Ghostwire Tokyo – Tokyo Became A Sandbox

PREVIEW – According to Tango Gameworks, the city’s elements made Ghostwire Tokyo’s gameplay unique.


WCCFTech has taken a few thoughts from the latest EDGE magazine, which interviewed several developers including Masato Kimura, Ghostwire Tokyo’s development manager, who said: “The game is using all the fantastic elements of Tokyo — we’ve condensed them all and grouped them into a sandbox that would fit inside our game.



The many faces of Tokyo


There are a lot of different parts of Tokyo that are connected incredibly. They’re side by side. It’s very high contrast. What’s new and what’s old — it’s all blended but not mixed.

That smooth exploration that we’re able to do within this pretty large map is only possible because of the SSD and the memory and the computational powers of the PlayStation 5, and we’re very appreciative of that,” Kimura said. He added that they made the game only for the new console (and not the PlayStation 4) helped the Japanese studio a lot during the game’s development.


Az első TV reklámja után a Sony ismét a DualSense-el foglalkozik: tapintás alapú, különleges rezgésének működését részletezte.


DualSense is more immersive than ever


“With the DualSense controller, you’ll be able to feel the energy build up when you’re tugging at the core and the release when you crush it. We don’t see that in other games — that sense that you’re tracing these actions through hand gestures. You have three basic types of ether elemental shots that you can use. One is wind, and it acts like a handgun where you shoot multiple shots, and there’s water, which has a wider range so that gamers will understand it as more of a shotgun-type weapon. And then fire causes explosions, much like a rocket launcher,” Kimura added.



Last timed exclusive?


It won’t be long before we see how Bethesda’s perhaps last timed PlayStation 5 exclusive is released, as the Japanese studio’s game will be available from March 25 on Sony’s console, which launched in November 2020, and on PC. After two The Evil Within releases, Mikami hasn’t worked on the game, so he’s taken a back seat on this project.

Source: WCCFTech

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Grabbing controllers since the middle of the nineties. Mostly he has no idea what he does - and he loves Diablo III. (Not.)

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