Like many of my favorite games, I knew from very early on that Ghost Trick was something special. I put off playing this or even really looking into what it was for years of hearing that it was great just through a misunderstanding of what it actually is. It's actually a very unique game, but if you were to try and describe it to someone unfamiliar, the closest fit is probably a mix of a visual novel and a point-and-click adventure game, two things I am very much not fond of. The recent remastered release caught my attention, and I'm very glad it did. I've tried to avoid any spoilers in this review, but really if the game already has your attention and you haven't tried it, let this be a recommendation to just stop reading and play it. I was very skeptical that it could live up to its reputation, and throughout the game I was still half-expecting the story or gameplay to fall apart by the end, as good as they were. I can say now that it definitely doesn't do that, and it's a game I think everyone should play.

The game's charming presentation is one of the first things you'll notice and goes a long way towards making a strong first impression. It feels high quality in so many ways, and that extra effort really pays off. I've seen similarly structured games with a lot of dialogue like this where characterization is done entirely through text and character portraits (which there are often a real lack of, with characters only having a couple of faces or emotions). There's still a lot of that here, and it could probably get by with the great dialogue writing and wide range of expressive character portraits, but the animations and presentation of scenes outside of that visual novel format really add a lot. Even if they're smoother in the remake, I'm shocked these animations came from a DS title. I think this is a big part of what helps the game go between serious subjects and comedy effortlessly. Comedy is very hard to do well in games, and I laughed a lot while playing this. More often it came from visual jokes with the character animations than from dialogue. This doesn't fall into the trap of detracting from serious subjects in the story though, and both aspects feel respectful of each other.

Another big part of the presentation is the soundtrack, and it's fantastic. One of my favorites I've heard in quite a while, it has a very unique sound to it and has enough variety in tracks that none of them feel old even with some reuse. The remake has a new arranged version of the soundtrack as well as the option to use the original, which I'm really glad they included. I played mostly with the original version, and have listened to the arranged version afterwards. I think I have a slight preference for the original, but both are great, it's hard to pick a clear winner so it's very nice to have the choice there.

The core gameplay is a very unique twist on classic point-and-click adventure games, which feels like a natural evolution of that genre, and was very enjoyable even as someone who dislikes most of those. You play as a ghost who can hop between nearby objects and interact with them. You're very limited in both range and strength, making puzzles into elaborate chains of actions to achieve simple tasks. It never feels like the puzzles get too complex or open ended, but they do a good job at making you feel smart for figuring them out.

I do have some small complaints with the gameplay. The puzzles take a little too long to ramp up in difficulty, and it feels like the game is feeding you a few too many hints for the first third or so of the runtime. It's not too overbearing, but it does hold your hand a little too much. When the puzzles do get harder it's mostly very fun, but getting stuck can be a frustrating experience that I think they could have easily alleviated. Checkpoints are a little inconsistent, sometimes being there when you don't feel like you need them, but sometimes feeling like you have to redo a little too much each attempt or listen to the same dialogue after each restart in some spots. There's an in-world reason for how the checkpoints work, which could excuse this, but a lot of that reasoning starts to feel a little flimsy for some of them anyways, so I feel like it wouldn't have been too hard to place some of the checkpoints better. There's also a lot of timed elements to puzzles, and a fast-forward feature would have been appreciated. You're never waiting for too long at once, but it can add up if you get stuck for a while on a puzzle with a timing element. The game is also very eager to give you hints at the start of a puzzle, but there were a handful that I got stuck on and it never gave more hints or any help, I think there could have been more stuff like that for the later puzzles that only shows up after a certain number of retries. This is all just nitpicking really, the flaws are very easy to overlook in something so unique, and the pacing between gameplay and story sections is excellent and makes it hard to stay frustrated when the game gives you something else to focus on for a bit after a difficult section.

As neat as the gameplay is, the story is pretty clearly the main draw here, and I was shocked from start to finish how good it is. The basic setup is that you've died and lost your memory, and you have to use your ghost tricks to help yourself and others along the way. In addition to manipulating objects, you're able to replay the moments of death of the recently deceased, and interact with the world in the minutes leading up to that to try and change their fate. In doing this you get caught up in a much bigger plot with a wide cast of characters across a variety of locations. It's often unclear how these threads are connected, both to each other and to your character's story, but against all odds the game manages to wrap it all up in a very satisfying way. Each character in the game has a depth to their personality and attention to detail that you really don't see in other games, and it manages to make even the most unimportant seeming side characters endearing. The story has a lot of twists and reveals, and on top of these being excellently paced and spread throughout the story, they all do make sense within the narrative. Some pretty wild stuff happens, but the writing does a great job of making it all make sense within the game's world, and also addresses every concern I could think of, even if some of the explanations are withheld for a while. I really didn't think the ending could possibly wrap everything up while also addressing some of the minor criticisms I had with the story's logic, and I would have been happy with just a good ending, but it's an amazing one. Everything comes together perfectly and things are addressed in ways I never could have seen coming but make perfect sense. The way the story is put together just feels masterful, and it belongs on the very short list of game stories that I think only work in this medium.

Ghost Trick is such a standout game in every aspect, and while it's not perfect I've never played anything else quite like it and doubt I ever will again. A story this good in a video game is something I've only seen a few times ever, and it's definitely among my favorites. I've been recommending this game to everyone I know since well before I finished it, and it nailing the ending as well as it does only reinforces that. You really owe it to yourself to play this, it's a very special game.

Reviewed on Jul 16, 2023


1 Comment


9 months ago

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9 months ago

I'm really glad that this remaster is giving more people the opportunity to experience this amazing game.