
Banishers: Ghosts of New Eden
Hunt ghosts as two memorable characters in a story-driven Action-RPG where your decisions carry dramatic consequences. Torn between honoring your oath to the living and saving your departed partner, how far will you go for love?
What it feels like
Joy and sorrow felt at once—the desire to save a loved one conflicting with duty to the living. A pervasive wistful sadness finds beauty in loss, mourning, and the impossible choice between love and duty. The narrative is sincerely invested in emotional beats and the protagonist's inner struggle without irony.
What it's about
The central emotional and narrative driver is romantic love and the lengths one will go for a departed partner. The loss of a departed partner and mourning drive the emotional core of the narrative. Ghosts, spirits, and the spectral realm are the core setting and antagonists.
How it plays
Action-RPG combat is a core pillar, involving close-quarters weapon combat as a primary interaction. Branching conversation choices and narrative interactions drive the story's emotional weight and player agency. Core premise is torn between competing oaths—saving your partner vs. honoring the living—making weighty ethical decisions central.
How it looks and sounds
Third-person perspective is standard for action-RPGs and explicitly mentioned in user tags. Story-driven narrative games typically feature full voice casting throughout, enhancing emotional impact.
How it's structured
A bounded, authored story arc with a definite beginning, middle, and end, centered on the protagonist's journey and moral choices. Designed exclusively for solo play with no multiplayer component, as emphasized throughout marketing. Player decisions carry dramatic consequences and fork the story into meaningfully different paths.
Kindred games
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Shares Dialogue Trees, Party Management, Melee Combat, Moral Choice.
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Shares Melee Combat, Branching Narrative, Dialogue Trees, Third-Person.
Both lean into Single-Player, Campaign, Melee Combat, Branching Narrative.
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