Banishers: Ghosts of New Eden
game
6/6/2026

Banishers: Ghosts of New Eden

byDON'T NOD
8.0
The Verdict
"Banishers: Ghosts of New Eden is a bold, admirable attempt to make an action-RPG with a soul. While its repetitive combat and padded runtime hold it back from absolute greatness, its remarkable writing, haunting atmosphere, and genuinely heartbreaking moral choices make it a journey well worth taking. DON'T NOD has proven that they can deliver cinematic maturity on a grander scale, even if they still have a few mechanical ghosts of their own to banish."

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Key Features

Dual-Character Combat Dynamic: Swap instantly between Red's physical weapons (saber, firebane, rifle) and Antea's spectral powers to execute high-impact combos and manipulate the battlefield.
Haunting Cases: Act as a seventeenth-century paranormal detective to solve mysteries, search for clues, interview settlers, and reveal the hidden motivations of the deceased.
Agonizing Moral Decisions: Choose between sacrificing the souls of living settlers to fuel Antea's resurrection or ascending her spirit to the afterlife, with every decision dramatically steering the narrative toward different endings.
Atmospheric Colonial Setting: Navigate the dense, fog-covered forests, desolate swamps, and puritanical settlements of 1695 Massachusetts, rendered with a heavy sense of isolation and dread.

The Good

Outstanding writing and voice acting that deliver genuine emotional weight.
Fascinating moral choice system where gameplay progression directly conflicts with narrative sympathy.
Atmospheric and hauntingly beautiful art direction of 1695 Colonial America.

The Bad

Repetitive combat loop with a severe lack of enemy variety.
Pacing issues caused by stretching a tight story over a bloated semi-open world.
Stiff NPC animations and environmental asset reuse highlight budget limits.

In-Depth Review

Bottom Line: A haunting, beautifully written action-RPG where the emotional weight of your choices elevates a repetitive combat loop into an unforgettable narrative journey.

The Narrative Engine and Haunting Cases

The core of Banishers: Ghosts of New Eden lies not in its swordplay, but in its Haunting Cases. These are not simple fetch quests; they are self-contained narrative tragedies. In each case, Red and Antea investigate a haunting within the community. You interview terrified settlers, gather physical evidence, and step into the spectral realm to reveal the memories of the deceased. What makes these cases compelling is their persistent moral ambiguity. You rarely find a simple story of a malevolent spirit and an innocent victim. Instead, you find complex human relationships corrupted by greed, fear, or jealousy. A blacksmith might be haunted by his dead, abusive business partner; a pioneer might be haunted by the friend she left to die in the woods.

At the end of each investigation, you must render a verdict. You can banish the ghost, ascend them peacefully, or blame the living settler. Blaming the living means executing them on the spot, harvesting their soul to bring Antea closer to resurrection. Ascending or banishing the ghost honors Red's oath as a Banisher but dooms Antea to eternal death. This mechanical tie between narrative choice and gameplay progression is brilliant. Every time you spare a sympathetic settler, you actively choose to let your lover fade. Conversely, every time you murder a settler to save Antea, you feel the moral rot of your decisions. It forces a level of roleplaying commitment that most modern RPGs shy away from.

Dual-Character Combat Mechanics

However, this brilliant narrative framework is frequently undermined by the game's combat loop. Combat relies on swapping between Red and Antea on the fly. Red handles physical enemies with his saber and rifle, building up a spiritual meter. Once filled, you swap to Antea, who deals spectral damage, breaks enemy shields, and reveals hidden elements in the environment. In theory, this dual-character dynamic should feel kinetic and tactical. In practice, it quickly devolves into repetitive button-mashing.

The primary culprit is a severe lack of enemy variety. Over a campaign that easily stretches past thirty hours, you will fight the same three or four spectral archetypes—feral beasts, floating shades, and armored husks—hundreds of times. No matter how satisfying the impact of Red's rifle feels initially, the encounters become tedious chores by the halfway mark.

The Pacing Problem

This highlights the game's broader issue: pacing. DON'T NOD has crafted a tight, emotionally devastating fifteen-hour story, but they have stretched it across a massive, semi-open world that demands dozens of hours of traversal and backtracking. The wilderness of New Eden is gorgeously realized, but navigating its narrow, winding paths feels restrictive. The puzzle-solving elements—which usually involve finding a specific vantage point to shoot a spectral barrier or moving a cart to climb a ledge—feel like busywork designed to pad the runtime rather than genuine intellectual challenges. The game is at its absolute best when characters are talking, arguing, or grieving. When it forces you to spend forty minutes fighting identical wolves in a rocky canyon to reach the next story beat, the momentum grinds to a halt.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

Banishers: Ghosts of New Eden Review - Is it worth playing? | Rankeno