HIGH Tama. Tama, Tama, Tama. Also Tama.
LOW Some of the Somniums feel like little more than pointless filler.
WTF The unex遐エ繝ャ邯サ繝吶ご閼ア繧サ繝ィ繧ウ繧ウ繧剰劒…
HIGH Tama. Tama, Tama, Tama. Also Tama.
LOW Some of the Somniums feel like little more than pointless filler.
WTF The unex遐エ繝ャ邯サ繝吶ご閼ア繧サ繝ィ繧ウ繧ウ繧剰劒…
HIGH Shibuya at night looks absolutely beautiful.
LOW The combat is basic and repetitive from start to finish.
WTF Hitting endgame and wondering if I’d accidentally skipped half the story.
As the release date of Ghostwire: Tokyo approaches, we’ve now been able to get hands-on time with the final version. While we’re only allowed to talk about the first two chapters (which cover much the same ground as our hands-off preview from last month) being able to play for ourselves has allowed for us to take a different approach in the same general area. And honestly, it’s looking quite promising at this point.
Recently, GameCritics was invited to a hands-off demo stream of Bethesda’s upcoming PS5 console exclusive Ghostwire: Tokyo, developed by Tango Gameworks. As a huge fan of their previous release, The Evil Within 2, I jumped at the chance to check out their new game in action. After a short introduction by Game Director Kenji Kimura, we were treated to approximately half an hour of footage from near the start of the game. Not to spoil anything in advance, but it kinda looks rad as hell.
HIGH Beautiful sprite work and music.
LOW Unexpectedly being able to die late in the game.
WTF How is this skeleton pregnant?
HIGH It has a great sense of style.
LOW The framerate tanks this badly on a Vita port?
WTF ‘Chicken Constable Honetsuki Juju’.
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