Ghostwire Tokyo’s Visitors — the spirit-possessed humans who populate the evacuated city — are described in enemy profiles as people whose deaths left specific wishes unfulfilled. The enemy design reflects this: the floating schoolgirl is looking for her missing friend, the business-suited figure is trapped in a work anxiety loop.
Tango Gameworks built an enemy taxonomy around incomplete desire. Each Visitor type corresponds to a specific category of unfulfilled need: social connection, professional failure, parental guilt. The enemies are not monsters; they are people stuck at their moment of greatest need.
Players who read every enemy profile assembled a portrait of contemporary Tokyo anxieties — the specific fears that Tango identified as the ones that would trap a spirit in place. The enemies are an ethnographic collection of Japanese social pressure expressed as supernatural taxonomy.
Most players understand the Visitors as aesthetic horror elements. The enemy profiles — accessible through the pause menu — make them social commentary.

Stumbled across this on a late-night session. Your explanation finally made it click.
The attention to detail the developers put into this is insane. Makes the world feel so much richer.