"Ghostwire: TOKYO" review. Tokyo drawn in Really is great, and as a whole game I can not grasp the entity like a ghost
There is a definite thing that can only be obtained through the media called game, and this work is one of the works that provide such experiences to users. But unfortunately it is that. It is not enough to throw things that themselves be a game and give the experience you want to offer. "GHOSTWIRE: TOKYO" has become a ghosty game like a horseshoe that has only the soul, which has lost the body.
"Ghostwire: TOKYO" is an action adventure game launched from Bethesda SoftWorks. Tango Gameworks is in charge of development. In addition, Mr. Ichiro Oichiro, who worked on a characteristic battle system, such as "DOOM" (2016), and has a characteristic battle system, such as Glory Kill, has participated in development. The player will approach the truth of the unknown presence while confronting the unknown existence while confronting the people who have lost people through a large-scale parodynament caused by the mysterious orangeable person.
※ This article is written based on play in PS5 version
# Auto Tokyo watching and simple shooting action
The works "Ghostwire: TOKYO" are mainly supported by two sodal bones called "search for 3D map" and "shooting action". Of the "search for 3D map", the player will bring the player to the player. Although there are many works that make a lot of works that can be explored on the stage of modern Tokyo, the works that combine overwhelming mass and graphical modeling beauty are not looking at this other example. It is likely to be a capillary and slope, and the houses with a history that will exceed near-future buildings and the decade decades are mixed with nature as if they were from the beginning., "It seems to be" like Tokyo "has succeeded in making landscape in a realistic manner. The dirt adhering to the outer wall is exquisitely flexible, and the dirt adhering to the outer wall is exquisitely flexible, and the texture for each material such as paper, cloth, wood and stone is also great. It is also great to read to a small character of the ad. The light of the signboard that reflects the wall and the water surface by ray tracing, gives a deep sense of the world, making a sense of reality in accordance with the darkness of the night.
Among them, I liked the authors are the many clothes and daily necessities that are scattered around the world. In this work, all human bodys except from Tokyo to the main character will be lost throughout the beginning incident. A number of items left on the spot are arranged to imagine what they were doing at the moment they disappear. Scramble intersections have fashionable clothes, and shopping malls have their families and clothes that are seen as families are rolled in the construction site in the form of work clothes. The interior of the invading houses is different. If there is no cleaning and dirty room, there is also a wealthy room. Depending on the presence of these items, even if the NPC is almost absent, the bustling and cities of the day will be recalled in the mind of the player's breath. It can be said that this environmental storytelling technology is a technique that is a technique that is a production team that has created a number of horror games.
In addition, this work is named "Action Adventure", but the horror style visual production is also likely that the enemy of the main character is a ghost or a monster. The picture beauty who fuses the motif and psychedelic production with a sense of psychedelic, which is an unusual, and it encloses a humor who comes to me somewhere. For example, in the quest that infiltrates the newspaper company, the wall collage of the sports paper-style sporting statement hopes the main character's go. Despite the tense scene, the laughing laughed leaked. It is interesting that it does not rely on familiar materials such as blood and cluster amaryllis. Even if the enemy's design is designed, it is finished in the presence of student clothing and work as a motif and worked from a Japanese troubles.
In addition, it is also interesting to be clearly dropped into a modern world, such as "Kisaragi Station" and "Wakamazu" and "New Coronavirus" (referred to as "new virus"). It is also possible to use Japanese cuisine to recovered items, and Tokyo's attractions have appeared as the name of Shibuya-style, and also introduce this work in an interactive manner, not a horror, but in an interactive manner The taste of the game is strong.
On the other hand, "shooting action" is a very simple manner in one of such high density "3D map". Combatting with four bullets and justguards is a core reminiscent of immerseness, vivid effects and "DOOM" (2016) genealogy through adaptive triggers and haptic feedback functions with DualSense wireless controller (2016) Enemy's weak point site) By the production of pullouts, show a bustle like a fireworks display that blooms at night. But the content is very an orthodox simple. While avoiding or avoiding attacks, it continues to hit the enemy. In order to intuitively understand the power of the bullets, the need to use the bullet by the range is not very felt.
Because the variation is scarce with regard to enemy motion, the sense of achievement through technology is low, and at least no need to use support items at least in normal difficulty. These simple contents and low difficulty levels may be evaluated that "no interesting" can be interpreted, conversely, "do not want to make a player barrier". "Ghostwire: TOKYO" is not a game that enjoys battle, but "may be a work that incorporates a battle to express folks in Japanese cities as a game.
# Overall image that does not catch the actual condition like a ghost
Words such as "may be" may not come to each other at a place to evaluate works. But I did not understand until the end. I did not know what this "Ghostwire: TOKYO" was "What to do" games until the end. Note that the word "What do you do" refers to the issue where the work is presented or the purpose to be played ", and it does not mean that" enjoy ". The experience of enjoying is a psychological sense, and it is possible to actively occur, so that it is possible to actively occur outside the compensation system as a game, but it is just like "MOUNTAIN" that becomes the mountain. There is a game with the subject that does not exist. "
So what kind of problem is that you do not know what the game is "What do you do" gives a reward system prepared by the game side-what challenges will be waiting as a concrete reward? You can not understand the player, and you won't know "What's a reward". Therefore, it becomes difficult to grasp the feeling of progress of the game, and if you can not find fun outside the reward system that should be original, it will not be able to achieve a sense of achievement and satisfaction. A risk that should be prepared as a game can also be considered that some people can consider it.
And, "Ghostwire: TOKYO" is no reward for the player's behavior. Correctly speaking, even if you reward, it will not be transmitted that it is a reward. Even if you collect skills and accessories through walks and levels, you will not change to the playing as well as to say. It is about to die at most. The variation of the play content in the sub quest is scarce (not only this limitation about the narrative part), and the enemy's motion is small, and it is a specification that can easily raise the level without struggling..
Because the rewards do not transmit the player, the sense of achievement and the sense of fulfillment are not boiled. Since the sense of achievement and the sense of fulfillment are not boiled, I do not know how I am doing meaningless action = I do not know what the purpose is. So it is not transmitted that the reward is compensation, with the poor change. A vicious circle has occurred. The end of the battle is rotten by avoiding the battle due to the deemed odor that is derived from the absence of rewards. In the case of the writer, when the ending was reached, the goodness of "I was clearing forever" and "I'm finished in Kore", and the surprise came first.
Naturally, as mentioned earlier, there will be an opinion that "this work is not a game aimed at enjoying Tokyo appreciation?" If so, I think that shooting actions are not the story from the beginning. It is better to adopt a shape like "discovery tour" provided by Ubey Isho as an extension content of the Assassin Creed series. Since this work does not have a clear vision in the design, the design action and the Tokyo appreciation and the story are not packaged beautifully in one game, Individual elements have just been present independently. You can not understand why it is implemented before discussing the content, and you can not feel the need to connect each. In particular, for the story, even if you played the previous day "Ghostwire: TOKYO-Prelude" that is delivered separately, he felt that it was a lack of excitement through the distance from the gaming gameplay.
In short, despite the "Action Adventure Game", it is not possible to become an "Action Adventure Game", so along with the prepared guidelines I'm sorry. "Ghostwire: TOKYO" focuses on the factors outside the framework of the game, spontaneously (for example, like folklore in Japanese city, the background shaped beauty), and the first time you discover your own fun, It's an interesting game.
Nevertheless, it is not possible to solve the fault for "finding fun" from the game side. When you arrive at the landmarks of Tokyo or encounter new monsters and malebates, it is scarce to seamlessly disclosed information, and there are not many text volumes that can be read and read for the menu screen. "I can understand Japanese" "There is a land intimacy for Tokyo" "I'm interested in Japanese folklore", and it is the contents for a group that is originally unrelated to the game, a major publisher I think I'm going to be a work that has been launched for the world's mass. This is no longer a user who recognizes the contents of this work as an empty work.
In this work, using a DualSense wireless controller, it has been a specification that can be heard from a built-in microphone with a voicer of a buddy "KK" that has taken into the main character. If KK by the player is a Tokyo guidance or a monster commentary, more users can find something more fun, and I thought it was interested in Japan.
Throughout describing the towns of life that we usually live, the experience of making the world's complexity and beauty again in an active form is definitely only possible through the media called game I think it is something that can not be d1. In fact, it was an experience that I could enjoy the world of Shibuya-style, which was realized in reality. However, in order to realize what I want to do, "Hote None" to taste what I wanted to do, "Mote Nashi" is not falling. It seems that the purpose and means are reversed. "Ghostwire: TOKYO" was unfortunately there was a ghost game that has only the number of souls, which loses the body. From now on, I would like to expect to be born and changing to the figure that can be delivered to many people, more interesting, and folklore in Japan, from now on.
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