HIGH Leon’s new defensive knife skills are an inspired addition.
LOW Some of the craziest moments of the original campaign are no more.
WTF Leon evading a dual chainsaw attack in the most bizarre and dangerous way possible.
HIGH Leon’s new defensive knife skills are an inspired addition.
LOW Some of the craziest moments of the original campaign are no more.
WTF Leon evading a dual chainsaw attack in the most bizarre and dangerous way possible.
HIGH Stunning a group of enemies with a pistol barrage, then pulling off chain executions.
LOW Wanted: Dead‘s performance on XBX is a dumpster fire.
WTF Umm… where’s the rest of the game?
HIGH Those wirebugs are a phenomenal addition to the formula.
LOW The Rampage quests are really half-assed.
WTF Walking through someone’s front door in the middle of the day is considered ‘stealthy’?
HIGH Suplexing alligators, hell yeah!
LOW Defensive options in combat often feel inaccurate and clunky.
WTF Did I miss the reasoning behind Doctor Naomi being turned into a tree?
HIGH The visual style is totally on point.
LOW The rigid weapon restrictions become irritating very quickly.
WTF Yes, Cindy Aurum’s awesome. That’s a weird reference though.
HIGH AI companions riding monsters facefirst into walls is a joy to behold.
LOW Matchmaking is poorly handled with limited options.
WTF That ballista substitute in the endgame is totally awesome.
HIGH Tama. Tama, Tama, Tama. Also Tama.
LOW Some of the Somniums feel like little more than pointless filler.
WTF The unexéï½´ç¹ï½¬é‚¯ï½»ç¹å¶ã”閼ア繧サç¹ï½¨ç¹§ï½³ç¹§ï½³ç¹§å‰°åŠ’…
The storyline for the High Isle addition primarily revolves around a shady group of deviants known as the Ascendant Order. They’re a secretive bunch of rogues with an eye on overthrowing the ruling classes of Bretonnia and grant freedom to the common people… but, naturally, it doesn’t look like that’s the whole story.
HIGH Shibuya at night looks absolutely beautiful.
LOW The combat is basic and repetitive from start to finish.
WTF Hitting endgame and wondering if I’d accidentally skipped half the story.

As the release date of Ghostwire: Tokyo approaches, we’ve now been able to get hands-on time with the final version. While we’re only allowed to talk about the first two chapters (which cover much the same ground as our hands-off preview from last month) being able to play for ourselves has allowed for us to take a different approach in the same general area. And honestly, it’s looking quite promising at this point.