Ghostwire Tokyo playthrough on Tatari difficulty Part 17 The final stretch and end
This is the last part of the main story and, since I completed everything else, the main game itself.
The ending of the game was good, the cinematics in this game are top notch. However, it was at the same time quite disappointing. The game suggests on several occassions that you should save all the souls in Shibuya to take advantage over Hanya (and it might be assumed that it will also save your sister). Unfortunately, it seems to have no impact on the ending. It is a similar experience as in Demonicon: you think that you will be able to save the protagonist and his sister, but the game somehow neglects all your actions in the end and it is either you or her and both characters seem to have some mental problems... Maybe the case is not as extreme in Ghostwire Tokyo, but I kind of felt disappointed and misled. You get some cool charms though to use in further playthroughs :)
Some final thoughts: I loved the game in general. I think it is a well-made title that creates a unique atmosphere and brings a lot of cultural elements to the players' attention. The music is great, so are the visuals (and the general grainy look of the game, yet I think it butchers the quality of recordings on YT).
As for the main quest, it is kind of generic. While the whole "city abduction" think is pretty unique, the motifs of the main antagonist and the general story of the main protagonist are generic and cryptic at times. The side quests are where the game truly shines: each is a contained short story, often with a twisted ending or funny outcome. They are also varied in terms of mechanics.
However, the devs went completely overboard with collectibles and other side activities. Being a fan of open world games that offer lots of exploration, I felt overwhelmed by the number of things to find. It was fine with souls and e.g. KK's notes, because you could unlock something to help you in that quest, things like Tanuki's or haunted photographs required a lot of attention and patience (the map is simply too big and vertical).
Then the combat: I understand what they wanted to do with the mechanics, the various energy types etc. but the general implementation could have been better. Shooting doesn't feel satisfying, maybe except for the bow. If you want to take any bigger satisfaction and fun out of the game, you NEED to play on higher difficulties, because this makes utilization of stealth and consumables crucial. Ghostwire Tokyo is a better stealth game than an FPS.
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