But its more than a cute nod.

After the unrelenting anxiety of The Evil Within, this is certainly a more chilled time.

Its not remotely scary, for one.

The protagonist in Ghostwire Tokyo waves in front of a possessed shop

The whole thing carries the air of giggling kids sharing sleepover spook stories than anything seriously traumatising.

Mechanically, its far from survival horror, though it taps into some familiar rhythms.

Theres a throughline in there somewhere.

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Not that youd see it playing on regular difficulty, which is generously tailored for exploration and hassle-free fights.

Hard difficulty is where Ghostwires clutch finds the bite and its systems make sense.

Without that slight hint of desperation, these are just unneeded lumps bobbing in a soup of repetition.

A possessed tree is dispersed to reveal lost spirits in Ghostwire Tokyo

Even then, its an experience that loses its sting as it progresses.

Bustin makes me feel… not a whole lot, actually?

Overuse of regular enemies is noticeable in side quests.

An apartment corridor with red, white and black artwork covering the walls in Ghostwire Tokyo

But that most tales end fighting common fodder robs them of that drama.

The dark pull that lures people to a suicide hotspot in a tenement building?

Its another dude with an umbrella.

The protagonist pulls wires attached to a spirit core of a ghost in Ghostwire Tokyo

Just like that, creepypasta becomes limp, overcooked penne.

Strip away the art design and its no more engaging than pursuing endless wind-swept papers inAssassins Creed.

Arguably, its worse here, as Ghostwires versions are bizarrely easy.

Two hands are thrust out in front of a lift with light-up vein patterns in Ghostwire Tokyo

Many last for all of ten seconds; barely a distraction.

Its a good podcast game - why not tryEWSas you mindlessly tick off trinkets?

  • but lacks the complex traversal to be more than that.

The player grabs several ghost cores with yellow cords in Ghostwire Tokyo

I just wish they had the confidence to let the city breathe without plastering it with pick-ups.

Its hard to see the authentic character under the more artificial climbing frame theyve used it for.

Here the city is a canvas for unnerving happenings, rather than a holding pen for seen-it-all-before time wasting.

The player shoots a ghost with a spirit bow in Ghostwire Tokyo

Its too baggy, too loose, lacking the powerhouse momentum I associate with his previous work.

Mikamis tinkling ivories aside, Ghostwire is a tad too discordant.

The player uses a katashiro item to absorb the blue souls of lost people in Ghostwire Tokyo

The player fights a bunch of ghosts in a watery, junk-filled arena in Ghostwire Tokyo