Ghostwire: Tokyo - Why can’t AAA developers and publishers understand less is more?
After sinking 20 hours into Ghostwire: Tokyo and with no end in sight, I’m glad I waited for the Xbox Game Pass release. It’s a confusing mix of compelling and mundane that leaves me briefly entertained for short bursts and coming back in the hope it’ll improve. The problem is every time I stop and think of the overall experience, I’m disappointed by the squandered potential and annoyed by the lack of respect for my time.
0:00 - Intro
0:28 - Digital tourists rejoice
2:27 - Why design a game that forces you to not have fun before you can have fun?
4:14 - Your gameplay mechanics shouldn’t highlight your limitations
7:12 - Less is more
Written retrospective: https://gameblur.net/editorial/ghostwire-tokyo-retrospective/
----------------------------
Follow us!
Twitter: https://twitter.com/gameblur_za
Facebook: https://www.facebook.com/gameblur/
Instagram: https://www.instagram.com/gameblur_za/
Twitch: https://www.twitch.tv/gameblurza
https://gameblur.net/