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Find out moreAnalysis of the gameplay in Banishers: Ghosts of New Eden
A new project from Don’t Nod studio, Banishers: Ghosts of New Eden raises many questions, particularly in terms of its gameplay. Unlike the unique solutions employed in games like Remember Me and Vampyr, where criticism focused primarily on the combat system and world design, Banishers clearly imitates popular trends, particularly those of God of War. This raises questions: is this a conscious strategy on the part of the developers or an attempt to avoid negative player reactions?
Banishers offers players expansive environments, but the design of these spaces raises questions. Numerous unnecessary actions, such as scaling ledges and climbing ropes, feel redundant and slow down gameplay. This creates the impression that the developers haven't paid sufficient attention to level design. Instead of immersing players in a gripping adventure, the game forces them to navigate artificially created obstacles, which feels like simply following current trends. Improved level design could significantly increase the interest in the game and make it more engaging for users.

The problem of excess collection of resources is becoming increasingly relevant. Players risk finding themselves in a situation where they are overwhelmed with unnecessary items. Unlike other games where the resource collection system is essential, here it feels like an unnecessary addition, creating a false sense of depth in the gameplay. Players are forced to collect stones and flowers, but there is no real need for this, since equipment upgrades are only available at later stages of the game. This creates an imbalance and reduces interest in the collection process, which can negatively affect the overall gaming atmosphere.
The developers seem to be trying to follow modern trends without considering their suitability for their game. It seems that Don’t Nod studio is adding all the relevant elements, including the ability to interact with campfires to restore health. However, this only complicates the gameplay, as monsters reappear in locations, which can cause frustration for players.

The game's combat mechanics are frustrating for players. Controlling two characters—Red and Anthea, each with unique abilities and fighting styles—players face challenges. The repetitive nature of enemies and the lack of accurate hit registration make it difficult to successfully complete the game. Instead of developing diverse combat strategies, players are more likely to simply dodge attacks, which reduces gameplay interest. Optimizing the combat mechanics and improving the hit registration system would significantly increase the game's engaging experience and the variety of tactical options.
In terms of design, the game Banishers: Ghosts of New Eden does not stand out for its originality. Borrowed mechanics from other projects don't improve gameplay, but rather raise doubts about their usefulness. The question "Why?" becomes relevant in the context of most gameplay decisions, which could have been more carefully crafted and realistic. This makes me want to see more innovative approaches and fresh ideas that could enrich the gaming experience and make it more engaging.

Despite the presence of a fascinating storyline, the overall gameplay can feel tedious and drawn-out. The game lasts up to 30 hours, which feels excessive due to the repetitive nature of the content. With rare exceptions, such as an unusual boss, players are forced to overcome boring mechanics and unimpressive design. This can negatively impact engagement, as the lack of variety reduces interest in the gameplay. Improved mechanics and visuals could significantly increase the game’s appeal.
The Soul of Banishers: Ghosts of New Eden
Don’t Nod games often require patience from players. This patience is usually justified, as the result is unique worlds and deep stories. But what is the Banishers: Ghosts of New Eden experience like, and is it worth it? Exploring this game reveals how skillfully the developers create atmosphere and develop characters, allowing players to immerse themselves in a captivating story. It's important to understand what elements make this experience unforgettable and whether it's worth the time. Whether certain aspects of Banishers are worth enduring may vary from player to player. Personally, after spending 30 hours in this virtual world, I didn't find the satisfaction I expected. My efforts didn't yield the expected results, and I was left disappointed. This may be an important point for those considering diving into this game.

The story of Banishers will touch the hearts of many players. It explores the theme of great love and includes numerous smaller stories revealed through side quests. These additional elements add depth to the narrative and make the gameplay more intense. Each story enriches the main plot, creating an emotional connection between the characters and players.
The protagonists, ghost exorcists Red and Anthea, arrive in New Eden, a small American town located near Boston. The town is plagued by a curse that causes the dead to return to life and tormenting nightmares in the survivors. Unaware of the gravity of the situation, Anthea meets her fate and dies, leaving Red in deep grief and loneliness. Now he must not only cope with the loss, but also try to stop the curse that threatens New Eden and its inhabitants.

A bereaved Red finds himself on the opposite side of the map, but Anthea's ghost haunts him. She returns, seeking to reclaim her body, and together they continue to exist. However, their relationship becomes more tangled and complex. Now they must sort out their feelings and find a way to coexist in a new, changed world.
The duo of Red and Anthea in the video game stands out for its atypical nature. Unlike the typical "hero and sidekick" setup, their interaction is built on heated arguments, humor, and discussions of life in New Eden. This dynamic gives their relationship depth and realism, which makes the gameplay more engaging and memorable.

The world may be beyond saving, but Red decides to attempt to bring Anthea back. However, he faces a difficult dilemma: he can either resurrect her or allow her to rest, which will require sacrifice from others. This moral choice confronts the player with serious questions about the value of life and responsibility for their actions. Each decision has consequences, forcing them to consider the meaning of sacrifice and love. Will Red be able to find the right path in this conflict between personal desires and the good of others?
While the game's plot is similar to Vampyr, where characters are chosen for personal gain, in this case, the moral dilemmas are linked to themes of love and sacrifice. The protagonist, Red, is not a superhero, but an ordinary person who acts in accordance with his feelings. The game explores how strong emotions can influence decision-making and moral choices, immersing the player in a world where personal relationships and ethics are pressed by circumstances.
The relationship between Red and Anthea, while engaging, lacks sufficient depth to evoke empathy. Why should the player empathize with Red's suffering if there is no emotional connection between him and Anthea? More powerful and memorable moments are needed that allow the player to connect with the characters and their experiences. Improving the development of their relationship could significantly increase player engagement and make the story more emotionally rich.
The game's writing deeply explores the concept of gray morality, but this becomes ineffective if the player does not feel genuine emotions for the characters. Various side quests reveal the fates of other residents of New Eden, but their emotional intensity does not explain why I should kill for Anthea. It's important for the player to feel a connection with the characters, otherwise attempts to create complex moral dilemmas are pointless. For deeper engagement, it is necessary to strengthen the personal stories and motivations of the characters so that the player can better understand their aspirations and experiences.

Unfortunately, I only know superficially about Anthea and Red's past, which makes it difficult to fully immerse myself in their characters. Without sufficient information about the characters, the choice between life and death turns into a simple game for entertainment, losing depth and significance. A full understanding of their stories could enrich the gameplay and make it more engaging and meaningful.

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Playing a villain in video games has a significant impact on a player's perception and experience. Using antagonistic roles allows players to explore the darker sides of human nature, which can evoke deep emotional reactions. Engaging in villainous narratives often provides players with the opportunity to make complex moral decisions, making gameplay more engaging and multilayered.
Exploring villainous characters can serve as a way to express repressed emotions, such as aggression or revenge, in a safe environment. This allows players to experience different aspects of their personality without facing real-world consequences. Furthermore, playing a villain can increase engagement, as players become part of a more complex and intriguing narrative, significantly enriching the overall gaming experience.
From a game design perspective, the ability to choose a villainous role can also increase replayability, as players may be willing to try different approaches to progression, explore alternate storylines, and interact with other characters in new ways. As a result, playing a villain in video games not only enriches the player's personal experience but also contributes to a more diverse and engaging game world.
The game evokes feelings for Anthea, but I don't feel a real connection with her. Red is capable of love, but as a player, I remain detached from these emotions. Even after 30 hours of gameplay, I fail to establish the necessary emotional connection. This highlights the importance of deep character development and relationships to create story engagement.
The problem in Banishers is reminiscent of The Last of Us Part 2, where the attempt to evoke empathy for Abby's character failed. Establishing a connection with a character requires time and attention to their development, something that is sadly lacking in Banishers. The lack of character depth hinders player emotional engagement and reduces overall story immersion.

The choices at the end of the story are often limited, which limits the scope for unexpected plot twists. Why not make the ending more intriguing or offer the option to change the word? This can add depth and interest to the narrative, allowing readers to consider the consequences of the characters' choices. Unexpected endings can leave a lasting impression and spark discussion among the audience, which is an important aspect of a successful story.
As a result, the need to tolerate shortcomings in the level design and combat system arises not because of the main plot or the romantic relationship between Red and Anthea, but for the sake of smaller stories that reveal the suffering ghosts of New Eden. These narratives are written with soul and truly evoke an emotional response. Each of these stories adds depth to the overall perception of the game world, allowing players to better understand its atmosphere and characters.
Banishers: Ghosts of New Eden does not respect the players' time. The characters are unlikable, and 30 hours spent with the game feel more like a chore than a rewarding experience.
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