The French video game sector has not said its last word. After a year 2023 rich in excellent games, the studios are back, and in particular Don’t Nod accompanied by Focus Entertainment. This January 13, players will be able to discover Banishers: Ghosts of New Eden, an action adventure game with a strong character based on the notion of duality and spirituality.
We are embarking on a title with a strong narrative, which promises us intense gaming sessions with two characters that we play in turns. This is not the first proposal of its kind since the marketing of the last generation of consoles, but will the production of Don’t Nod succeed in the challenge of immersion? The answer in this Banishers: Ghosts of New Eden review.
Story
Banishers: Ghosts of New Eden begins with a unique proposition. After being contacted by a friend, two banishers set off for the city of New Eden, in the first American colonies populated by the British Puritans. Their names are Red mc Raith and Antea Duarte, a couple united by their profession. But it turns out that their fate will change once they get there, and that the curse may have been too strong to be defeated.
Antea is the victim of the supernatural activity that reigns in New Eden, and Red mac Raith finds himself alone to eliminate the threat. This was without counting on the fact that the banisher can now come into contact with the ghost of his companion and thus take advantage of his position between the world of the living and that of the dead. This characteristic will therefore guide the entire progression of our heroes in a journey that promises to be more complex than we thought.
The city of New Eden and the region surrounding it are inhabited by spirits of all kinds that torment the population. Don’t Nod only half surprises us by offering us a deep and moral narrative, worthy of a horror film. Banishers remains an adventure game, which tends to tickle the realm of horror without ever really taking part in it. The game deals with themes as classic as star-crossed love and ghost stories, adding a dimension that is always specific to the atmosphere of the game.
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Rhythm and gameplay
Banishers is above all a game based on the rhythm of duality. Being able to control two characters at any time requires the player to know when to make the changes. This is good, each of the two heroes has different skills allowing them to switch naturally throughout the adventure. In terms of space, each character finds their place in the narrative.
If we look at the purely practical side, the studio succeeds in making the transitions extremely fluid and coherent. But in terms of gameplay possibilities, we would have liked slightly more diversity. Finally, the differences are less in combat. Both characters contribute their stone to the building, and specialize more or less on a specific type of enemy, but the feeling is weak.
These are also the moments that we prefer in the game. Although there is little challenge in taking on one or the other, the opponents are not without challenges. You often have to be careful with your positioning during fights, because it is the key to victory. The further you advance in the game, the more patience is required. However, we regret the aiming that is a little too subjective in combat, instead of a wider angle that would offer a better strategic vision.
As you gain levels, you can also unlock skills, unevenly distributed between Red and Antea. The system of choosing between two options, interchangeable at any time, is well done, but sometimes not interesting enough to be adapted. We often stick to our first choice and simply improve our equipment to keep up. All this can be done via save points. This is almost our only interaction with the menus of Banishers, which has a much more organic rhythm.
Searching for the culprit
A large part of the narrative evolves directly within the gameplay. The game’s environment is vast, sometimes complex, and could be conducive to exploration. Surprisingly, the studio doesn't really push this aspect. Resources are few, and collectibles are almost non-existent. There are only a few destructible elements (apart from the mandatory paths) and we are not necessarily free to move. Banishers marks its adventure with a lot of invisible walls, which is a shame.
We would have really liked to be able to fully enjoy the world of New Eden. Although sinister, it is visually accomplished. The settings seem natural in their composition, as if nothing was guided, hence the confusion when we realize that it is impossible to go where we want. Everything is pleasing to the eye, from the effects, to the animations and even the interfaces which are of a rare fluidity. The sound design finishes supporting this almost perfect immersion.
The latter is reinforced by the configuration of the quests, or rather investigations. Each case encountered by the banishers has a unique character. The game features a rather advanced moral system that will change the course of your adventure at certain key moments. A contract binds Red to Antea and it is up to you to choose the terms, but also to choose whether or not you will respect it. Even in the dialogues with the characters, some options are possible.
What we love about Banishers is that the studio gives us the freedom to make the wrong choices. When it comes to summons, the right solution is not imposed and this forces us to think intelligently. This logic is also felt in the story. The title invites us to have compassion for both the living and the dead.
A shock duo
As you will have understood, the real strength of the game is the duo that carries it. The story is materialized by two absolutely hypnotizing characters whose every word we drink in at all times. The strength of the studio lies in the mastery of its narration and proves it brilliantly, we become attached to Red and Antea little by little like to its characters in a film.
Technically speaking, everything is not yet perfect. The facial expressions and lip synchronization are not up to scratch, but we readily forgive these clumsiness for two reasons. The first is that it is an independent game that does not benefit from the highest budgets or the technology of the biggest spheres of video games.
The second is that the dubbing largely makes up for the visual inexpressiveness. This aspect is rarely highlighted, but in Banishers, Russ Bain (Red mac Raith) and Amaka Okafor (Antea Duarte) do a crazy job of interpretation that is felt at every moment. The musical composition punctuates our adventure with delight (and sometimes fear). It is very present to accompany the exploration, but also the dialogues, which is rare enough to notice it.
We would like to say that it is a gem like we don't make anymore, but the truth is that French studios, especially those that publish under the aegis of Focus Entertainment, make more and more of them. And yet, Banishers: Ghosts of New Eden has this authenticity that makes the gaming experience truly unique, even with a rather simplistic gameplay. It has the same indie-AAA feel as A Plague Tale, while succeeding where the other failed: providing us with freedom and a moral-based lore, with polished finishes.
Buy Banishers Ghosts of New Eden






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