Ghostwire Tokyo headlines Prime Gaming October free games

Ghostwire Tokyo and a selection of other Halloween-themed games are up for grabs in Amazon’s Prime Gaming freebies for October

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Ghostwire Tokyo and a selection of other Halloween-themed and horror-adjacent games are up for grabs in Amazon’s Prime Gaming freebies for October. The deals go live on Oct. 2, 2023, and last through the end of the month, with bundles and drops from Diablo 4, World of Warcraft, Call of Duty Warzone, and Pokemon GO peppered in between the free full games.

Ghostwire Tokyo pops up early in the month, on Oct. 5, 2023, and you can redeem it for the Epic Games Store. This is the standard version and won’t include any of the game’s DLC.

Here’s what else you can expect throughout the month:

  • Oct. 2: Dead Island 2 – ‘From Dusk’ Jacob: Plaid Perfect Skin
  • Oct. 3: Asphalt 9: Legends – Halloween Pack
  • Oct. 4: Dead by Daylight – 400,000 Bloodpoints
  • Oct. 4: Fall Guys – Cat Bear bundle
  • Oct. 4: League of Legends – Experimentation emote
  • Oct. 5: Ghostwire: Tokyo [Epic Games Store]
  • Oct. 5: Grunnd [Amazon Games App]
  • Oct. 5: Teamfight Tactics – 120 treasure tokens
  • Oct. 5: Warframe – Necramech Iridos skin
  • Oct. 9: PUBG Mobile – Lion Champion
  • Oct. 9: Time Princess – Chummy affinity pack
  • Oct. 10: Guild Wars 2 – Pirate cosmetic bundle
  • Oct. 10: RuneScape – Umbrand Vagabond Knight
  • Oct. 11: My Pet Hooligan – Skateboard skin
  • Oct. 11: Star Trek: Timelines – Premium crew package
  • Oct. 12: Diablo 4 drops
  • Oct. 12: Monster Prom 2: Monster Camp [GOG Code]
  • Oct. 12: PUBG: Battlegrounds – Chicken Dinner booster pack
  • Oct. 12: The Coma 2: Vicious Sisters – Deluxe Edition [GOG Code]
  • Oct. 16: Pokemon GO drops
  • Oct. 17: League of Legends: Wild Rift – Random Champion pose chest
  • Oct. 17: Shadow Fight 3 – 1 unique fighting style and 1 segmentary sword
  • Oct. 18: Hearthstone – 3 standard card packs
  • Oct. 18: League of Legends – Prime Gaming capsule
  • Oct. 18: World of Tanks – North Pole Explorer
  • Oct. 19: Golden Light [Epic Games Store]
  • Oct. 19: Legends of Runeterra – Rare prismatic chest and epic wildcard
  • Oct. 19: Overwatch 2 – 5 tier skips
  • Oct. 19: The Textorcist [GOG Code]
  • Oct. 23: Raid: Shadow Legends – Epic Shadowkin champion, Burangiri
  • Oct. 23: Time Princess – Luxuriance Diamond Pack
  • Oct. 24: Paladins – Full Moon Viktor skin
  • Oct. 24: SMITE – Chiron skin
  • Oct. 24: World of Warcraft drops
  • Oct. 26: Call of Duty: Mobile drops
  • Oct. 26: Call of Duty: Warzone and Modern Warfare 2 drops
  • Oct. 26: Super Adventure Hand [Amazon Games App]

Amazon is also running a series of Cyberpunk 2077 drops in the coming weeks. The first is available now and gives you a free Chesapeake Smart SMG, which you can claim on the Amazon Gaming website.

Written by Josh Broadwell on behalf of GLHF

Ghostwire Tokyo is coming to Xbox Game Pass with a new roguelite mode

Ghostwire Tokyo, the PS5 exclusive from Hi-Fi Rush developer Tango Gameworks, is finally coming to Xbox, Game Pass, and PC via Windows

Ghostwire Tokyo, the PS5 exclusive from Hi-Fi Rush developer Tango Gameworks, is finally coming to Xbox Series X|S and with a new update too. Xbox and Tango announced the horror game’s port with a new trailer and blog post outlining what to expect from the Spider’s Thread update when it launches on April 12, 2023.

Ghostwire Tokyo will land on Xbox Game Pass and PC Game Pass on the same day, and the Spider’s Thread update will launch for PS5 and PC players on other platforms too.

The gist of Ghostwire is this. One day in Tokyo, everyone dies except you. An unknown force rips their souls ripped from their bodies, and a mysterious fog heralds the arrival of an army of spirits and demons called Visitors who are intent on tracking down any other humans left alive. That’s bad news for you, but the good news is a wandering ghost hunter whose life mission was hunting these fiends down fuses himself to your soul and gives you a fighting chance.

The Spider’s Thread update adds new story cutscenes and quality-of-life-improvements, alongside a brand-new area to explore: the abandoned middle school, whose creepy corridors are home to all manner of deadly Visitors. It also adds a new roguelite mode, though Tango was coy about specifics. Some manner of combat challenge, perhaps, where you piece together skill loadouts and lose it all thanks to one wrong move? 

We’ll just have to wait and see. 

Written by Josh Broadwell on behalf of GLHF

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Why Ghostwire Tokyo deserves a sequel | Third-Party

This week on Third-Party we have code lead Andrew Haining chatting about pacing and influences in Ghostwire Tokyo.

Third-Party is a series of guest blogs where developers talk about specific games, mechanics, levels, and more. This week we have Andrew Haining, code lead at developer No Code, creator of Observation, chatting about pacing and influences in Ghostwire Tokyo. 

I don’t consider myself an expert on Japanese culture or games, but I am a big fan of Shinji Mikami and Tango Gameworks. I’ve always considered the studio’s games critically and commercially underappreciated, so I was planning on playing Ghostwire Tokyo regardless of how well it was reviewed. My experience so far is that they have made a very good game and pushed new boundaries for the studio to hone their abilities. I expect whatever comes next to be even better still.

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I have the impression that following the outstanding critical success and comparatively disappointing sales in 2016-17, Bethesda decided to pivot its games away, slightly, from genres and styles that garner critical praise and towards ideas that tend to sell better. This is speculation, of course – I’ve no idea what is going on inside these studios – but there’s a definite trend with Fallout 76, Wolfenstein: Youngblood, Deathloop, and Redfall. Traditionally, the developers of these games made single-player experiences, but here they are experimenting with multiplayer. 

To their credit, these were all far more successful than other companies’ hamfisted attempts to bolt multiplayer onto single-player games ten years prior. I suspect because it was more of a gentle prod than a mandate, which gave developers the freedom to figure out how the games that they make could be made more mass market. This theory is speculative but I think it holds and I think that Tango, unlike the other studios, came to the conclusion that multiplayer just did not fit its games.

It’s also clear from interviews that Mikami is looking to move his career into a new stage in a way that is both satisfying to him creatively and protects the futures of all the people who depend on him, initially passing the reins to Ikumi Nakamura who directed the game through the first half of its development. From my perspective, she left a huge mark on the game’s development. I think, given recent statements from Mikami about directing one more game, he doesn’t believe he has managed to find a way to do this yet and that maybe he doesn’t consider Ghostwire to be entirely successful.

Something that’s interesting about both directors of this game is that they both have an art background, and this comes across in the end product. There’s a strong sense of visual style and that carries it a long way, but I think as a result of the many competing influences – the two directors, Mikami’s legacy, and the gentle prod from the publisher – the mechanics of the game feel like they’ve been refined over and over. 

In my opinion, one of the most important jobs a director has is in communicating a strong vision of what the game is to the rest of the team. I have a pet theory, for example, that the reason Kojima is so successful at marrying his narrative themes to his mechanics is because his writing is so childish that it’s impossible for the team to get too far away from the thematic context of characters called Porter Bridges or Quiet.

My initial impression of Ghostwire Tokyo was very strong. The opening hospital section of the game had me thinking that Tango had decided to make a first-person stealth horror game inspired by Alien Isolation, and I was excited at the prospect of sneaking around these intriguing creatures conjured from Japanese urban legend. That section, however, didn’t last long at all before transitioning again into a game that felt inspired by Arkane’s (developer of Dishonored) stealth combat forte, and there were clear influences from Doom 2016’s unique combat design. As I played further it evolved into a Ubisoft map janitor game, while still preserving all these elements from all these other games. Along the way, you notice influences from Crackdown and Devil May Cry as well. I don’t think I’ve ever played such a melting pot of ideas before.

This is a game that has a lot to recommend. It reminds me of the first Assassin’s Creed game, like a first pass. It’s impossible to know what will come next and I suspect it won’t be a sequel, but if they did make a sequel it would start from a very strong place. They have the potential to make something exceptional.

One of the most difficult things in game development, to my mind, is pacing. Unlike the film industry where they tend to film lots of stuff and then perfect the pacing in the editing suite, games do not have that luxury. We can’t just cut sections of games out, move them around, go back into production and make some more as they do with reshoots in film. With games, you need to be constantly monitoring pacing during production and editing on the fly. This is a very difficult thing to do at the best of times, and it doesn’t work at all well with the concept of a schedule. If you’re not careful, these decisions can cause development to drag on. 

No one wants to work on the same game for seven years and everyone likes to see their work come out. Not all genres lend themselves easily to this idea. It’s probably most pronounced in the open-world genre, and Tango hasn’t quite succeeded here. In this game, the player should be progressing their skill tree and moving the narrative forward frequently enough to keep them engaged. Tango comes close to nailing that, but the map janitor stuff is slightly too dense and traversal is not quite as engaging as a pure open-world game. Combat is the other major component of the open world and it also doesn’t have the depth of the games it riffs off. The real strength of this game is in its visual design and narrative set pieces, but it blows them all early instead of pacing them throughout the experience.

Modern Western game development is in an age of slavishness to realism. This can often have a negative impact on a game, most notably in the reception to Red Dead Redemption 2, where there were frequent complaints about it being slow because every action the player took needed to be acted out in painstaking detail. There have been times when the trend was inverted. For example, first-person shooters tend to get faster and faster because of a tendency in players to equate being powerful in a world with the quality of the game. This, of course, leads to a power singularity of boring game design and needs to be resisted. 

Finding the balance is key. Excessive dependence on animation can have a negative impact on a designer’s ability to iterate and it has an impact on the pacing of the experience. No breaks in player input can lead to a breakneck pace like StarCraft, where success is literally measured in clicks. The right balance depends on the experience you are trying to evoke and the need to iterate to find something you’re happy with. I believe that the recent Japanese zeitgeist of deliberately moving first-person games away from realistic animations in favor of simpler, faster, non-literal movements is a very good piece of design, and Ghostwire has found an excellent place on the spectrum where they do not impact immersion detrimentally at all and they keep the player experience at just the right pace that suits the game.

With Ghostwire Tokyo, I feel Bethesda’s era of pop hit chasing has most likely come to an end. Redfall was clearly started in this era, but I expect Microsoft will pivot the studios away from this model back towards the prestige games they made their name with. Those are the types of games that sell game passes, lots of high-quality 30-hour games, not 500-hour multiplayer ones. I doubt Bethesda got what it was looking for from any of the games released in this era. Whatever direction its studios head in next, I’m certain it will be interesting and high quality.

Written by Andrew Haining on behalf of GLHF.

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Ghostwire: Tokyo – How long to beat and what to do after the main story

Ghostwire: Tokyo is finally out for PS5 and PC, so if you are wondering how long it takes to beat the game, we have all the information you need.

Ghostwire: Tokyo is finally available for PS5 and PC, and it’s a rich, fascinating open world for you to explore. Beyond the many activities that you can undertake in the game, Tango Gameworks also put together a compelling story starring Akito and his spirit companion KK. If you need to know how long it takes to beat the game, we have all the information you need below. Make sure to read our thorough Ghostwire: Tokyo review, so you know if this is the game for you.

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Ghostwire: Tokyo guide – all Jizo statue locations

We’ve scoured Ghostwire: Tokyo for all Jizo statues and marked their locations on the map for you.

Jizo statues are said to protect the spirits of children who have died. In Ghostwire: Tokyo, they’re dotted all over the map and you can pray at them to increase your magical capacity. There are statues to increase your carrying capacity for wind, fire, and water magic. Doing so will allow you to keep fighting for longer, and save you from running around frantically looking for more power in the middle of a busy battle.

We’ve scoured Tokyo for all of them, so you can simply look at the maps below and find all Jizo statue locations in Ghostwire: Tokyo. Keep in mind that some of the map might be fogged up for you, but it’ll soon be revealed once you’ve cleansed all the torii gates.

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Let’s start with the top section of the map.

Ghostwire: Tokyo – 10 tips and tricks to exorcise Shibuya

Here are 10 tips to make your afterlife easier in Ghostwire: Tokyo.

Ghostwire: Tokyo is here and it’s got more spirits to liberate than a liquor store. But if you want to save every soul in Shibuya, you’re gonna need to fight off some less pleasant ghosts, rescue some yokai, do some parkour, and upgrade those skills.

Here are 10 Ghostwire: Tokyo tips to make your afterlife easier.

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Ghostwire: Tokyo review – an incredible setting let down by repetitive mission design

It looks good, it sounds good, it feels good, but repetitive side tasks and by-the-numbers mission design drags the whole thing down.

None of the spirits in Ghostwire: Tokyo like their jobs. Some strong emotion is binding them to the world of the living, and for many that emotion is hate – hatred for their job, their colleagues, their boss, the fact they didn’t get that promotion, or how they wasted their life grinding in the rat race of the nine-to-five. There aren’t many games as openly critical of capitalism as this, with its greedy landlords and porky salarymen ghosts who drop money instead of magical energy when they die (again). It’s just a shame the game often feels like work itself. 

It opens with everyone in Shibuya spirited away, their souls ejected from their bodies as they’re touched by some ghostly fog. You play as an everyman called Akito, who survives this event thanks to the spirit of a ghost hunter – known as K.K. – who latches onto him like a parasite, imbuing Akito with supernatural powers. Like the streets of Toyko, the main character is literally haunted. 

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Everyone in Ghostwire: Tokyo is haunted, in fact — haunted by their own failings, haunted by ghosts, haunted by the loss of a loved one. And the game itself is haunted, too — haunted by vapid open-world game design. It’s a shame because it looks good, it sounds good, it feels good, but repetitive side tasks and by-the-numbers mission design drags the whole thing down. 

Ghostwire: Tokyo is a map game. You wander around a wonderfully realized Tokyo collecting items, petting dogs, and fighting ghosts. And that’s all there is to it. There are yokai to chase down or sneak up on, there are angry spirits to exorcise, and there are innocent spirits to save… so many of them. The fog keeps you penned in, peeling back and revealing another new piece of the map whenever you cleanse a torii gate, each time unlocking more icons representing more side missions and more collectibles. 

Every rooftop, alleyway, and street is filled with ghosts to liberate, sucking them up in little paper men before depositing them at a phone booth. Every deposit nets you XP, allowing you to level up your powers. Thanks to the ability to climb, grapple, jump, and glide between Tokyo’s rooftops, it feels akin to a first-person Crackdown at times – it manages to tap into that same kleptomaniac part of your brain but doesn’t have the same exciting movement that makes the act of collecting them feel rewarding in and of itself. 

It feels like Tango Gameworks – the studio behind The Evil Within and its sequel, a brilliant survival horror series – looked at what sells. Action sells. Open world games sell. You can even see it in the game’s collectible clothing and emotes – they feel superfluous in a single-player game where you see through the character’s eyes, but Fortnite sells, so let’s tick the box anyway. 

The actual core of the game is solid. Movement is a little stiff (particularly if you play in Fidelity Mode), but the combat is stylish and slick. Fighting faceless salarymen, headless schoolgirls, and toothy horrors, you fire off elemental spells from your hands. Wind-powered magical knives slice, arcs of water are like a shotgun spray of crowd control, and fire-powered balls of energy blast holes right through vengeful spirits. Tap the block button and an energy shield protects you from incoming attacks, allowing for parries if you time it right. Stagger an enemy and you can perform a Doom-style Glory Kill, ripping out their spectral cores with cat’s cradle-esque hand motions, tying them up in a lasso of pure energy before yanking them away. Stagger multiple enemies together and you can finish them all in one slick movement – all of this backed by gagaku EDM.

Outside of the hand gestures, you’ve got talismans that act as magical grenades and a bow and arrow, allowing for ranged stealth kills. Occasionally you’re separated from K.K. and forced to use only the bow and melee stealth takedowns, but these sections don’t last long, thankfully. 

Played on PS5’s DualSense, every action feels tactile and satisfying. Unfortunately, once you’ve spent dozens of hours scouring Tokyo for collectibles, the combat just becomes something you want to finish as quickly and efficiently as possible – something in the way. The first time you’re dropkicked in the face by a headless school kid, it’s brilliant. Not so much by the 100th. It’s also not challenging enough to carry the game – in fact, I died once during my entire playthrough and it was just because I wasn’t paying attention (this death served a purpose, however, because it highlighted another issue: poor checkpointing). 

As I said before, you can grapple up to rooftops and jump and glide across the map – the most vertical playground outside of the Dying Light series – and this is a good way to avoid conflict when exploring the open world. But doing so takes away from Ghostwire: Tokyo’s most redeeming quality: the vibe. 

Exploring Tokyo at street level is pure virtual tourism. It’s one of the best-looking games (games that are shooting for realism, at least) we’ve seen so far this generation. Rain-slick and neon-lit, shop lights reflect in every puddle. It’s not just how it looks or the sheer attention to detail Tango Gameworks put into replicating its hometown, though – it’s the sounds. Like I say, it’s a vibe. 

Music fades in and out as you pass hostess clubs, only to be replaced with the jingle from a cat food advert on the radio of a convenience store, which is quickly replaced by the jangle of a nearby arcade – it’s a sensory delight, especially with 3D audio-capable cans on. I often had to stop to admire the way raindrops hit glass while listening to them patter all around me, only to be interrupted by a headless school kid dropkicking me in the face. 

I know I’ve been down on the game for much of this review, but Ghostwire: Tokyo isn’t terrible. Combat is good, it looks and sounds amazing, the setting is refreshing, and some of the little stories you uncover are interesting. It’s also a worthwhile celebration of Japanese culture, stuffed full of urban legends and other cultural quirks. 

I’m thankful that the review code came in early because it’s a game to be played part-time, taken a bit at a time, rather than putting in a double shift. If Tango Gameworks ever gets the chance to work on a sequel and manages to create more varied, exciting missions, it could be something special. For now, it‘s more of a vocation than a vacation. 

Written by Kirk McKeand on behalf of GLHF.

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“Sony were probably a little frightened” – Shinji Mikami had “strong” feedback for PS5’s DualSense

“Mikami-san is quite verbal in the way he expresses things.”

Tango Gameworks founder Shinji Mikami is best known as the grandfather of the survival horror genre, thanks to his work on Resident Evil. That experience also formed the basis of Tango, which launched The Evil Within as its first game and followed it up with a sequel a few years later. 

The company is now on the verge of launching something different. Ghostwire: Tokyo isn’t a survival horror game at all – it’s an action title for PS5. Action games have to feel good, and so Tango worked closely with Sony to ensure every trigger squeeze felt as satisfying as possible.

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Producer Masato Kimura remembers Mikami’s first impressions of the DualSense, PS5’s controller with built-in haptic feedback and adaptive triggers. “This feels too weak,” he said of an early prototype, according to Kimura. After testing it out, Mikami told Kimura that he was going for a walk. What he actually meant was he was going to Sony to give “some pretty strong feedback about the controller”. 

“Mikami-san is quite verbal in the way he expresses things,” Kimura told GLHF. “The folks at Sony were probably taken aback and a little frightened by the power of Mikami-san’s vocal-ness. Afterward, when we received a closer-to-final prototype of the controller, Mikami-san was very happy with how his feedback was used within Sony to improve the controller. It was very impressive that they were able to take our feedback seriously and actually make improvements.”

You can read our full Ghostwire: Tokyo interview with Masato Kimura and game director Kenji Kimura at that link. The game lands on PS5 on March 25. 

Written by Kirk McKeand on behalf of GLHF.

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Ghostwire: Tokyo interview – High-speed grandmas, toilet demons, and Shinji Mikami’s “strong” DualSense feedback

We sat down with Ghostwire: Tokyo producer Masato Kimura and game director Kenji Kimura to chat about the upcoming action-adventure game.

If you’re ever driving alone at night, be careful you don’t have an encounter with Kôsoku bâba, a Japanese urban legend that literally translates to “high-speed granny”. 

Picture the scene: you’re cruising along, listening to the radio as road markings and street lights blur by in your periphery. Suddenly, the radio starts to crackle from interference. It’s probably because you just entered a tunnel, you tell yourself. Then you look to your left and it’s there, a face staring in at you. A face belonging to a frail old woman who’s sprinting alongside your car and peering into your soul – Kôsoku bâba.

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I would suggest you take public transport to avoid this, but you might instead fall afoul of the midnight train, going anywhere. Step onto a train alone at night in Japan and urban legends say you might be whisked away to another world, never to be seen again outside of the labels on a milk bottle. 

“There are other cool ones that are based in schools,” Ghostwire: Tokyo game director Kenji Kimura tells GLHF. “After everybody has gone home after dark – there could be a bathroom that nobody uses. The last stall in that bathroom, the toilet there could be haunted. There’s a famous story called ‘The Hanako of the Toilet’, which is based on that kind of setting. There are probably similar urban legends to that in the West, and those are always pretty frightening.”

Tango Gameworks is a studio that’s best known for scary games. Founded by Shinji Mikami – one of the minds behind Resident Evil – the studio’s previous games are both what you’d expect. The Evil Within and its sequel were essentially Resident Evil in all but name (and almost in name, when you think about it), but Ghostwire: Tokyo is new territory for Tango. It might have more spirits than a dive bar, but this is an action-adventure title through and through. 

“The combat needed to feel good,” Kenji Kimura explains. “It’s not a horror game. The combat, we wanted to make sure that it felt good as you progress into the story and move around in the city.”

After playing through the first two chapters, I can confirm the studio succeeded. Using hand gestures inspired by kuji-kiri – a ninjitsu-style martial art where the hands represent Yin and Yang – you fire off elemental spells like finger gun fireworks.

Flicks of the wrist send out volleys of wind-powered slashes, cupping the hands together conjures a fireball, and fanning them out creates an arc of water. It’s a cool way to have a pistol, a rocket launcher, and a shotgun without actually using firearms. Flipping between the gestures feels slick, each transition accompanied by its own hand gesture, and every impact is sold by blasting open holes in your enemies or the dust-like particles spraying from them like the sweat from a boxer’s cheek. Elsewhere, you have paper signs that act as a stand-in for various grenade types, and then there’s a bow, which acts as, y’know, a bow. 

When you’ve weakened a spirit, its core becomes exposed and you’re free to rip it out by tying it up with cords of energy and yanking it from their horrible, weird bodies, turning them into a shower of dust and crackling magical energy. Stun multiple enemies at once and you can tear multiple cores out at the same time. It doesn’t come across in trailers, but it feels ridiculously cool when you’re the one doing the tearing. I’d go as far as to say it’s the best showcase of PS5’s DualSense controller outside of Astro’s Playroom.

“Beating them, shooting them, and yanking those cores out – all of that needed to feel seamless and like you were the one executing it,” Kenji Kimura continues. “Achieving that through the controller was something that took a lot of trial and error, and many discussions with the team, but we’re happy with where we ended up. 

“It wasn’t just within the team. We talked about the combat with Mikami-san, and Mikami-san then spoke about it with the folks at Sony – they were able to take our feedback and make some modifications to how the controller input could be felt by the player. They were very helpful and we are very grateful for their cooperation and for making this experience so good.”

During this point in our interview, producer Masato Kimura begins laughing. I ask the translator what he’s finding so funny and I’m told he’s recalling a memory of visiting Sony with Shinji Mikami to look at a prototype version of the PS5 controller. Between giggles, Masato Kimura starts doing an impression of Mikami, saying, “This feels too weak.”

He remembers Mikami-san telling him he was going for a walk. He made it sound casual, like “he was nipping out to get some tea”. In reality, he was actually going over to Sony to give “some pretty strong feedback about the controller”. 

“Mikami-san is quite verbal in the way he expresses things,” Masato Kimura laughs. “The folks at Sony were probably taken aback and a little frightened by the power of Mikami-san’s vocal-ness. Afterward, when we received a closer-to-final prototype of the controller, Mikami-san was very happy with how his feedback was used within Sony to improve the controller. It was very impressive that they were able to take our feedback seriously and actually make improvements.”

Ghostwire: Tokyo isn’t all about yanking the ethereal hearts out of salarymen demons, headless schoolgirls, and elongated ghost women, of course. The clue is in the name. Part of the game’s appeal is its virtual tourism, which is another area where Tango Gameworks delivers. 

Even if you’ve explored Tokyo in the Yakuza or Persona series, you haven’t seen the city quite like this before: devoid of people, almost photoreal, and from a first-person perspective. Visually, it has the same hyper-real quality as P.T., Konami’s playable teaser for the Silent Hill game we’ll never get to play. Except this isn’t relegated to a single, looping corridor – it’s a condensed version of an entire city, including interiors, back-alleys, and the rooftops of its skyscrapers, which you can glide between and jump across. From the neon lights reflecting in puddles to the cube-mapped skyscrapers, it’s one of the most convincing game locations I’ve ever explored. The fact that there are no people only heightens the vibe, evoking a haunting, strangely romantic feeling.

It’s not just visuals, either. Taking full advantage of PS5’s 3D audio, you really need to hear this Tokyo through headphones. Chiptunes blast out of convenience stores only to fade away for smooth jazz emanating from a nearby bar. Advertisements blast from television screens, cats meow, dogs bark, spirits sob about being dead, as you would. Aurally, it’s like being dropkicked through a haunted arcade. 

“When we started this project, we tried to focus on creating a cool Tokyo,” Masato Kimura explains. “And when we thought about that, we also started brainstorming about the things that are typical about Tokyo that we as Japanese people see every day – things that might feel normal to us but might look peculiar to others. We saw a lot of salarymen, for example – businessmen wearing dark suits, and that’s something other countries would look at and say, ‘That’s really weird.’ Another thing that we felt might be peculiar to other countries is that when it rains, they pull out an umbrella real quick. Not everybody carries an umbrella around in other countries.”

“There were a lot of things – natural and daily things – that we rediscovered about the city,” Kenji Kimura adds. “For example, there’d be a shrine right next to a very modern office building. As you commute to work, that’s a normal daily thing. But when you look at it, and when you try to create the city of Tokyo inside of the game, you start to notice these kinds of small rediscoveries about what’s cool about the city. We discovered the reasons why those things are the way they are. There might be a history of the shrine actually owning more land. There might be other cultural reasons behind different things that are specific to the city.” 

That’s one of the things that stands out in Ghostwire: Tokyo – this is a Japanese city as seen through the eyes of people who are intimately familiar with it. The stories are based on folk legend, the collectibles are rooted in the culture. It might be about ghosts, but there’s a lot of humanity here. 

According to the developers, it’s a game about loss. The main character, his ghostly passenger, and even the antagonist – loss is something they all share, and the same goes for the many spirits trapped in limbo. Every character is “trying their best to find a way to fix that or accept it”, Kenji Kimura says. 

“The idea is that these ghosts still exist in this world because they have a strong emotion that is left within them for some reason,” he continues. “There’s four kanji that represent joy, anger, sadness, and happiness. Sometimes those emotions are felt during their normal lives and at home, during their jobs, or through various important stages in their life. And so those strong emotions are basically what is making those ghosts still appear in this world. For example, when you are a child and you enter a new school, or if you graduate from elementary school and go to middle school, there’s a big change in life. Also, when you start a new job, and you have to put on a new suit, you feel anxious because it’s a new job and you want to do your best. The umbrella man looks like he has started something new. We don’t explain in the game how each enemy came to be, we leave that to the player. For some, it looks like a salaryman. He’s wearing a black suit. But for others, depending on where they are in their lives, it could also look like a suit that you wear to a funeral.”

While you might already be eulogizing the death of the survival horror genre, Ghostwire: Tokyo deserves a chance. It’s not the game I would have expected from Tango, but it’s got more soul than Shang Tsung. Whether you’re in it for its snappy, physical combat, a spot of virtual tourism, or you want to reflect on how humans deal with loss, you’ll be able to try it for yourself when it launches for PS5 on March 25. 

Written by Kirk McKeand on behalf of GLHF.

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Ghostwire: Tokyo’s free visual novel prequel is out on PS4 and PS5

A PC release is coming later this month.

There are still several weeks left until Ghostwire: Toyko comes out, but its new visual novel prequel is available now on PlayStation consoles. 

Ghostwire: Tokyo – Prelude is a free-to-play title that follows KK, a hard-nosed detective looking into bizarre incidents throughout Tokyo. Prelude takes place six months before the events of Ghostwire: Toyko, so there’s probably lots of backstory in the visual novel that strengthens the main game’s narrative.

Director Kenji Kimura is excited about fans getting into the world of Ghostwire: Toyko this soon.

“By having people experience and enjoy the events that occurred before the events in Ghostwire: Tokyo through a different genre made by a different team, it could help open up and widen people’s interpretations of the world and universe we’ve created,” Kimura said on the PlayStation Blog.

“There’s a different, kind of more relaxed atmosphere in the visual novel,” Takahiro Kaji, scenario writer Ghostwire: Tokyo, explains via the PlayStation Blog. “KK is a veteran, accustomed to the situation, working within his realm of expertise and there’s good teamwork with Rinko’s group. By understanding KK a little better through Ghostwire: Tokyo – Prelude, the player would be able to gain more perspective and see another side to KK’s dialogue in Ghostwire: Tokyo.”

Ghostwire: Tokyo – Prelude is out on PS4 and PS5 right now, with a PC version dropping on March 8, 2022.

Written by Kyle Campbell on behalf of GLHF.

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