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Avevo detto 72-7574 OC con 25 recensioni
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Ghostwire: Tokyo’s charm can’t make up for its frustrations
Open world Tokyo hosts ghost-fighting, soul-collecting and a little too much flimsy busywork in between.
GhostWire: Tokyo has a completely dead world, empty of any other human beings or people to talk to. It also has rote and repetitive combat with a bland and uninspired story. And yet, I love it more than I like most games, even if I think a lot of people won't. It might take a bit to explain why, but it all starts with GhostWire's best feature: its cold, lifeless map.
It also helps that GhostWire is really short. I completed the campaign in about 14 hours, though I've spent a few extra afterward cleaning up side stuff. Bland as a lot of its gameplay and story may be, GhostWire never wastes your time. It gets in and out long before anything gets too old, letting you enjoy everything you like about the game without wearing you down with things it does poorly.
Which makes GhostWire a strange game to review – at least within the often-restrictive confines of a scoring system. The things I like about GhostWire, I really like. I'd go so far as to say that some elements – its world, enemy design, etc. – are among my favorites in a game in years. That said, there are plenty of elements, such as story and gameplay, where GhostWire is hardly up to snuff.
I fully expect some people won't be smitten with the game the way I am, and I think it's completely understandable if you don't want to forgive the game for that. But if GhostWire connects with you, I think it'll really connect with you. It's weird and unique, and I think it's great to see this kind of game get this kind of budget, put it all on the table, and use that money to do some baffling and great art. And for that alone, I can't help but love GhostWire.
Despite all of the quirks I've come to experience, I absolutely want to play more.