$59.99Ghostwire: Tokyo An empty city, restless spirits
Wander a hauntingly beautiful Tokyo and uncover the mystery behind its vanished people.
Is Ghostwire: Tokyo worth it?
Ghostwire: Tokyo is worth it if…
- you want to wander a stunning, deserted Tokyo at your own pace
- you are drawn to Japanese folklore, yokai and urban legends
- you like open worlds full of side stories, collectibles and things to pet
- you enjoy a short main story with a lot of exploring around it
Screenshots
An empty city that still feels alive
The whole premise is a strange kind of beautiful: a detailed Tokyo with nobody in it. Shibuya Crossing, Tokyo Tower, tiny backstreet shrines, all rendered with care and all abandoned, frozen at the moment everyone disappeared. You wander neon-lit streets in the rain, past vending machines and convenience stores, while yokai prowl the intersections. Some of them are dangerous. Some are doing something much weirder: window shopping, taking selfies, going about their evening as if the city were still full. The emptiness is the atmosphere, and it is the part that stays with you. Moving through it is a pleasure in itself, with parkour up to rooftops and gliding between buildings once your abilities open the skyline up.
Fighting spirits with your bare hands
There are no guns here. Combat is gesture-based: you weave elemental attacks with your hands, mixing water, wind and fire against different enemy types, backed up by talismans, a bow and ghost-hunting skills. Everything is upgradeable, and new abilities keep opening up new ways to play. The same powers get you around town: you can ascend to the top of the skyline and soar over the streets to reach missions or drop in on enemies from above. One honest note: the fights start strong but repeat a lot, and once you have levelled up you can feel overpowered. The fun is in the feel of it, casting spells from your fingertips over an empty city, more than in deep tactics.
What else should you know?
How long is the main story?
Short for an open world: the main campaign runs roughly 12 hours if you stay focused. The map is packed with side missions, collectibles and activities that can stretch that a lot, though some of that is repetitive busywork. Most people get the best out of it by following the main story and picking side quests that catch their eye, rather than trying to clear everything.
Is it actually scary?
It leans eerie more than terrifying. The empty streets, the fog and the yokai designs build real dread, and a few missions, like the school added in the Spider's Thread update, go for proper horror. But much of the game is exploration and combat, so expect a spooky folklore atmosphere with occasional scares rather than constant fear.




















