Xbox Series S: A Surprising Take on Ghostwire: Tokyo
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Chapter 1: Initial Impressions
I approached my experience with Ghostwire: Tokyo on the Xbox Series S with tempered expectations and found myself pleasantly surprised.
Tango Gameworks' 2022 title, Ghostwire: Tokyo, presented a significant graphical challenge on both the PS5 and high-end PCs. Consequently, I entered this year’s Xbox release with skepticism regarding the capabilities of the compact Xbox Series S. Despite Microsoft's extensive marketing efforts, I wouldn’t classify the Series S as a fully next-gen console; rather, it feels like a solid intermediary step. While I appreciate the console's impressive CPU and storage speed for its price, it falls short of true next-gen performance due to limited memory and a scaled-down GPU. This often results in the omission of certain graphical effects and performance settings that are available on pricier alternatives.
Ghostwire: Tokyo exemplifies this limitation. While the PS5 and Xbox Series X offer a variety of performance and quality modes, the Series S only provides two: a "Quality" mode capped at 30FPS and a "Performance" mode aiming for 60FPS. The latter carries a warning in the settings that it may not consistently maintain this target, and players may experience noticeable dips.
After spending hours in both modes on the more affordable console, I found that they performed as advertised. The 30FPS mode is stable, with no frame rate issues. However, the impressive ray tracing effects available on other platforms are absent here, replaced by screen-space reflections and shadows. These alternatives do their best to mimic the intricate lighting and environmental effects found on more powerful systems, but their limitations become apparent when the camera moves.
Initially, I was not fond of the 60FPS mode, but it eventually grew on me. Both modes utilize AMD's FSR 1 technology to upscale the output to the selected resolution. However, FSR 1, which has since been superseded by the more advanced FSR 2.0, struggles to deliver a clean image in motion. While still images may appear sharp, dynamic scenes can look grainy and blurry, a problem that intensifies at lower resolutions.
In the 60FPS mode, artifacts from FSR 1 are evident throughout Ghostwire: Tokyo on the Series S, resulting in a noticeable grainy blur across all surfaces, especially during movement. Of course, the impact of this may vary depending on your viewing setup; for instance, sitting close to a 32-inch 1440p gaming monitor makes these issues more pronounced than if you were viewing on a standard 1080p television.
Aside from the increased graininess, the graphical fidelity remains consistent across both modes. However, the 60FPS mode experiences frame drops during combat, which is significant since combat constitutes a large portion of gameplay. Players without variable refresh rate support on their TVs, or those less sensitive to performance variations, may find this less noticeable.
The technical experts at Digital Foundry expressed disappointment with the Xbox versions of this game, noting that the Series X version lacks ray tracing fidelity compared to the PS5. They were particularly critical of the performance on the Series S, a stance with which I respectfully disagree.
Despite the Series S's relatively modern CPU, its GPU is less powerful than those in larger machines, resembling a high-performance PS4 Pro more than a PC-grade chip. Given the graphic intensity of Ghostwire: Tokyo, I was initially uncertain whether Tango Gameworks could even run the game on the Series S, especially considering other high-profile issues like Redfall's delayed 60FPS mode and the absence of an Xbox version of Baldur's Gate 3.
That the game runs at all on the Series S is impressive. In 30FPS mode, it adeptly renders the intricate open-world city, and its fast storage and processor allow for near-instant transitions between indoor and outdoor environments, comparable to the PS5 or a high-end PC.
While the 60FPS mode doesn't perform flawlessly, I'm pleased that it exists, especially considering how many titles on the Series S either forgo this mode or significantly reduce graphical features to achieve it. The extra graininess is a minor trade-off for a higher frame rate, particularly since this game is not a competitive shooter that relies heavily on ultra-high frame rates. Although it is an open-world action title, it prioritizes environmental exploration and narrative, allowing for a fully immersive experience at 30FPS without sacrificing much. The controls may be slightly less precise, but the combat mechanics are designed for strategic enemy management rather than reflexive responses. Additionally, there’s a default soft lock-on aim assist for the left trigger.
The first video provides an in-depth look at the graphics and loading times of Ghostwire: Tokyo on the Xbox Series S, showcasing the game's performance capabilities.
Chapter 2: Updates and Content
I don't quite grasp Digital Foundry's disappointment regarding the "Spider's Thread" update that launched alongside these new Xbox versions, as the amount of new content is significant for fans of this game’s narrative and universe. Many cutscenes have been expanded, new enemy types roam the city, and there are numerous enhancements to the photo mode. A new rapid-fire spell adds an exciting element, along with various minor quality-of-life improvements to the user interface and gameplay flow. Furthermore, an entirely new rogue-like game mode unlocks after players complete chapter two, remixing combat and visuals in an engaging manner. I plan to delve deeper into that next week.
In conclusion, I'm reasonably satisfied with the Xbox Series S iteration of Ghostwire: Tokyo. While it’s unfortunate that ray tracing effects are absent, it's impressive that such affordable hardware can run the game, occasionally approaching the 60FPS mark. It casts a shadow on the Series X, whose superior GPU fails to match the performance of the PS5, potentially reflecting broader issues with Microsoft's internal game management rather than hardware limitations.
Microsoft has faced challenges in releasing major first-party titles over the past year. While Forza is still pending, Starfield is undergoing an extended development period, and Redfall launched without its anticipated 60FPS mode. The only significant title available last Christmas was Pentiment, a smaller project from Obsidian.
Amidst this backdrop, Tango Gameworks delivered the surprise hit Hi-Fi Rush earlier this year, followed by this content-rich version of Ghostwire. While these titles may not be what Microsoft needs to attract mainstream users, they are nonetheless strong offerings.
I believe Ghostwire: Tokyo on the Xbox Series S is well-optimized for all but the most critical players—who likely won't consider purchasing a Series S in the first place. The game makes excellent use of Windows Sonic virtual surround sound and effectively translates the DualSense haptic feedback into Microsoft's somewhat overlooked impulse triggers.
While I wouldn't rush to buy an Xbox solely for this game, it is a valuable addition to the robust Game Pass library. The Series S version may have its compromises, yet it remains technically more impressive than the rather lackluster port of Assassin's Creed Valhalla that I reviewed in the first part of this series.
The second video offers a comprehensive gameplay review of Ghostwire: Tokyo on the Xbox Series S, focusing on its performance in the context of Xbox Game Pass.