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Banishers: Ghosts of New Eden similar games & best alternatives

Banishers: Ghosts of New Eden

PC (Microsoft Windows), Xbox Series X|S, PlayStation 5 • 2024

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Quick resume

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?

Global score

85/100

Genres

Action, Adventure, Role-playing (RPG)

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    Pros

    • Engaging and emotional story
    • Well-written characters and voice acting
    • Polished and stable performance
    • Rewarding exploration and world-building
    • Meaningful moral choices affecting outcomes

    Cons

    • Combat can feel repetitive and clunky
    • Some backtracking and pacing issues
    • Limited enemy variety
    • Movement and traversal can be awkward
    • Some narrative and setting inconsistencies

    Motivations

    • Autonomy

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      "Players make meaningful choices that shape character development and story outcomes, reflecting personal agency."

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      "Players make impactful moral choices affecting story outcomes and character fates, indicating strong personal agency."

    • Competence

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      "Combat requires skillful timing of attacks, blocks, dodges; character builds and progression impact effectiveness."

      Capsule for Tainted Grail: The Fall of Avalon Tainted Grail: The Fall of Avalon

      "Combat requires skillful timing of parries, dodges, and combos, with progression unlocking new abilities and builds."

    • Competition

      Game with the same Competition vibe

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      "Focus is on single-player narrative experience without competitive elements or leaderboards."

      Capsule for Full Throttle Remastered Full Throttle Remastered

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    • Continuation

      Game with the same Continuation vibe

      4

      "Players are deeply engaged and invested in the story, often playing for long sessions and returning for subsequent chapters."

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      "Many players report being deeply engaged and invested in the story, with long playtimes and multiple playthroughs."

    • Cooperation

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      "Entirely single-player with no multiplayer or cooperative elements."

      Capsule for Black Myth: Wukong Black Myth: Wukong

      "Entirely single-player with no multiplayer or cooperative elements."

    • Creativity

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      2

      "Players can customize gear and builds, experiment with combat styles, but within predefined systems and narrative."

      Capsule for God of War God of War

      "Players customize combat builds and gear, and explore different narrative choices, but within a structured story."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; the game is single-player and narrative-driven."

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      "No evidence of exerting control or superiority over others; game is single-player and narrative-driven."

    • Escapism

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      "Strong immersion into a haunting, atmospheric horror story providing escape from real life."

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      "Strong immersion in a dark, atmospheric world with ghost stories and moral dilemmas provides escape from reality."

    • Expectation

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      -4

      "Players engage voluntarily out of interest in story and gameplay, no indication of obligation or pressure."

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    • Experimenting

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      "Players explore story variations and test different narrative choices, experimenting with story outcomes."

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    • Exploration

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      "Open world with many areas to discover, side quests, and collectibles encourage exploration."

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      "Semi-open world with rewarding exploration, hidden items, and metroidvania-style unlocking of new areas."

    • Expression

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      2

      "Customization of gear and mounts allows some self-expression, though character appearance is limited."

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    • Fantasy

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      "Set in a fictional horror world with supernatural elements and psychological themes."

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    • Fellowship

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      -5

      "Single-player experience with minimal social interaction or community involvement."

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    • Growth

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      "Players develop skills, learn combat mechanics, and improve character builds over time."

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      "Players develop combat skills, learn story details, and improve gear and abilities over time."

    • Health

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      -5

      "Typical sedentary gaming experience with no physical activity or health-related features."

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      "Typical sedentary gaming experience with no physical activity or health-related features."

    • Idle

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      -3

      "Requires focused attention on story, combat, and exploration; not designed for casual or background play."

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      "Requires focused attention on story, combat, and exploration; not designed for background or casual play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Strong emotional connections with characters and narrative foster intimacy."

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      "Strong emotional connection between main characters and engaging narrative fosters intimacy."

    • Leadership

      Game with the same Leadership vibe

      -5

      "No leadership or group management elements; single-player narrative focus."

      Capsule for OMORI OMORI

      "No leadership or group management elements; single-player narrative focus."

    • Progression

      Game with the same Progression vibe

      4

      "Players collect and upgrade weapons and items, complete main and side quests to advance the story."

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      "Players collect and upgrade gear, unlock skills, and progress through story and side quests."

    • Relaxation

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      2

      "Atmospheric and immersive narrative provides flow, though some tension in combat and survival elements."

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      "Atmospheric and immersive story provides flow, though combat can be challenging and sometimes frustrating."

    • Sensation

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      3

      "Visuals and sound design create a moody, immersive atmosphere with some sensory stimulation."

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      "Visuals, sound design, and music create a moody and immersive sensory experience."

    • Status

      Game with the same Status vibe

      -5

      "No social recognition or status systems; focus is on personal narrative experience."

      Capsule for Tokyo Dark Tokyo Dark

      "No social recognition or status systems; focus is on personal narrative experience."

    • Story

      Game with the same Story vibe

      5

      "Highly praised narrative with deep characters, moral choices, and emotional impact."

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      "Highly praised narrative with deep character development, moral choices, and emotional impact."

    • Strategy

      Game with the same Strategy vibe

      3

      "Combat and skill builds require planning and tactical thinking."

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      "Combat and skill build choices require tactical thinking; narrative decisions add strategic depth."

    • Thrill

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      2

      "Some suspense and tension in uncovering mysteries, but overall controlled and thoughtful pacing."

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      "Some suspense and tension from ghost encounters and moral dilemmas, but overall controlled pacing."

    • Value

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      4

      "Players report strong value for money due to extensive content, customization, and replayability."

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      "Players report strong value for money with extensive content, replayability, and polished experience."

    • Violence

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      "Combat involves fighting enemies with weapons and skills; violence is part of gameplay."

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    • Survival

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      "Combat encounters require managing health and resources to avoid failure, though not extreme survival focus."

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    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Fellowship, Cooperation, Leadership, Violence. Here, the score leans higher than usual among comparable games on Intimacy, Story. It leans lower than usual among comparable games on Creativity.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026