At the presentation Playstation 5, held last Thursday, the world was presented the first trailer with shots of the gameplay of the mystical action movie GhostWire: Tokyo studios Tango gameworks, which was announced last year.
Later, the developers shared first details, telling a little about the setting and about the individual gameplay elements. And now the authors of the game decided to once again open the veil of secrecy over GhostWire: Tokyo, telling about its features in a large article published on the official blog Bethesda.
Fans used to expect from a game designer Shinji Mikami And studio Tango gameworks games in the horror genre. But Ghostwire – this is far from horror. And despite the fact that the game world is filled with frightening and creepy elements, this time the developers chose the course for an action-oriented adventure. To this end, they are going to use their experience in creating a sticky atmosphere and scary monsters in order to create something completely new. Taking control of a whole set of unique skills, you have to clear Tokyo from the spirits that have flooded the city and return the capital of Japan to its original appearance.
One of the key developers GhostWire: Tokyo – this Sinichiro Harawho previously worked on a dynamic combat system DOOM (2016) and the mechanics of spectacular killings from this project. Now now Jara leads the creation of combat mechanics in Ghostwire. Together with a talented team, the game designer created a comprehensive, complex and combination-oriented system based on the traditional teaching of the use of gestures Kuji-kiri. As a result GhosWire: Tokyo It offers fights with opponents, not very similar to what you could see earlier, and the feeling of battles only intensifies due to the unique features of the gamepad Dualense.
“We wanted the player to feel like a cool caster, a high-tech ninja exorcist who defeats countless evil spirits in battles. And to better convey this feeling, we decided to focus on expressive and memorable gestures as the main weapon instead of the boring traditional weapon. unlike pistols and assault rifles, gestures allow you to convey much more interesting movements and give the player’s actions a unique character, since hands are literally often the main character. This is one of the unique features of GhostWire. Here karate gets acquainted with magic. There is such a familiar stamp that wizards possess physical strength. But in our game, everything is different. In GhostWire, you conjure through martial arts, “Shinichiro Hara explains.
Another important detail that Jara wanted to bring in Ghostwire – these are exactly the same spectacular murders mentioned above from Doom. Their counterpart will indeed appear in a new project Tango gameworksbut all mechanics will work a little differently.
“GhostWire has a mechanic that allows you to instantly crack down on opponents, and you can activate this ability from a distance. In most games, for such a reception you need to approach the enemy tightly, our project offers you a choice. When the” Guests “become weakened and their” core ” comes out, you can take advantage of the spiritual bonds and instantly deal with them. Also, these bonds can be used to destroy several rivals at once, “continues the game designer.
Most enemies in Ghostwire have their own unique strengths and weaknesses. In turn, you, as a player, have to carefully monitor their actions in order to choose the most winning tactics due to the combination of a whole string of magical powers.
“The enemies in GhostWire are based on traditional Japanese folklore and urban legends, but we decided to modernize them a bit. Instead of faceless spirits in a kimono, faceless spirits in the costumes of ordinary Japanese businessmen are waiting for you. All of them are a reflection of different aspects of everyday life and humanity as a whole.” The guests “turned out to be really frightening and creepy, exactly what Japanese demons and monsters should be. They play a critical role in creating the GhostWire universe and are an indispensable ingredient in an atmosphere that gives you a sense of battle with ancient evil on the streets of modern Tokyo,” – continues Shinichiro Hara.
As the title suggests, Tokyo in the new game is not just a scene, but a real full-fledged character. And the developers spent a lot of time to give it their unique face.
“I can’t wait for the players to plunge into the world we created. The game version of our Tokyo survived a mysterious paranormal incident, which resulted in the disappearance of almost the entire population, so now the city is not at all the way you know it. The streets are empty. Spirits walk freely around the world alive. Take a look at a small side street and you will see a surrealistic window leading to another world. Tokyo exudes a very unique atmosphere, “says Kenji Kimura, development manager at GhostWire: Tokyo.
At the same time, the artists spent a lot of effort to reliably convey one of the most striking distinctive features of real Tokyo – the unity of a rich past and a high-tech present.
“Tokyo combines the new and the old. Tall skyscrapers and ancient traditions. You will visit modern, well-lit buildings, you can climb their roofs and enjoy the view of the city arrays. Or you will stray through the narrow streets and stumble upon an old bathhouse, which neatly located between the two houses, right in the midst of a vibrant new architecture. I hope that players will like to wander around these places, study them and personally stumble upon a variety of scenery that this beautiful metropolis can offer, “concluded Kenji Kimura.
Release date GhostWire: Tokyo will take place in 2023 on the Playstation 5 and PC.
See also: “Another victory for PC gaming”: Persona 4 Golden became a bestseller on Steam, now players are asking for Persona 3 and Persona 5.
Add to our Telegram channel via the link or search for it manually in the search by name gmradost. There we publish, including that which does not fall into the news feed. Also subscribe to us in Yandex.Zen, Twitter and VK. And do not forget that we have a dark theme and a ribbon instead of tiles.