bethesda softworks - TwistedVoxel Your gateway to the latest gaming, technology, and entertainment news Tue, 14 Feb 2023 06:45:14 +0000 en-US hourly 1 https://twistedvoxel.com/wp-content/uploads/2024/04/cropped-outer-transparent.png bethesda softworks - TwistedVoxel 32 32 154888254 Starfield Factions Won’t Be Limited Like Fallout, Quest Design Is Inspired by Old-School RPGs https://twistedvoxel.com/starfield-factions-main-story-branching-paths/ https://twistedvoxel.com/starfield-factions-main-story-branching-paths/#disqus_thread Thu, 15 Dec 2022 21:35:16 +0000 https://twistedvoxel.com/?p=30119 Bethesda has shared some new details on the story, quests, and factions of Starfield in a set of new developer interviews. Starfield is primarily set in space where there are…

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Bethesda has shared some new details on the story, quests, and factions of Starfield in a set of new developer interviews.

Starfield is primarily set in space where there are different planets with cities to explore, but it will be possible to visit the Earth as well. It is called “Old Neighborhood” in the game and some quests will take us back there. The game’s main story has branching paths and multiple factions to join, but the developers have made sure that the player can experience everything that the game has to offer before they can make a decision on which path to settle on in the story. This was revealed in a developer interview by Will Shen, the lead quest designer on Starfield.

The fate of certain characters will depend on the choices made by the players during the story. The companions that the players will encounter throughout the game will have their view of your character based on the decisions that you have made, and they can even help in certain quests to solve objectives or perform various tasks.

Factions are not limited like in earlier Bethesda Games. Players won’t become the head of a faction but they will have a major impact on the direction that the faction will take, and how this affects the world around them. Bethesda has used an advanced procedural system to bring random encounters on planets. This means that there will be areas/settlements and some quests might be found there as well.

In another developer interview, Will Shen shed more light on the quest design and factions. Constellation is the key faction for the story, and Will Shen says that he is excited for the players to experience and meet all the members of this faction. Regarding the quest design, Will Shen has described it as taking inspiration from the old-school RPGs.

“I think for Starfield a lot of quest design was going back to our old-school RPG roots: lots of dialogue choices, referencing the player’s skills and background, a variety of combat and non-combat activities, and highlighting our brand-new setting in a way that signals where to go for what kind of stories you want to experience. We really tried to draw on all of our previous titles to build quests we were excited about.”

Starfield is currently slated to launch in 2023 for Xbox Series and PC. The Xbox exclusivity helped the developers with optimizing the game, especially for the console.

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The Elder Scrolls V: Skyrim Anniversary Edition Is Coming To Nintendo Switch https://twistedvoxel.com/the-elder-scrolls-v-skyrim-anniversary-edition-is-coming-to-nintendo-switch/ https://twistedvoxel.com/the-elder-scrolls-v-skyrim-anniversary-edition-is-coming-to-nintendo-switch/#disqus_thread Sat, 14 May 2022 01:04:38 +0000 https://twistedvoxel.com/?p=24419 Bethesda Softwork’s The Elder Scrolls V: Skyrim Anniversary Edtion is coming to the Nintendo Switch according to a rating leak. The game is available for the PS4, PS5, Xbox One,…

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Bethesda Softwork’s The Elder Scrolls V: Skyrim Anniversary Edtion is coming to the Nintendo Switch according to a rating leak.

The game is available for the PS4, PS5, Xbox One, Xbox Series X, and PC. It wasn’t released for the Nintendo Switch, but that is changing soon based on the recent rating from Game Rating Board Taiwan.

As for what was different in this edition, it contained more than 500 new items from the Creation Club including new quests, weapons, and much more.

The official website lists only the console and PC versions so this is likely a leak from the rating board. It could be due for an announcement during the upcoming Xbox and Bethesda Showcase.

Here is some information on this Anniversary Edition from the official website.

THE ELDER SCROLLS V: SKYRIM ANNIVERSARY EDITION

Winner of more than 200 Game of the Year Awards, The Elder Scrolls V: Skyrim celebrates 10 years of adventuring in stunning detail. The Anniversary Edition includes a decade worth of content: the critically acclaimed core game and add-ons of Skyrim Special Edition, plus pre-existing and new content from Creation Club including quests, dungeons, bosses, weapons, spells, and more.

INCLUDED CONTENT

CREATION CLUB
The Anniversary Edition and Upgrade includes over 500 unique pieces of content from Creation Club, including quests, dungeons, bosses, weapons, spells, and more. With Creations, there is a lot more to discover.

DRAGONBORN
With this official add-on for The Elder Scrolls V: Skyrim, journey off the coast of Morrowind, to the island of Solstheim. Encounter new towns, dungeons, and quests, as you traverse the ash wastes and glacial valleys of this new land. Become more powerful with shouts that bend the will of your enemies and even tame dragons. Your fate, and the fate of Solstheim, hangs in the balance as you face off against your deadliest adversary – the first Dragonborn.

DAWNGUARD
The Vampire Lord Harkon has returned to power. By using the Elder Scrolls, he seeks to do the unthinkable – to end the sun itself. Will you join the ancient order of the Dawnguard and stop him? Or will you become a Vampire Lord? In Dawnguard, the ultimate choice will be yours.

HEARTHFIRE
With this official add-on to The Elder Scrolls V: Skyrim, you can purchase land and build your own home from the ground up – from a simple one-room cottage to a sprawling compound complete with an armory, alchemy laboratory, stable, garden, and more. Use all-new tools like the drafting table and carpenter’s workbench to transform quarried stone, clay, and sawn logs into structures and furnishings. Even transform your house into a home by adopting children.

The Elder Scrolls V: Skyrim Anniversary Edition is available now for PS4, PS5, Xbox One, Xbox Series, and PC.

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Xbox and Bethesda Showcase Dated For June 12 https://twistedvoxel.com/xbox-and-bethesda-showcase-dated-for-june-12/ https://twistedvoxel.com/xbox-and-bethesda-showcase-dated-for-june-12/#disqus_thread Thu, 28 Apr 2022 18:05:15 +0000 https://twistedvoxel.com/?p=24034 Microsoft has announced the release date for their Xbox and Bethesda Showcase. They have confirmed that it will happen on June 12. “Today, we are excited to announce that the…

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Microsoft has announced the release date for their Xbox and Bethesda Showcase. They have confirmed that it will happen on June 12.

“Today, we are excited to announce that the Xbox & Bethesda Games Showcase will stream on Sunday, June 12 at 10 a.m. PT. This show will feature amazing titles coming from Xbox Game Studios, Bethesda, and our partners around the world, ” reads the official announcement.

“The Xbox & Bethesda Games Showcase will include everything you need to know about the diverse lineup of games coming soon to the Xbox ecosystem, including upcoming releases to Game Pass on Xbox and PC.”

You can expect to watch Xbox and Bethesda Showcase from the following locations.

The Showcase will go live on June 12 at 10 a.m. PT. Some of the announcements that are expected at this showcase include Starfield and The Elder Scrolls VI. While Starfield is launching this November and will be available for Xbox and PC, The Elder Scrolls VI is still deep in development and likely won’t have a major announcement.

Bethesda has several other franchises which they can bring back for the showcase including Wolfenstein, The Evil Within, and a brand new Indiana Jones game that is currently in development at Wolfenstein developer Machine Games.

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Starfield Details Leak Through A Bethesda Employee Revealing A Major Gameplay Feature https://twistedvoxel.com/starfield-details-leaks-gameplay-feature/ https://twistedvoxel.com/starfield-details-leaks-gameplay-feature/#disqus_thread Thu, 28 Apr 2022 15:58:14 +0000 https://twistedvoxel.com/?p=24024 Starfield still doesn’t have gameplay footage although it is set to launch this month. Some details were recently leaked for it revealing new information. Since there hasn’t been a lot…

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Starfield still doesn’t have gameplay footage although it is set to launch this month. Some details were recently leaked for it revealing new information.

Since there hasn’t been a lot of information shared on the game, fans are scrambling to get whatever they find online regarding any potential leaks. This includes any leaked screenshots or unverified information from an anonymous source. The most recent leak though comes from a Bethesda employee that has been verified to be working as a Character Artist at the studio.

The employee, who shared this information despite being under NDA had posted it on ResetEra message boards. He basically described his work experience in response to a question on the game and the studio in general while revealing an important gameplay feature that hasn’t been officially confirmed so far.

starfield

“It was [a] cool solid place to work, very secure. The engine is a piece of crap tho, ” said the Employee who posted under the nickname Hevy008. “Todd is a charismatic guy for sure. Starfield is looking good, weekly Thursday playtest since the beginning of the year, more and more stuff coming online. Shooting feels alright, flying is terrible atm imo just not fun to me. Lighting and stuff is [sic] looking better and better, tho its [sic] not on the level of HFW or anything like that but still a good looking game.”

“In terms of if it will ship on time, well they will try that’s for sure, they’ll cut what they did to etc, they have an overabundance of content, probably too much, so that’s not the issue, finding the fun and of course [sic] bug fixing is the big thing. It’s a sexy date tho and you only get one of those, beta is this summer, that’s when the picture will truly become clear. ”

His post was deleted but not before it was archived online. This basically confirms some major information on the game.

  • The engine is a little problematic
  • They are doing a weekly playtest and the game looks good
  • Flying starships is supposedly in although it feels terrible right now
  • It is a good looking game but not on the level of Horizon Forbidden West
  • There will be a beta this Summer
  • They have a lot of content in the game and they might get some cut to make the release date

Starfield is currently confirmed to launch for the Xbox Series and PC on November 11, 2022. It will also release day one on Xbox Game Pass.

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Ghostwire Tokyo Resolution and Frame Rate, PS5 vs. PC Comparison https://twistedvoxel.com/ghostwire-tokyo-resolution-and-frame-rate-ps5-vs-pc-comparison/ https://twistedvoxel.com/ghostwire-tokyo-resolution-and-frame-rate-ps5-vs-pc-comparison/#disqus_thread Wed, 23 Mar 2022 17:55:30 +0000 https://twistedvoxel.com/?p=23656 Ghostwire Tokyo is out on March 25. If you are planning to pick the game on PC or PS5, you might be wondering which platform is best for it. Ghostwire…

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Ghostwire Tokyo is out on March 25. If you are planning to pick the game on PC or PS5, you might be wondering which platform is best for it.

Ghostwire Tokyo is a highly competent release on the PS5. It provides a wealth of options for users so they can tweak the experience as they like, e.g offering a performance mode for 60 FPS or a high frame rate mode for up to 120 FPS. There is also a quality mode that runs at 30 FPS with the visuals cranked to the max.

Given all these different modes, one might be wondering how well the PS5 version stacks next to the PC version. Surprisingly, it is pretty close between both versions. You can obviously get the best bang for your buck on PC if you have the power for it, but PS5 owners can also enjoy the beautiful ray-tracing used for reflections and shadows.

Ghostwire Tokyo runs at around 1800p resolution in Quality mode on the PS5. This is with the ray-tracing enabled so you get better reflections and shadows in this mode. Dropping down to the performance mode, the resolution has been reported at 1440p with a 60 FPS frame rate. You lose ray-tracing support in this mode so unfortunately there is a compromise here.

If you want to get the ray-tracing with a higher frame rate, your best bet is the high frame rate mode that runs at up to 120 FPS. This also offers two modes, one is the Quality mode and the other is a Performance mode. Just like the regular modes, the Quality mode with a high frame rate enables ray-tracing but drops the resolution to 1080p. The performance mode also runs at a similar resolution without ray-tracing.

Now you might be wondering what is the use of this high frame rate performance mode. Well, for starters, it is not possible to hit 120 FPS constantly with the quality mode, so the performance mode does attempt to get there in whatever capacity it can. Be warned though as there is terrible screen tearing in this mode.

Lastly, you can also pick a vsync high frame rate mode that drops the screen tearing. It is an ideal way to experience if you want the best performance without the visual downgrade.

For the PC version, take a look at the Ghostwire Tokyo PC requirements first. You get better shadows and ray-tracing along with DLSS support on PC, so it is not a bad port.

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Detailed Ghostwire Tokyo PC System Requirements With and Without Ray-Tracing Enabled https://twistedvoxel.com/ghostwire-tokyo-pc-system-requirements/ https://twistedvoxel.com/ghostwire-tokyo-pc-system-requirements/#disqus_thread Wed, 23 Mar 2022 17:41:41 +0000 https://twistedvoxel.com/?p=23654 Bethesda Softworks has shared the detailed PC system requirements for Ghostwire Tokyo including information on ray-tracing support. Ghostwire Tokyo offers four different display modes on PS5. This includes a Quality…

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Bethesda Softworks has shared the detailed PC system requirements for Ghostwire Tokyo including information on ray-tracing support.

Ghostwire Tokyo offers four different display modes on PS5. This includes a Quality Mode in addition to Performance mode. The game is also capable of running at 120 FPS in a high frame rate mode.

If you are planning to get it on PC, the following PC specifications were shared by Bethesda for the game.

Ghostwire Tokyo PC System Requirements

MINIMUM SPECS: UP TO 1280P WITH LOW SETTINGS

  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 4770K @ 3.5GHZ OR AMD RYZEN 5 2600
  • MEMORY: 12 GB
  • GRAPHICS: NVIDIA GTX 1060 OR AMD RX 5500 XT (VRAM 6 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD RECOMMENDED)
  • DIRECTX: VERSION 12

RECOMMENDED SPECS: UP TO 1920P WITH HIGH SETTINGS

  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 6700 @ 3.4GHZ OR AMD RYZEN 5 2600
  • MEMORY: 16GB
  • GRAPHICS: NVIDIA GTX 1080 OR AMD RX 5600 XT (VRAM 6 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD)
  • DIRECTX: VERSION 12

HIGHEST SPECS: UP TO 2160P WITH HIGHEST SETTINGS

  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 8700 OR AMD RYZEN 5 5600X
  • MEMORY: 16 GB
  • GRAPHICS: NVIDIA RTX 2080S/ RTX 3070 OR AMD RX 6800 XT (VRAM 8 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD)
  • DIRECTX: VERSION 12

RAY TRACING (RT) SPECIFICATIONS

RT MINIMUM SPECS: UP TO 1080P WITH LOW SETTINGS

  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 8700 OR AMD RYZEN 5 3600
  • MEMORY: 16 GB
  • GRAPHICS: NVIDIA RTX 2060 (VRAM 6 GB+) OR AMD RX 6700 XT (VRAM 8 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD)
  • DIRECTX: VERSION 12
  • DLSS (NVIDIA): DISABLED/ FSR 1.0 (AMD): DISABLED

RT RECOMMENDED SPECS: UP TO 1440P WITH HIGH SETTINGS

  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 8700 OR AMD RYZEN 5 5600X
  • MEMORY: 16 GB
  • GRAPHICS: NVIDIA RTX 3070 (VRAM 8 GB+) OR AMD RX 6800 (VRAM 12 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD)
  • DIRECTX: VERSION 12
  • DLSS (NVIDIA): DISABLED/ FSR 1.0 (AMD): DISABLED

RT HIGHEST SPECS: UP TO 2140P WITH HIGHEST SETTINGS

  • OS: 64-BIT WINDOWS 10 VERSION 1909 OR HIGHER
  • PROCESSOR: CORE i7 8700 OR AMD RYZEN 5 5600X
  • MEMORY: 16 GB
  • GRAPHICS: NVIDIA RTX 3080 (VRAM 10 GB+) OR AMD RX 6900 XT (VRAM 12 GB+)
  • STORAGE: 20 GB AVAILABLE SPACE (SSD)
  • DIRECTX: VERSION 12
  • DLSS (NVIDIA): QUALITY/ FSR 1.0 (AMD): BALANCED

The game doesn’t appear to be demanding unless you want to get the ray-tracing enabled, which will require you a beefy GPU if you want to play the game with the best performance at 4K.

Ghostwire Tokyo will be out on March 25 for the PS5 and PC. You can read our review to learn more about the game.

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Ghostwire Tokyo Review – Dealing With The Struggle Within https://twistedvoxel.com/ghostwire-tokyo-review/ https://twistedvoxel.com/ghostwire-tokyo-review/#disqus_thread Mon, 21 Mar 2022 15:15:42 +0000 https://twistedvoxel.com/?p=23602 Ghostwire Tokyo shines in two key areas: atmosphere and world design. It takes place in a bright Tokyo where streets are illuminated by neon lights and massive signboards, yet in…

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Ghostwire Tokyo shines in two key areas: atmosphere and world design. It takes place in a bright Tokyo where streets are illuminated by neon lights and massive signboards, yet in the midst of it all is a city where the majority of the humans have vanished and evil spirits have taken their place. Unfortunately, Ghostwire Tokyo has flaws, most notably in the progression loop and combat. Even though it excels in other areas such as creature and world design.

Akito, the main character of Ghostwire Tokyo, is a human who is possessed by a strange detective spirit known only as KK in the game. This also grants Akito certain spiritual abilities, which he utilizes to cleanse the streets of Tokyo of bad spirits while looking for answers about what happened to his sister Mari. Akito was looking for his sister, who was at a nearby hospital when a paranormal incident nearly wiped off the whole Tokyo population. The major source of this supernatural occurrence appears to be some Hannya mask-wearing strangers that approach Akito in the hospital. They also appear to have a connection to KK. Meanwhile, it is KK’s goal to save the world and foil the plans of the villains wearing Hannya masks.

Ghostwire Tokyo takes its time perfecting combat and exploration. It is essentially an open world that is hampered by certain archaic design decisions, such as enveloping areas of the map in poisonous fog, which prevents exploration. Akito must locate shrines around the map that must be cleansed with a ritual to eliminate the toxic gas and open up more of the area for exploration. This aspect of the game mechanism is quite antiquated and suffers from repetitions, such as traveling to a shrine, defeating enemies, and then executing the ritual to free the shrine.

That is not to argue that exploring the open world is uninteresting. On the contrary, Ghostwire Tokyo’s world map provides enough content with its different items and side missions. These side tasks may be completed by locating the spirits that are requesting assistance around the map. Players can also try to free roam the city to grind for improvements by completing side tasks. Upgrades are provided in the form of skill points and money to purchase consumables. Each upgrade also improves metrics, such as boosting health, and all of this is dependent on the experience points earned by accomplishing these activities.

The primary fault of Ghostwire Tokyo is its combat. The game may be defined as a mash-up of martial arts and spiritual magic, with distinctive hand movements. All of this sounds fascinating on paper, but the implementation isn’t. Each unique attack uses a set quantity of ammo found in ether floating around the world, which serves as ammunition for your strikes. When this is depleted, the combat shifts to a defensive mode in which each attack may be blocked or parried, which can also offer some ether depending on the right upgrades. This is when the frustration sets in since it is difficult to keep track of the enemy while looking for ether.

Because elemental attacks take much too long to kill an enemy, the majority of the strategy is either to stealth kill enemies, which entails rapidly tearing out their cores, or to use the most powerful elemental strikes to quickly dispatch a bunch of enemies. Because each of the elemental attacks is sluggish to utilize at first, the opening few hours aren’t very enjoyable to play. It is simpler to run out of ammo at first because the enemy is typically faster to attack. Parrying is useful in this situation, but once further upgrades are unlocked, the combat starts to flow naturally. However, it never takes the form of a game that is enjoyable to play.

The more I played the combat, the more obvious its shortcomings became. We may not have many elemental skills at first since they are locked, but as the powerful ones become accessible, it just makes no sense to switch to something inferior. However, the more potent an elemental attack is, the more uncommon its ammo is, which means we must have the lesser elemental skills on hand. The flaws of the combat are clearly seen when encountering a group of enemies as dealing with them at a time is tedious, and while extracting cores is optional, the animation takes a long time until skill points are spent on upgrading it.

Ghostwire Tokyo captures the feeling of touring a modern-day Shibuya. However, because the streets are desolate, the exploration might be tedious. There is a dearth of variety in the enemies, and while I thought the boss fights to be quite entertaining to play, they were hampered by the stiff gameplay. To give Tango Gameworks credit, the monster design is fantastic, with apparent inspiration drawn from vintage Japanese horror films. If you grew up watching these movies, there are a plethora of hidden references not just in the design of the creatures, but also in some of the game’s side missions.

Ghostwire Tokyo’s attention to detail is simply great. Each sector of the city is meticulously sculpted, with particular Yokai from Japanese myths in charge of certain areas. The exploring isn’t restricted to the streets; players may grapple and jump to a rooftop as well. These rooftops might conceal other valuables or offer new shortcuts. However, how the world map is gradually opened is reminiscent of Ubisoft’s Far Cry, which is to say it is not good. I understand why the devs chose this restriction, but I would have rather the entire city be available from the start.

Ghostwire Tokyo’s characters aren’t fascinating enough for us to care about them, but I did appreciate the banter between KK and Akito as he struggles to regain control of his own body. There is also a strong emphasis on family values, which is not unexpected given how important they are in Japanese society. The backstory offered with flashbacks provide us more insight into the motivations of these individuals, but the game’s side characters don’t stand out or receive enough screen time to make us care about them.

While Ghostwire Tokyo does not provide faultless combat or a solid progression loop, it does demonstrate the promise of a game with strong Japanese roots. As a PS5 exclusive, the inclusion of DualSense and Haptic Feedback improves the game’s immersive value. The game’s 3D audio intensifies some of the scarier elements, but it’s mostly an action-adventure rather than a survival horror like The Evil Within.

Ghostwire Tokyo Game Information

  • Price: $59.99
  • Publisher: Bethesda Softworks
  • Developer: Tango Gameworks
  • Platform: PS5 (Reviewed)
  • Disclaimer: A review code was given by the publisher

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Ghostwire Tokyo Preview – Exorcising The Evil Within https://twistedvoxel.com/ghostwire-tokyo-preview-2/ https://twistedvoxel.com/ghostwire-tokyo-preview-2/#disqus_thread Thu, 17 Mar 2022 18:20:58 +0000 https://twistedvoxel.com/?p=23562 Tango Gameworks’ most recent release is Ghostwire Tokyo. Shinji Mikami, a prominent game designer, and creator of the Resident Evil series started the studio to reintroduce the survival horror genre…

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Tango Gameworks’ most recent release is Ghostwire Tokyo. Shinji Mikami, a prominent game designer, and creator of the Resident Evil series started the studio to reintroduce the survival horror genre into the mainstream. Since then, they’ve published two games: The Evil Within and its sequel. Both of these were well regarded by the gaming community while failing to resonate with the mainstream audience. Tango Gameworks proceeded to concentrate on new games, this time with a new IP called Ghostwire Tokyo after these titles did well enough.

Ghostwire Tokyo is reminiscent of Evil Within. The game takes place at night in Tokyo in the aftermath of a paranormal occurrence that causes 99 percent of the people to vanish overnight. The protagonist, Akito, is possessed by a mysterious ghost known only as KK in the game. He leads Akito through a post-apocalyptic Tokyo devoid of humanity and plagued by horrific spirits. The first chapter establishes the basis for Ghostwire Tokyo’s plot, and I couldn’t help but compare it to The Evil Within. There are several long flashback sections in the game that depict events leading up to the disappearance of someone close to Akito.

During the story, Akito encounters a mysterious spirit who wears a Hannya Mask. This spirit appears to have a history with KK setting up an intriguing premise for the story. The game uses this plot thread to pull the player into a mystery without revealing too many details around it. The entire first chapter is a giant tutorial with long cutscenes but once it is over, the gameplay portion begins by putting the player in the streets of Tokyo. Here a world map comes in handy in figuring out where to go next but some portions of the city are engulfed by a mysterious deadly fog. This is used as a barrier to stop the players from stepping out of bounds.

I enjoyed my time with the first two chapters of Ghostwire Tokyo. The game offered a nice mix of exploration, combat, and occasionally threw a bone with a cutscene to keep the player guessing on what happens next. It is not a survival horror game like The Evil Within, but the general premise is interesting enough that I never felt bored with it. I do sense that it might get repetitive the more I play it, but there is some curve thrown with combat and exploration-based upgrades to keep the gameplay fresh. How well will this work out, this remains to be seen.

In the beginning, the combat is quite straightforward. I believe it will begin to open up with upgrades. Akito can utilize the spiritual power he obtains from KK to expel the dangerous ghosts that inhabit Tokyo. He receives experience points by doing so, and he can also conduct a finishing move by taking out the spirits’ cores when they are nearing the end of their lives. One example of a combat upgrade is that the pace at which cores are extracted is slower at first but steadily increases with upgrades. Akito has a variety of spiritual abilities that he gradually unlocks, and he can also shoot spiritual arrows with a bow.

PlayStation 5 Features

Ghostwire Tokyo’s DualSense implementation is one of the finest I’ve seen in a game. Not only does the haptic feedback function beautifully in fighting, but it also works brilliantly in other gameplay scenarios. The controller’s speakers are utilized to output the conversation between Akito and KK, which I thought was a great way to present it, even though it isn’t exactly an original idea.

Ghostwire Tokyo is superb on the technical front, with at least six separate visual/performance settings. There is a quality mode that is enabled by default, followed by a performance mode that operates at 60 frames per second. The quality setting includes ray-tracing functionality, which works great, especially in Tokyo’s streets. Reflections are well-lit and rendered while using the quality setting, albeit at the expense of performance. Fortunately, there is also a high-frame-rate mode that addresses both quality and performance concerns. There’s also a version with vsync, meaning the game may theoretically run at higher than 60 FPS but with screen tearing.

Ghostwire Tokyo is a significant game as a new IP, and it shows a lot of promise. Technically, it’s robust enough, even if the aesthetics aren’t spectacular, and the gameplay is enjoyable, with the potential to be much more. I’m excited to play more of the game and maybe share my thoughts with the review later this month.

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Ghostwire Tokyo Preview – Modern day Mushishi https://twistedvoxel.com/ghostwire-tokyo-preview/ https://twistedvoxel.com/ghostwire-tokyo-preview/#disqus_thread Fri, 04 Feb 2022 15:00:14 +0000 https://twistedvoxel.com/?p=22911 Details surrounding Ghostwire Tokyo, the latest action-adventure game from the creators of The Evil Within, have remained shrouded in mystery until now. All that has changed, however, as developer Trango…

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Details surrounding Ghostwire Tokyo, the latest action-adventure game from the creators of The Evil Within, have remained shrouded in mystery until now. All that has changed, however, as developer Trango Interactive has shown us a meaty demo of the game in action. 

Taking place somewhere in the heart of Tokyo, the setting appears to be a spooky take on Yakuzas fictional Kamurocho district. Almost all of the citizens have disappeared, and the city has been invaded by ghostly beings. Were introduced to the protagonist Akito, whos been possessed by the spirit of a demon hunter known as KK, and, as a result, has access to supernatural abilities. The two appear to be spiritually connected, as KK is seen guiding Akito, whos only beginning to get a grasp over his newfound powers. As Akito makes his way through the city, he encounters an assortment of hostile spirits, including a group wearing suits and Hannya masks, women carrying a pair of scissors, as well as headless schoolgirls wielding bows and arrows.

Akito has several psychic and paranormal abilities at his disposal in combat. The game is played from the first-person perspective, and players can perform various hand gestures that look like theyre straight out of a kung fu movie. This unorthodox technique is known as Ethereal weaving, and it allows you to cast spells and shoot magic fireballs at your foes from your palms. Some spirits can throw projectiles of their own at you, which can be parried and deflected back at them.

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Once spirits have taken enough damage, their core is revealed, allowing you to extract it via a magic string and defeat them. Its also possible to string together multiple core extractions from a group of weakened enemies. 

Further, into the demo, the menu screen is shown and the map section is brought up. Areas youve already traversed are visible and any shrines that you discover can be fast traveled to, while the rest of the world map is concealed. In addition to an inventory and a database, theres also a skills section that gives access to a skill tree. This is where players will have the opportunity to spend their earned XP to unlock new mystic abilities.

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A new ability termed Spectral Vision was subsequently shown off. It essentially functions much like Detective Vision in the Batman Arkham games, where youre guided to your next objective via a marker, and other points of interest in the environment are highlighted to aid you.

Later in the demo, Akito meets the ghost of an old lady in distress outside her house. She asks him to rescue his daughter, whos been taken captive by their landlord. Upon entering the house, you discover that the landlord has turned into a specter. KK, the astral being that accompanies Akito, can banish specters, and, with his help, Akito can send off the evil spirit. Another objective has Akito enter and getting trapped inside a possessed building with a maze-like interior. Hes able to find his way back outside by locating and destroying several soul cores.

Akito can also capture ghosts of citizens that are roaming about Tokyo within paper dolls and send them off via payphones to revert them to the living. Paper dolls and other items can be purchased from shops that have floating youkai as vendors. Akito can also weave out a grappling hook and get to higher ground by latching on to spirits. The demo ends when you discover and cleanse a possessed gate, which in turn cleanses the entire district youve been exploring this whole time, revealing all of its concealed areas on the world map.

Its a promising showing on the whole, with the combat being driven by a unique mix of martial arts and magic. It’ll be interesting to see whether the skill upgrades can keep the gameplay varied during the later stages. The world seemed appropriately eerie yet equally inviting, bearing some resemblance to Yakuza’s Kamurocho district. There appears to be an element of morality in play here with ‘good vs evil’ spirits, but it remains to be seen whether it plays a noteworthy role in the grand scheme of things. As a fan of Mushishi, Im thrilled by the conceptual similarities Ghostwire Tokyo shares with the manga series and am looking forward to seeing more of the game in action.

Be on the lookout for more coverage on Ghostwire Tokyo as it becomes available.

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Ghostwire Tokyo Devs Talk About Next-Gen Benefits, 3D Audio, and Ray-Tracing Support https://twistedvoxel.com/ghostwire-tokyo-devs-next-gen-benefits-3d-audio-ray-tracing/ https://twistedvoxel.com/ghostwire-tokyo-devs-next-gen-benefits-3d-audio-ray-tracing/#disqus_thread Thu, 03 Feb 2022 22:23:54 +0000 https://twistedvoxel.com/?p=22901 Ghostwire Tokyo might not look like a proper next-generation game on the surface, but it is actually quite complex and supports ray-tracing as well. In a new technical interview that…

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Ghostwire Tokyo might not look like a proper next-generation game on the surface, but it is actually quite complex and supports ray-tracing as well.

In a new technical interview that was seen during the recent presentation, we get to learn more about the game directly from the developers. During this interview segment, the developers talked about the technical problems that they faced during the development of the game. They also shared the PS5 exclusive features like 3D Audio and support for ray-tracing.

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The game’s producer Tsuyoshi Okugawa mentions how it was a technical challenge to develop a non-linear game.

In Ghostwire, we have a total of 2200 map segment and hundred of thousands… millions of objects, that we have to constantly load in and out. And processing all of that has been a bottleneck.

But the [next-gen] hardware helps mitigate that and our optimisations help with it too.

It’s been a challenge–but totally worth it because it allows us to express our vision throughout the game.

Okugawa also mentions how beautiful the game looks with the ray-tracing turned on along with 4K and HDR support.

It’s 4K HDR and when you turn ray tracing on, you’ll really see how beautiful the art looks in high definition.

The 4K, HDR, ray tracing–it’s a great match for the wet ground, and the colourful nights of Shibuya. I think people will be able to see and experience something they haven’t before.

Regarding the 3D Audio support for PS5, the music producer, Masatoshi Yanagi mentions how immersive it makes the game sound that it is easy to confuse it for real life.

We took advantage of the 3D audio system from PlayStation 5. The 3D audio is really amazing. If you accidentally kick or knock something over in the game, then the resulting sound will follow. It sounds so incredibly real that you wonder and look around to see if you broke something inside your house. That’s the best feature, in my opinion.

Ghostwire Tokyo is out on March 25, 2022 for the PS5 and PC. It comes with a few pre-order bonuses while you can also expect to see it released on the Xbox Series X once the timed exclusivity period expires.

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