Ghostwire: Tokyo - Why can’t AAA developers and publishers understand less is more?

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Published on ● Video Link: https://www.youtube.com/watch?v=rH6oV3f7cHc



GhostWire: Tokyo
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Duration: 9:10
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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/

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Tags:
Ghostwire: Tokyo
Retrospective
Open World Design
Tango Gameworks
Bethesda Softworks
Xbox
PlayStation
PC