Banishers: Ghosts of New Eden - Design Analysis

INFO: Banishers: Ghosts of New Eden is an action rpg developed by DON’T NOD and published by Focus Entertainment. It was released on February 13, 2024, and I started playing it on August 31, 2024 after numerous patches. Outside of trailers, I haven’t seen/read any info regarding this game or its features.

****Also SPOILERS****

Breakdown:

Banishers Ghosts of New Eden is a phenomenal game, and a LOT larger than I initially thought.

The dialogue between Red mac Raith and Antea Duarte is a textbook example on writing character voices, as well as writing dialogue that’s enjoyable to listen to. The gameplay itself also takes from multiple genres, making a unique experience. The gameplay is built around being a souls-lite, with a fire to rest at to replenish Red’s health decoctions, respawn enemies, and fast travel between other active fire pits. There world traversal also takes from the genre (with Star Wars: Jedi Fallen Order coming to mind), with tunnels, rock climbing elements, and shortcuts created from dropping a rope down at specific points. The pacing and provided side missions is also done really well. Never in my time of playing this game did I NOT feel like a Banisher. All of the side missions are either about solving ghost cases, or resolving their aftermath. There are some side activities you can pursue, such as cleansing areas of specters or treasure hunting, but even they tie into the fantasy of being a ghost hunter.

The game also has unique gameplay, as you’re able to switch between Red and the now-spirit Andrea, both in and outside of combat (similar to that of Middle Earth: Shadow of Mordor). However

The game also has a morally-grey-yet-simple morality system which affects the end of the game. What I mean by this is that the game doesn’t bury you in decisions, as most of the decisions you’ll be making in the game is what will be the outcome of Haunting Cases. But those decisions are boiled down to “will you give the ghost a peaceful end,“ “do you give the ghost to a painful demise,“ or “do you blame a living person.“ There’s also another important decision, which is what is Red’s and Andrea’s oath to each other. Red and Andrea make an oath to each other about whether they’ll work towards giving Andrea a peaceful passing and for them to never see each other again, or do they work towards bringing Andrea back to the living so their love for each other will continue. The issue with the latter: you’ll have to take A LOT of human souls. The nice part is that you’re not bound to this oath, but if your choices go against it then your relationship will be affected.

Also there are dialogue choices, but they serve primarily as a sense of false choice and learning more background info. However, this doesn’t mean that there aren’t any outcomes. There are multiple times where I’ve encountered unique dialogue from encountering a person once before prior to starting a quest from them. There were also times where a person would remember something I had said from a previous conversation with them.

What I would change:

Dialogue serving as a means like L.A. Noire. Optional dialogue helps uncover motives.

Separate decisions regarding the people, and the spirits. Sometimes a ghost appears and has nothing to do with the circumstance at hand. And if you blame a living person, then the ghost will continue on and have an unknown fate. (Or have a side mission that allows you to let this ghost find peace)

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