Ghostwire: Tokyo

Ghostwire: Tokyo

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Why does katashiro have a max of 50?
Its doesn't make sense whats the point of having them be obtainable from the cats as a reward when most likely a player bought up to the max at start. If the buyable max was 50 then the reward katashiro was extra that would make sense but its not.

I dont remember the name of the last game that did this same thing but all I know is they need to stop doing this stuff in games.
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Showing 1-11 of 11 comments
Bankai9212 Apr 24, 2022 @ 3:49pm 
The whole spirit system is designed to make collection a slow and tedious process, just like most aspects of the game.
Originally posted by Bankai9212:

Even if the max was 50 plus the extra it still would be slow since there is backtracking, rng, and the spirits that are stabbed with objects animation.
Bankai9212 Apr 24, 2022 @ 4:34pm 
At least you could transmit when you wanted. Honestly the game feels like a ton of half baked ideas with a cool concept that does very little with the source material.
Originally posted by Bankai9212:

Probably would of worked better as a semi open word game following KK and the gang's story using the Prelude as the main plot but expanded.
TS2 Apr 24, 2022 @ 8:32pm 
Originally posted by Bankai9212:
At least you could transmit when you wanted. Honestly the game feels like a ton of half baked ideas with a cool concept that does very little with the source material.
It being an experimental project for Tango Gameworks following The Evil Within series's effective closure at this time appears to be a constant, from the engine tech being new to the studio to the gameplay shift to a first-person adventure RPG with some amount of mystery thriller elements.

The mystery thriller genre may also hinder the game, as depending on the work, it can be a very slow burn without enough of a high note in action to captivate audiences. This slow burn can be seen in the running around, doing side quests, and especially in combat being designed around certain locations acting as instanced arenas for a set amount of conflict. Not enough to be a complete onslaught, but enough to induce tension.

The scale of said tension depends on difficulty. Tatari (Divine Punishment) Mode necessitates the pacing of the game, as you cannot simply level up there, and combat instances will always feel life-threatening to a degree.
Last edited by TS2; Apr 24, 2022 @ 8:39pm
Tr0w Apr 24, 2022 @ 9:29pm 
Originally posted by TS2:
Originally posted by Bankai9212:
At least you could transmit when you wanted. Honestly the game feels like a ton of half baked ideas with a cool concept that does very little with the source material.
It being an experimental project for Tango Gameworks following The Evil Within series's effective closure at this time appears to be a constant, from the engine tech being new to the studio to the gameplay shift to a first-person adventure RPG with some amount of mystery thriller elements.

The mystery thriller genre may also hinder the game, as depending on the work, it can be a very slow burn without enough of a high note in action to captivate audiences. This slow burn can be seen in the running around, doing side quests, and especially in combat being designed around certain locations acting as instanced arenas for a set amount of conflict. Not enough to be a complete onslaught, but enough to induce tension.

The scale of said tension depends on difficulty. Tatari (Divine Punishment) Mode necessitates the pacing of the game, as you cannot simply level up there, and combat instances will always feel life-threatening to a degree.
It's not much of a mystery thriller, it's just a very empty collectathon with a couple of cool cutscenes and one cool character. Very mediocre compared to Tango's past two games.
TS2 Apr 24, 2022 @ 9:32pm 
Originally posted by Tr0w:
Originally posted by TS2:
It being an experimental project for Tango Gameworks following The Evil Within series's effective closure at this time appears to be a constant, from the engine tech being new to the studio to the gameplay shift to a first-person adventure RPG with some amount of mystery thriller elements.

The mystery thriller genre may also hinder the game, as depending on the work, it can be a very slow burn without enough of a high note in action to captivate audiences. This slow burn can be seen in the running around, doing side quests, and especially in combat being designed around certain locations acting as instanced arenas for a set amount of conflict. Not enough to be a complete onslaught, but enough to induce tension.

The scale of said tension depends on difficulty. Tatari (Divine Punishment) Mode necessitates the pacing of the game, as you cannot simply level up there, and combat instances will always feel life-threatening to a degree.
It's not much of a mystery thriller, it's just a very empty collectathon with a couple of cool cutscenes and one cool character. Very mediocre compared to Tango's past two games.
It being thought of as one depends on how immersed and emotionally invested one is into the setting, it seems.

As purely a game, it is average to meh, especially due to its gameplay predecessors, technical problems, and ZeniMax's reputation affecting it.
Originally posted by TS2:

It could of worked as a mystery thriller if it wasn't set up as a open work collectathon game like Assassin's Creed or Far Cry. Like I said before a semi open word game would of worked so much better at keeping focus. Game can still have the side quests and the spirit collection thing but with more connection to the story itself and logical placement instead of all over the place. On the other hand the game could still be the same size but the collectathon part would have to be toned down a bunch for the world sized to serve a real purpose.


- The tanuki collection should of just been a quest.
- The pirade isnt as interesting as the first time you see and isnt even that important in the first place.
- The major torii gates are fine but the small ones that give beeds are just dumb.
- The majority of side quest are just dumb and the length of them (5 mins or less) makes them feel unimportant.
- The main character and his sister are not interesting and I dont even remember their names.
Bankai9212 Apr 25, 2022 @ 4:31am 
Originally posted by TS2:
Originally posted by Bankai9212:
At least you could transmit when you wanted. Honestly the game feels like a ton of half baked ideas with a cool concept that does very little with the source material.
It being an experimental project for Tango Gameworks following The Evil Within series's effective closure at this time appears to be a constant, from the engine tech being new to the studio to the gameplay shift to a first-person adventure RPG with some amount of mystery thriller elements.

The mystery thriller genre may also hinder the game, as depending on the work, it can be a very slow burn without enough of a high note in action to captivate audiences. This slow burn can be seen in the running around, doing side quests, and especially in combat being designed around certain locations acting as instanced arenas for a set amount of conflict. Not enough to be a complete onslaught, but enough to induce tension.

The scale of said tension depends on difficulty. Tatari (Divine Punishment) Mode necessitates the pacing of the game, as you cannot simply level up there, and combat instances will always feel life-threatening to a degree.
Playing and beating the game on hard, last thing I would want is terrible difficulty scaling with how combat is.
TS2 Apr 25, 2022 @ 7:05am 
Originally posted by Bankai9212:
Originally posted by TS2:
It being an experimental project for Tango Gameworks following The Evil Within series's effective closure at this time appears to be a constant, from the engine tech being new to the studio to the gameplay shift to a first-person adventure RPG with some amount of mystery thriller elements.

The mystery thriller genre may also hinder the game, as depending on the work, it can be a very slow burn without enough of a high note in action to captivate audiences. This slow burn can be seen in the running around, doing side quests, and especially in combat being designed around certain locations acting as instanced arenas for a set amount of conflict. Not enough to be a complete onslaught, but enough to induce tension.

The scale of said tension depends on difficulty. Tatari (Divine Punishment) Mode necessitates the pacing of the game, as you cannot simply level up there, and combat instances will always feel life-threatening to a degree.
Playing and beating the game on hard, last thing I would want is terrible difficulty scaling with how combat is.
Hard still has standard gameplay, but affects enemy damage or something from what I have heard.

Tatari Mode is the ultimate difficulty, similar to BioShock: Infinite's 1999 Mode (Prior to Burial at Sea) or otherwise. It is a permanent difficulty setting for an entire playthrough that cannot be adjusted at any time, and disables XP progression. Otherwise, it may be treated like the Hard difficulty.

This leaves you at base health and stats. However, it appears there is still a way to gain Skill Points in the mode by finding certain rare collectables.

The mode prioritizes evasion, stealth, Perfect Blocks, and making use of whatever tools you have. If looking to Achievement hunt, getting everything completed at a lower difficulty is advised before doing a run of this mode.
Bankai9212 Apr 25, 2022 @ 7:23am 
Accept there is no incentive, as mentioned combat isn’t good or balanced for the difficulty. The skill point will be from kk notes. You’ll just end up abusing stun tailismans since they can open quick purges and maybe arrows. If there were more defensive options I can see it working but perfect blocks isn’t the answer for how it implemented.
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Date Posted: Apr 24, 2022 @ 3:29pm
Posts: 11