
Hunt ghosts as two memorable characters in a story-driven Action-RPG where your decisions carry dramatic consequences. Torn between honoring your oath to the living and saving your departed partner, how far will you go for love?
Most likely between $5M and $14.1M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 84% | approximately $8.3M |
| PlayStation | $59.99 | 86% | — |
| Xbox | $59.99 | 84% | — |
| GOG | $14.99 | 74% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $8.80 on GOG · China (−82%). Compare 32 prices in 15 markets →
Reviews
Themes across 1020 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Good writing bogged down by everything else Tedious is the name of the game Let's get the good out of the way first : The writing is quite a few steps beyond solid. The characters are believable, the choices coherent with who they are. In fact, it's what carried me to the end of every single sidequest in the game. The NPCs made me want to know who they were, what they did, and why they did it. I can't stress enough how every single sidequest is its own little story, some of them really nicely meshing with the main story. Overall, the story is great. It's what got me going. The acting is mostly great, and otherwise good. No voice actor pulled me out of the game. The two main characters have great chemistry. Some dialogues repeat, which is a bit annoying, but it seem the developer are allergic to leaving their characters silent. The graphics are solid and sometimes beautiful. They managed to create original environments, and have the player go through it for valid and logical reasons. I didn't encounter a single bug the whole playthrough. Now for the bad : I could get a whole essay on dev cowardice and their inability to let players have agency. Maybe this is it. Here is the thing : I almost put the level design in the good. It's intricate and would be looping on itself in all the right ways if it was in fact level design. But it's not. What at first looks like a sort of metroidvania-esque world is just a bunch of glorified locked doors with coloured keys. When the characters get a power, it doesn't let them go through new paths, it only unlocks the prompt to open the way. The characters doesn't jump, instead, they are placed at the edge ans react to the prompt to go forward. Most of the progression is slowed down by prompts that take away control. Jumping down ledges, jumping between them, bend down through a hole, climb a wall, make the invisible appear. It's all : push a button = get control taken away. The power unlocked have slightly (and for a couple of them, completely) different effect depending of if they're used for exploration or for combat, which once again illustrate how little the devs understand what the metroidvania dynamic is supposed to be like. In the end, it's nothing else than tedious. It slows down the player for the sake of making travel time longer. The investigation side is also completely absent. There's no deduction, there's no reflection. All the player has to do is to go through the investigation area, pickup all the clues (which they can't not do), the conclusions are spelled out to them, and then they get to make the "choice" at the end of the quest, said choice being between "Banish", which banishes the ghost and send it back to the shadow realm, "Ascend", which helps the ghost pass on, or "Blame" which blames the person they were haunting. Banish and Ascend are mechanically the exact same, and entirely interchangeable, I'll call them both "Banish" from then on. Depending on the ending you want to get, you should do a majority of "Banish" or "Blame". The consequences of these choices on the ending are spelled out from the get go, with no trap or twist. This lead to the other pitfall of Banishers : the choices. When I started playing, I saw a lot of the Witcher 2 DNA in this game, but halfway through, it was gone. Sure, it's about a supernatural investigator with a sword who protects people from monsters, and I'm fairly certain it was a huge inspiration for the game, but one fundamental aspect of Witcher is that the choices are mostly in the greys, and that you can't know the true ramifications of your actions until you see them unfold. Banishers does away with those principles. Take the side or the ghost, or of the living. Each choice banishes more nuance from the game. And at last, the combat. Its only merit is to exist. It has a gimmick, which is to swap between fighting as a living human, or as a ghost. In practice, it's the only original thing it does, and it isn't that interesting. The fights only feel like another tedious chore the player as to do between the great story beats. In the end, the game overstays its welcome by about half its play time, which is wasted time doing tedious travel, interspersed with annoying combat. If you're going to buy this game, get it at a discount, play on easy, and don't do any exploration. Spare yourself the tedium as much as you can. Also, for a game taking place during the colonisation of the US, the natives are surprisingly scarce (a single one appearing the whole playthrough). Kinda weird.
nao tankei, combate extremamente repetitivo, fraco e inimigos repetitivos, a historia só me prendeu no começo mas depois ficou muito morna.
Banishers ghosts of new eden is a supernatural action rpg made by dont nod . first i would like to tell what i feel good about this game . the story of this game is very good and it also has a really good choice system which i cant tell more about without spoiling about it . l the music in this game is very dark and emotional . however there are some major problems with this game , the open world activities and map navigation is a nightmare in this game . u literally have to open the map every 10 seconds to see where u are going next also there is so much backtracking in this game for side activities that it becomes a slog and the pathetic fast travel system does not help with that too. u can literally fast travel only through a campfire which there are not too many present on the map . the open world aspect of this game really holds back the true potential of this game . so if you are a completionist i would warn u that u will suffer so much doing the 100 percent of this game , i would suggest to enjoy the main story and haunted cases in this game that is where is this game shines the most . overall if you ignore the side content its a really good game . 8/10
Don't trust most of the reviews here. They either don't understand games or they're fake. The game is basically: go here, search for this, go back there, travel somewhere else, search again, talk to this person, then search for something else. It becomes unbearably repetitive and boring. I finished the game as fast as I possibly could because I just wanted it to be over. If you enjoy repetitive gameplay, you might like it, but it wasn't for me. Story:** 10/10 Graphics: Good Combat: Boring Honestly, almost everything about the gameplay feels painfully dull.
I decided to try the game (with discount) after checking review and comments, saying the story is worth it. well, not really.. the gameplay is very boring, combat is boring, exploration has no point, the maps are large for no particular reason and the environment is almost none interactive. and the story is mediocre at best. you have all these moral decisions to make but actually only one choice makes sense. unless you are a psychopath. I found the game tedious, the main female character is unbearable, only the male character somewhat relatable and makes sense. I couldn't continue playing..
Унылое говнище. Не стоит потерянных денег и времени
Мне очень сильно хотелось, чтобы игра мне понравилась. Я люблю игры с личными историями. При этом я очень легко проникаюсь чужим горем, когда кто-то теряет близкого человека. Я рыдал после "Твоей апрельской лжи", "Трёх товарищей" и "Ветер крепчает", а несколько лет назад Don't Nod запали в моё сердечко с неидеальной, но очень душевной Life is Strage. Это и было основным, почему я обратил своё внимание на Banishers. В игре действительно есть моменты, которые имеют свою ценность, но гораздо больше в ней раздражающего, фрустрирующего и просто недопустимого. Если бы игра была в 5 раз короче, она была бы во столько же раз лучше. Бесконечная беготня по открытому миру не даёт игре ничего и лишь генерирует килотонны скуки и уныния. При этом история и дополнительные квесты не настолько хороши, чтобы это компенсировать. Я бы даже сказал, что большая часть элементов игры только мешают повествованию: приходить уже изнурённым после зачистки карты или просто после душного перемещения по ней - это не лучшее состояние для того, чтобы проникаться драмой персонажей. Честно говоря, это первый раз в моей жизни, когда я откровенно жалею о потраченном на игру времени. Спасибо ей хотя бы за то, что химия между главными героями получилась живой. Я привязался к этим персонажам, а их горе смогло меня тронуть, но это несомненное достоинство игры для меня лично было похоронено под слоями "активностей в открытом мире".
This game really surprised me. I'm the type who loves the experience of a game more than the skill it demands. Which is not to say this game doesn't ask for skill, but more on that later. The game was larger than I was expecting, with more to do and see than other games of this kind. The two main characters of this game, Red and Antea, are incredibly well-written with rich backstories. Much of which is revealed as you play. The expanded cast of side characters all have their own interesting backstories of their own. By the end of this game, it felt like I knew every NPC on an interpersonal level, with none of them feeling like stock characters. Each has their own history and a story to tell. I love a well-written story, and Dont Nod's approach to this story shows they won't pull their punches. They aren't afraid to portray themes of survivor's guilt, grief, trauma, depression, resentment, really any themes that other studios tend to avoid. It really grips you on an emotional level, and I can honestly say I don't think I'll ever forget this game. While the main storyline was incredibly fun and interesting to uncover, I must admit that my favorite part of this game were the side quests. Each one was intelligently written in such a way that the final choice in each Haunting case could reasonably be justified. There were very few times I ever felt like choosing Blame wasn't justified, or that there was no reason not to Banish a ghost. That said, some of the follow-up activities kinda felt flat and boring, but each was still rewarding. But what I love most of all is that the side quests don't feel like side quests. Each haunting case ends up adding to the larger story, and reveals more about Red and Antea's history. As for the combat, there's a good range of options between quick and charged attacks, firearms, and Banishing. It's very reminiscent of combat in The Witcher 3. Then there's Antea, but I won't spoil that. IYKYK. On top of that, there's a variety of equipment that comes with stat boosts, and combat modifiers. Add that to the skill trees, and you can change up your combat style depending on your preferences. None of them are locked in, so you can change them up between fights, and each choice dynamically changes combat for you, overall. My only real complaint would be that the game can be a little too reliant on the rifle, but luckily, it was very enjoyable and satisfying. Overall, I can't recommend this game enough. I managed to get it on sale. But honestly, it's worth it for the full price, too.
Хорошая игра, если для вас сюжет значит больше, чем геймплей. Она больше интерактивный роман, чем RPG. и этот роман написан хорошо. В центре игры не сражения, не графика, а ваши решения по ходу сюжета. Двое изгоняющих призраков (собственно Banishers), мужчина и женщина, прибывают в североамериканские колонии в 16хх годах, чтобы разобраться с причиной череды неприятных событий и странных смертей в одном из поселений. И далее им придется проверить на прочность и свои чувства, и верность клятвам, и примерить на себя роль судьи между живыми и мертвыми. Игру делали в той же студии, что создала Life is Strange, и всё здесь построено на значимости принятых решений. От того, кого вы отпустите с миром, а кого уничтожите, изменяется местность, дальнейшие задания по сюжету, и в итоге - финал для жителей и самих главных героев. Моё прохождение заняло больше 66 часов на основной сюжет, посещение всех локаций и побочные задания. И в это время не входит пылесосение локаций рад всех достижений. Визуально здесь никаких нареканий, исполнено красиво. Большинство локаций в однообразном морозно-холодном сеттинге, это немного утомляет. Разве что регион Хэрроуз более солнечный и залитый теплым светом. Но тут извиняйте - таков сеттинг и сюжет, холодно у них там и призраки бродят по домам. Обзор местности глазами призрака исполнен потрясающе визуально, и этот тот случай, когда лучше один раз увидеть самому. Лучший визуальный момент во всей графической части игры (хотя момент перехода между мирами Бытия и Пустотвы тоже вау каждый раз). Мир расцветает совершенно иными красками, и это очень оригинальное техническое и графическое решение. В целом чувствуется, что создатели из DONTNOD внимательно посмотрели на игры мастеров жанра и заимствовали всё хорошее. В перемещениях по локациям явно чувствуется влияние последних God of War (привет, сотня протискиваний между скалами!), а в заботливо оставленных выступах для любования местностью - Uncharted 4. Впрочем, от Анчартеда тут еще и сам процесс неспешного путешествия и рассказа, изредка перемежаемый боевыми аренами. Боевка здесь есть и ладно. Обычный слешер, замедленный и усложненный таймингами souls-like. Видимо без них было совсем пресно убивать беззащитных призраков, так хотя бы уворачиваться и парировать приходится вовремя. Ролевая система представлена прокачкой персонажей и их вооружения. Она ощущается как в первых двух частях Darksiders - есть, работает и кажется совершенно не обязательна для прохождения. Также в игре богато наследили повесткой, которая не очень хорошо стыкуется с историческим сеттингом колоний 17 века. Присутствуют притесняемые, но не-рабыни женщины с Карибов; лесбиянки из Ирландии; мексиканец-раб, которым погоняет белая женщина. В диалогах главных героев тоже порой ощущаются исправленные строки. Если вас это всё задевает - вы были предупреждены. В целом крепкие 7 из 10.
[h3]“...!#?§+*%$...“[/h3] …und nicht empfehlenswert! Das Spiel fängt stark an und lässt mit jeder Minute Spielzeit nach, da es immer langweiliger, nerviger und auch unverschämter wird! __Positives__ - Grafisch gut gemacht - Hauptquest / Story macht neugierig und ist recht gut geschrieben - Akustisch noch ok & etwas atmosphärisch - Dialoge wurden in viele Sprachen übersetzt und vertont - die paar wenigen Bosskämpfe sind echt ok & unterschiedlich - Technisch einwandfrei / keine Abstürze __Negatives__ - Viel zu oft eine reine Lauf- und Zeitverschwendungssimulation und das bei einer eh unnötig zu großen Map (+sinnfreies Schnellreisesystem) - Teilweise extrem nervende, immer wiederkehrende Zwangsanimationen - Nebenquests sind inhaltlich durchwachsen - billige Minirätsel - keine nennenswerte Gegnervielfalt - Kampfsystem simpel, monoton, langweilig & nervend - schlechtes Loot- Item- Craft- und auch Levelsystem - der Fokus wurde hier eindeutig nicht auf das Spiel selber gesetzt...! __Fazit__ Die Auszeichnungen und recht übertriebenen Bewertungen lassen sich nur durch die krankhafte, ideologische Linientreue und nicht durch das inhaltlich nur mittelmäßige Spiel erklären!