In life, there are two known inevitabilities. Taxes. And death. Yet, although the life we lead is fleeting, it is often opined by the poets that it is this very much ephemeral nature of our existence that makes life worth living. After all, without the threat of death looming over us, how can we appreciate the wider world we find ourselves in? Or the beauty of love that blossoms between two like-minded souls?
We year because we know it will eventually vanish from our grasps.
Banishers: Ghosts of New Eden puts the players in the shoes of two banishers: Ruaidhrigh "Red" mac Raith and Antea Duarte. As the two set about breaking the curse surrounding the town of New Eden, they are caught up in a tale of despair and retribution. One they slowly piece together piecemeal as they help out the survivors set up in their individual encampments after the initial failure to banish the Nightmare of Deborah Comenius.
Through this medium, the game is able to explore themes of love, grief and justice. All the while delving into, and challenging, the societal beliefs of the late 1600s. More importantly, it tackled the concepts of the occult with rituals used by banishers, demonologists and witches alike - something I've always found fascinating even though in our modern world such things are, more often than not, dismissed out of hand.
Here, in Banishers, magic is real and ghosts exist.
Witches too. Although they aren't agents of the Devil as the Puritan townspeople believe, but people who live with nature and understand the nature of the world around them. Nor do they have animal familiars. A missed opportunity if ever there was one.
The games tarts with our banishers arriving in New England upon the request of their good friend: Charles Davenport. Their first order of business is to find him and gain an understanding of the situation they've been called in to solve. But when they arrive at the inn, Charles is missing. Instead, they are greeted by the Governor, Fairefax Haskell, Captain Pennington and the hunter: Thickskin. It is here that they learn their good friend was killed by the Nightmare. Undaunted, Antea and Red meet with Charles' late wife to learn more. When they do, they realise she is haunted by their friend.
After finding Charles' tie, and talk to him about his reasons for staying, Red chooses to ascend their friend. After all, the banisher's code has always been: death to the dead and life to the living. For Charles to stay, he would need to feed off his wife. And though his desire to remain is to protect his wife, to do so would only only serve to put her in danger.
Once they learn more about the Nightmare and allow Charles to pass over, Antea and Red spend a night at the school house. Red wakes and finds Antea missing. Fearing his lover and fellow Banisher has gone to take on the Nightmare on her lonesome, he heads to the meeting house.
Unfortunately, it turns out to be a trap. Red is overwhelmed by the Nightmare. But before it manages to kill him, Antea comes to the rescue. In so doing, though, Antea is killed and Red is thrown off the cliff.
After he is rescued by a witch called Seeker, Red breaks down. However, his grief is short when Antea's ghost appears before him and two choices are presented to the player: Antea can ascend or she can be resurrected through the use of a dark ritual involving human sacrifice. No matter which choice Red goes with, however, the pair realise they need to return to New Eden and recover Antea's body as it is her tie to the living world.
And so, they journey back across the Dark Woods, the Mire Marshes, Mount Pleasant and the Harrows to return to the town where they lost everything. Along the way, they meet the townspeople of New Eden who had fled and aid them in destroying fragments of the ghost terrorising them for the crimes they committed against her.
Overall, I have to say I enjoyed the story of Banishers. The horror of what played out to condemn an innocent school teacher still makes my blood boil. But it was the quiet moments that stood out to me such as the fact Deborah was in a same-sex relationship with Kate, the outright despair she felt when nobody would stand up and speak on her behalf, and the fear of death in her final moments. All of this was juxtaposed with Antea and Red's relationship as they tried to find a means to put an end to the curse and deal with the impacts of human choices.
And because of this, they made Deborah a sympathetic antagonist. She was no mustache-twirling villain. Just a woman who was targeted based on prejudice and fear. The strawman effigy needed to alleviate the struggles of a budding town when it was struck down by disease.
Haskell failed in his role of being an impartial mediator, condemning Deborah even though he would have preferred to offer her mercy. Kate was scared about coming out and putting herself in the crosshairs. But Pennington was the one who accused her of being a witch because he simply could not face the fact his daughter, Grace, wanted to dabble in magic (possibly a metaphor for coming out as trans?). And honestly, my greatest contempt is for him and how he tried to oppress his daughter's means of self-expression.
Had he not been so caught up in Puritan beliefs, he would not have denounced Deborah and imprisoned an innocent woman because he couldn't accept the person his daughter was.
Online, I've also seen people question Deborah's desire for retribution and if it matches the crimes committed against her. Though I would say 'no,' I'd also say that the spirit which had latched onto her continued to feed on her anger and she wasn't exactly in her right state of mind. As Antea often said, ghosts who lingered could forget themselves, their memories fading until they were driven solely by a single emotion when attacking the living.
Neither, of course, are good. Or healthy for that matter. Look no further than The Count of Monte Cristo, who spent decades plotting out his revenge against the people who wronged him. But it is also important to realise that Deborah's anger came from both the injustice of her death and the grief of Kate stepping away when she needed her the most.
In fact, the whole game is about letting go.
Whether that's allowing Antea to ascend, to the ghosts who haunt their respective persons for either perceived slights or because of the love they have.
Admittedly, I did enjoy many of the haunting cases as they provided additional context for the world of Banishers. Even if, of course, most of the townsfolk were Puritans wishing to explore the new world.
Although, I do puzzle why so many of the ghosts who ended up haunting their fellow survivors managed to die in the days or week after Red managed to lift the curse in an area. Yes, I know sepsis can kill a person quite quick, but Ann Wings didn't seem very sick before we went down into the mines but as soon as we emerged, she'd somehow died of disease. Then, of course, in the Harrows, you had someone drink themselves to death and another who poisoned himself in quick succession.
From a gameplay perspective Banishers is quite simple. There's a light and heavy attack, which are mapped to the shoulder buttons of the PlayStation 5. Square is for healing, circle is dodge and X allows Red to unleash a powerful Banish attack. Triangle, on the other hand, will allow you to shift into Antea who is able to deal spirit damage through her punches. As the game continues, she unlocks various 'Manifestations' which help unlock parts of the map and also serve as power abilities to unleash in the midst of battle.
Unfortunately, the gameplay loop was fairly simple through the game and I never felt like I had to deviate much from my tried and true formula of dodging away from enemies before counter-attacking them with a flurry of blows.
My main issue was the camera and how Red was trapped with strafing side to side. In the early game, this was difficult to navigate when fighting multiple enemies at the same time but after I'd slowly unlearned the Final Fantasy XVI key bindings and finally was doing what I wanted instead of hitting the wrong button, the game got easier.
Like the game that came before it, Ghost Trick, Banishers sees you trying to solve the mystery. Whereas Ghost Trick was primarily focused on Sissel's journey of self-discovery, Banishers has Red decide the best path forward to resolve each case - whether that be blaming the human, ascending the ghost or banishing them back into the Void. But while Ghost Trick was a game filled with levity and hijinks, Banishers is rooted in the reality of the world we live in and the prejudices inherent of being human. Especially when we only have a limited understanding of the world around us and don't seek to expand our knowledge of how it works, or the history that has led us to where we are now.
It is often said that those who choose to ignore history are doomed to repeat it.
Of course, there are also those who incorrectly put things from the past up onto a pedestal and hope to emulate what they believe was the pinnacle of civilisation. All the while ignoring the inconvenient truths and realities of the time for their own sanitised version of it.
I'm looking at you, Roman Empire.