Test Ghostwire Tokyo: a classic Open World, but the charm is certain
The adventure begins on the famous Carrefour of Shibuya, while a thick and mysterious fog spreads over the city. More esoteric than meteorological, this mysterious phenomenon causes the pure and simple disappearance of the inhabitants of the city, which leave only their business behind them. While the young Akito, recent victim of an accident from the road, is also about to know this fatal destiny, his body is invaded by the spirit of a certain KK (which the VF takes good care of pronounce "kaykay", phew!). The latter gives him different supernatural powers and explain the situation. A masked man seeks to recover the souls of civilians using confinement cubes in order to purify them. A ritual involving husband, Akito's sister, is also from the game. Our two-in-one hero will try to save the latter, as well as all the spirits who have lost their bodies but have not been captured yet. Knowing that the scenario initially evokes 50,000 to 100,000 people missing, and that the transferred spirits counter (we will detail this point further) displays a maximum of 240 300, there is work to do! Or rather sushi on the Geta, the game assuming 100% its Japanese origins.
The graphics offer us ovenly moments, but it is the artistic direction that does the work more than the technique strictly speaking. The "Next-Gen" aspect of this PS5 / PC (and Xbox Series exclusivity next year does not really feel.
Tokyo's reconstitution is one of its strengths, since some famous places are easily recognizable while the more anonymous streets perfectly evoke the atmosphere of the Nippone capital. Neon shiny in the rain, modern buildings and antique sanctuaries, Konbini-type supermarkets, public baths, wide cans and other metro ticket distributors form a very faithful urban landscape. In the manner of a Yakuza, Ghostwire Tokyo even offers us to learn more about local food, since health supplier consumables take the shape of different culinary specialties (Inrariizushi, Konpeito, Ohagi, Dango, Dorayaki, Isobeyaki...), accompanied by an illustration and a small didactic description. A sympathetic detail that some players will certainly zap... wrongly. In any case, they will not be able to miss the very many Japanese terms mentioned in the dialogs. Be defended: Katashiro, Kagura Suzu, Yokai, Kappa, Kendama, Magatama and Rokurokubi will become your daily life, and only the context and some descriptions will allow you to understand more or less what it is. The change of scenery is guaranteed.
Shibuya was told to me...
Ghostwire Tokyo also plunges into his Japanese roots with respect to visitors. These enemies are indeed mostly from Japanese fantastic folklore. Men's No Eye, Schoolgirls Beeing, Elegant Woman at the pair of giant scissors, hanged covered with a foggy character dressed in a wax and other lean creatures, pale and long black hair are part of the bestiary. It is necessary to add to that the presence of many spirits less hostile but equally disturbing, like this cyclops blistering door blocker. In addition, developers use their experience gained on The Evil Within to offer us some mini jumpscares (just what it takes) as well as different disturbing visions and surreal scenes, the mix between Japan and horror running very well. In short, if you have always dreamed of fighting headless schoolgirls in an arcade room located in the basement of a Shibuya shopping center, you are in the right place!
In the category of the essentials, on the other hand, are the ultimate attack that is charging over the fighting, as well as the spectral vision that allows both to follow traces of the past, to reveal weak points, to read the thoughts of the animals and observe the silhouettes of enemies through the obstacles.
Despite the first person's view, the fighting is based on supernatural powers and not firearms. We have a good arc, but its usefulness is not blatant compared to ether attacks. The latter may be wind, fire or water, loaded or not, and weaken the enemies until they reveal their hearts, that our hero can then enter contact or remotely, in order to complete them. The game also equips with a small infiltration component, which allows to perform "fast purification" if we come to approach enemies from behind as a result of a squatting trip. We are not in a Cell splinter or a deus ex, but several skill improvements (as well as talismans generators of obstacles and boosting stealth) still make it viable this discreet option. Not sting in gameplay mechanics, Ghostwire Tokyo also offers to draw seals with the right stick to destroy some invilites, rosarings to get different bonuses, an omikuji divination system offering a randomly chosen effect, a system Of offerings, various Talismans for single use (stunning, lure...) and several trees of skills improvements (capacities, attacks, weapons). Some of these options are hardly useful, other slightly redundant, but after all, it's better to have too many tools at our disposal than not enough. In the case of the essentials are the ultimate attack that is charging over the fighting, as well as the spectral vision that allows both to follow traces of the past, to reveal weak points, to read the thoughts of animals. and observe the silhouettes of enemies through the obstacles. The experience system is based primarily on the harvest of spirits, some of them being well concealed in the sets. It must first absorb them with a paper object, then find telephone booths to transfer their souls so that they can find their bodies later. If we mentioned 240,300 spirits to free up higher, be still reassured: each sucked gyomatic silhouette reports many spirits.
Tours to the torii...
Nevertheless, the game is suffering from the same Open World syndrome "too filled", "old", or "ubisoftán", call it as you want. Concretely, Torii doors to purify here the role of the Tours of Far Cry or Assassin's Creed. Their capture makes it possible to dissipate the fog and reveal multiple secondary quests, points of interest and other fast displacement points on the map. An air of ever seen inevitably emerged from this system, which also suffers from the comparison with the recent Elden Ring. We would not have been against a more free exploration, less framed and less mechanical. Secondary quests usually consist in solving a situation for a spirit that expects it to be released. This sometimes gives rise to cool situations, as with this spectrum locked up to the bathroom and to whom you have to provide two rollers of PQ, or frightening. The trader of the city were replaced by spirits-cats, which does not lack charm but does not solve another flaw of the adventure: the absence of humans which makes the world a little too empty and static.
Ghostwire Tokyo does not escape the syndrome "An Open World more", but this is almost its only fault. If the general structure is undeniably conventional, the environment is fortunately much less.
The graphics offer us ovenly moments, but it is the artistic direction that does the work more than the technique strictly speaking. The "Next-Gen" aspect of this PS5 / PC (and Xbox Series exclusivity next year does not really feel. Fortunately, exploration remains rejoicing in all cases thanks to the verticality of environments. Tokyo's skyscrapers are not there only for the decoration, since the AKITO / KK fusional couple has a grapple for use on Tengu, live clog points, flying and sometimes mobile. And a flat ability, lined with a lack of fall damage, is offered by the house! It is therefore not necessary to hesitate to take up the height, in particular to find the best-planned minds and objects. Note that the interior of certain buildings is also visitable, on the occasion of the main and secondary quests. Let's finish with a final positive point, which concerns the French version. If the purists can choose to conserve Japanese voices, a French dubbing is present. And it turns out very good quality, the actors incarnating Akito and Kk just sounding and sticky with the characters.