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Admin
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Feb 3, 2023
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881
Nick submitted a new story:

Ghostwire Tokyo - Tango Gameworks

Ghostwire_Tokyo.png
View attachment 186
Title: Ghostwire Tokyo
Developer: Tango Gameworks
Publisher: Bethesda Softworks
Brief Summary: "Tokyo's population has vanished, and deadly supernatural forces prowl the streets. Use an arsenal of elemental abilities to unravel the truth behind the disappearance and save Tokyo."

 
Microfiction Maestro
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Mar 25, 2023
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I haven't had a chance to play this yet, but I am interested. I know that Tango made it, and they are the ones responsible for Evil Within, which I had a lot of fun with (in spite its tons of glitches).
 
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I haven't had a chance to play this yet, but I am interested. I know that Tango made it, and they are the ones responsible for Evil Within, which I had a lot of fun with (in spite its tons of glitches).
I went and played it.

For context, I loved the first Evil Within a lot (I didn't encounter that many glitches, personally - some, but not a lot. Maybe I played it later than you, a different port, etc.) and modestly enjoyed The Evil Within 2.

I can't say I cared for Ghostwire Tokyo, personally. It isn't godawful or anything like that, but I would consider it the worst thing I've played from Tango and a middling, 5 outta 10 type game for me.

I will write a full-on review for it one of these days. I also recorded a 30-something minute Podcast with Beccah about it. I will try to have that up soon.
 
Microfiction Maestro
Joined
Feb 12, 2023
Messages
25
I like the idea of a Tokyo setting, about ghosts. Feels like something you don't see a lot of with Triple AAA titles.
 
Microfiction Maestro
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Feb 16, 2023
Messages
30
Okay, so I enjoyed the deep-dive into Japanese culture a lot in Ghostwire Tokyo. The monsters and the little characters you find from mythology, I thought was really cool. But then, the enemies became so annoying and the combat itself was a clunky mess at times. It definitely had something there, I think, but I don't think it was executed well. The spells and combat definitely needed work, and the quests felt a little too "fetch it" reliant.
 
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