t any sort of good feedback system to let the player feel like they're doing damage. In other words, shooting a wall feels no different than shooting an enemy. The handplay (?) looks impressive but on PC it feels slightly cumbersome and mind-numbing. Which is strange because both of Tango's previous games, The Evil Within 1 & 2, have decent mechanical tightness and responsive controls, at least compared to this.
Additionally, Ghostwire has a little bit of gameplay where you need to wave your character's hands in a certain pattern by tracing a line. This straight up sucks and I bet a lot of it is lost on PC because I imagine this is mostly to show off the DualSense features but either way, you can tell the team knew this wouldn't translate well because they let you skip it entirely by holding down Tab.
The upgrades serve a wide variety of functions and I don’t mean this in the way you think. Ideally, progressing through skill trees should allow an invested player to take their style of play to the next level. Not so in Ghostwire. In this game, upgrades mostly serve to reduce stupid bullshit present in gameplay. For example, going to a location to cleanse it or pulling a core out of an enemy by holding down the right button is not interesting. Ghostwire lets you put points in reducing the time you need to hold down a button in certain situations out of and in combat. Why include padding like this in the first place when a real improvement, as an example, using melee to rip enemy cores out is worth the same amount of skill points?
Aside from the usual open-world bullshit that comes with games like these (boring side missions, a trash mountain’s worth of collectibles, and a brief super vision power that shows you where everything in your near vicinity is), Ghostwire is probably one of the easiest games to play. Money and ammo are aplenty. Even moreso if you collect the random spirits floating around in the open world and during missions to gain a massive amount of XP.
Ghostwire is frustrating because there’s some depth and cleverness to the way it combines modern day neon glitz of Tokyo with Japanese folklore and mythology yet all of it is trapped in this boring and sluggish game. Everything feels safe and inoffensive and there's a severe lack of imagination in the game design.
Lastly, I found that the game ran smoothly. I'm on an RTX 2060, 2666 mhz 16 gb of RAM and a 9th gen Intel i7 CPU.