Image Credit: Bethesda
Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.
If you want to know if Ghostwire: Tokyo is a scary video game, then here is the full answer - no, it is more creepy than genuinely scary from Tango Gameworks

Is Ghostwire Tokyo a Scary Game?

Ghostwire: Tokyo ā€” now available on PlayStation 5, Xbox Series, PC, and Xbox Game Pass ā€” is a game about being pursued through the streets of a deserted, ominously silent Tokyo by an army of hostile ghosts and monsters straight out of Japanese folklore. The question, though, is whether Ghostwire: Tokyo is a scary game or not.

Recommended Videos

Ghostwire: Tokyo Is More Creepy Than Actually Scary as a Game

The real answer to this question is that itā€™s hard to say, and not simply because ā€œscaryā€ is a subjective term. Ghostwire doesnā€™t do a lot of things that are typically associated with horror games. There are no deliberate jump scares, musical stings, or moments of shocking gore. Itā€™s violent, but most of that violence has a deliberate fantasy element to it and is directed against ghosts and monsters.

What I can say, as someone with a Platinum trophy for Ghostwire on PS5, is that Ghostwire is extremely creepy. Itā€™s been built around the feeling of kenopsia: that eerie sense of stillness you get when youā€™re in some place thatā€™s currently empty but is usually bustling with activity.

In Ghostwire, an elaborate supernatural conspiracy (no spoilers, thatā€™s effectively in the opening movie) has cut Tokyoā€™s Shibuya district off from the rest of the world and reduced its inhabitants to disembodied spirits. The only human left is your player character, Akito.

Now, itā€™s always night in Shibuya and almost always raining. The streets are littered with the signs of lives interrupted: piles of clothing, idling vehicles, unfinished projects, abandoned phones. My abiding memory of Ghostwire: Tokyo, a little over a year later, is still walking around the empty streets of Shibuya, past empty strollers and half-finished meals, with no sound but the rain and the occasional advertising jingle.

The antagonists in Ghostwire are creepy on their own and represent a whoā€™s who of Japanese ghost stories. I spent more time in Ghostwire getting snap-kicked in the face by headless schoolgirls than I care to admit, and the Kuchisake-onna in particular likes to pop up out of nowhere to cancel your birthday. The big streets and highways around Shibuya are patrolled by giant fog-covered mobs of ghosts, the Hyakki Yako, which translates roughly to ā€œnight parade of 100 demons.ā€ With antagonists like these, itā€™s hard not to consider Ghostwire at least horror-adjacent.

Even so, Ghostwire is at its most memorable when nothingā€™s trying to kill you. Itā€™s a game thatā€™s at its best in its silences, when you can explore its abandoned city. If other horror games, such as this yearā€™s Dead Space remake, are well-executed slasher movies, Ghostwire: Tokyo is Skinamarink. So no, Ghostwire: Tokyo is not a scary game in that sense.


The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission.Ā Learn more about our Affiliate Policy
Author
Image of Thomas Wilde
Thomas Wilde
Thomas Wilde, for his sins, has been writing about video games since 2002. He began as a guides writer for UK magazines before breaking into the U.S. market as a critic and reporter. His work outside of the Escapist can be found on GeekWire, Bloody Disgusting, and GameSkinny, among other places. He also wrote, co-wrote, or edited most of the guides from the late, lamented DoubleJump Books, and was the executive editor during the original print run for Hardcore Gamer magazine. Thomas is from the Chicago area, but currently lives and works in Washington state. He likes bad movies, good fiction, cooking, zombie media, and collecting dozens of blank pocket notebooks for no obvious reason.