Let's Install - Ghostwire: Tokyo [PlayStation 5]

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GhostWire: Tokyo
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Geek Aloud's #LetsInstall of #GhostwireTokyo. This install was from a physical copy of the game onto a @PlayStation 5. Internet connection speed is 900MB/s down, 40MB/s up.

From the Wikipedia (https://en.wikipedia.org/wiki/Ghostwire:_Tokyo):
Ghostwire: Tokyo[a] is a 2022 action-adventure game developed by Tango Gameworks and published by Bethesda Softworks. The game released worldwide on March 25, 2022 as a one-year timed exclusive for Microsoft Windows and PlayStation 5.[1][2]

Ghostwire: Tokyo is an action-adventure game played from a first-person perspective. The player can use various psychic and paranormal abilities to defeat the ghosts and spirits haunting Tokyo.[3] Combat director Shinichiro Hara described the combat as "karate meets magic", as the player character utilizes hand movements inspired by Kuji-kiri hand gestures to cast spells. When an enemy loses most of their health, its core is exposed and the player can use takedown moves to destroy it, defeating the spirit.[4]

Nearly all of Tokyo's citizens have vanished mysteriously, and otherworldly spirits (known as Visitors) have invaded the city. Akito, the game's protagonist, is possessed by a spirit detective named KK, who, while having his own agenda, grants him supernatural powers. As Akito combats the spirits haunting the city, he encounters a group wearing Hannya masks who may unveil the mystery behind the strange events in Tokyo.[5]

In June 2019, during Bethesda Softworks's press conference at E3 2019, Shinji Mikami and creative director Ikumi Nakamura announced Ghostwire: Tokyo, an action-adventure game with horror elements.[6] Nakamura later resigned from Tango Gameworks in September 2019, leaving the studio after nine years.[7] Unlike The Evil Within series of video games, Ghostwire is primarily an action-adventure game instead of a survival horror game, though the game still retains some horror themes and elements. Shinichirō Hara, who worked on the combat of 2016's Doom, joined Tango to help the team craft the game's action-oriented combat. According to him, the game's combat, which was largely inspired by Kuji-kiri and martial arts, enabled the team to "put a lot more movement and personality into the player action as the player's hands are organic extensions of the character".[4] The game uses Unreal Engine 4.[8]

On September 21, 2020, Bethesda Softworks' parent company, ZeniMax Media and Microsoft announced Microsoft's intent to buy ZeniMax and its studios, including Tango Gameworks, for US$7.5 billion, incorporating the studios as part of Xbox Game Studios, with the sale finalized on March 9, 2021.[9][10] Xbox Game Studios head Phil Spencer said that this deal would not affect the pre-existing plan to release Ghostwire: Tokyo as a console-exclusive on the PlayStation 5, and the game would eventually arrive on Xbox consoles at least one year after the initial release.[11] Those who pre-ordered the Deluxe Edition via PlayStation Store were granted early access to the game on March 22, 2022.[12] The game released for Microsoft Windows and PlayStation 5 on March 25, 2022.[13][14]

Ghostwire: Tokyo received "generally favorable" reviews from critics, according to review aggregator Metacritic.[15][16]

Reviewers likened the lack of polish and antiquated nature of the game's action elements to a "different era of action game design",[22][25] while others, though reviewing the title positively, acknowledged the narrow target audience due to said elements.[18][19][22]

Combat was criticized for lacking depth through its lack of combos, rudimentary skill tree, and slow and imprecise movement, but was praised for its engaging presentation, kinetic feel, and its use of the DualSense controller. Movement was also criticized for being slow and imprecise during combat.[18][19][22][24] Several review outlets felt that the Ghostwire: Tokyo's premise was largely compelling, and that its story and characters were tightly written, but that none of these elements were fully realized.[22][25][27][28]

Many outlets also claimed that the game felt particularly uninspired and repetitive after a while, and that it failed to do anything new or interesting with its premise in terms of its gameplay. They also felt that the game's structure of cleansing gates was largely repetitive and criticized the underutilized potential of the linearly designed open world. The visual style and theming, atmosphere, dense design, and compact scale of the world was largely praised.[17][18][19][22][24][27]

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