GhostWire: Tokyo is one of those games that can keep you entertained for hours despite the various problems. Be with photo by reviewing this game.
Japan is one of those countries whose ancient stories, culture and civilization have enough potential to make numerous video games, movies and series. Today we have seen various games, each of which shows the culture of the East in a different way. When GhostWire: Tokyo was first introduced, we saw the Oriental atmosphere for Tango GameWorks's latest production.
Gradually, with more shows, it became clear that Ghostwire: Tokyo was not only a completely oriental product, but also had a special focus on ancient culture and elements. Where we will constantly see different spells, yuccas and goblins and different things. On the other hand, Shinji Mikami is not involved in the game development process, and this has led some users to think that Ghostwire: Tokyo, for all its uniqueness, is not able to provide a good and entertaining experience. I have to say that Ghostwire Tokyo is a fun and engaging fun game and with all its difficulties, it can offer a unique experience.
The story of the game has a great beginning. A ghost named KK is placed in the body of a boy named Akito who lost his life in an accident. After regaining consciousness, Akito notices a change in his appearance and is terrified. Meanwhile, KK tries to calm down the protagonist Akito, and soon after, they see wandering spirits attacking Tokyo Shibuya. The spirits that are called visitors and it is not clear why and how they entered this world. Visitors have only one goal, and that is to capture and trap the human soul.
Apart from having to fight with the visitors, Akito must understand what happened to Tokyo and what is the reason for the visitors' attack? The game's story's seemingly clichéd, but the story elements and gameplay, along with the design of the Tokyo Ghostwire world, are what make this cliché appealing, as long as the game has a flawless storyline. Gustavier: Tokyo has a good start, even summing up and ending the game, but between the beginning and the end, the game has a weakness for storytelling. In some parts of the story, we see a slow process of storytelling, but in one or two final stages, the speed of storytelling suddenly accelerates and the game ends.