The game’s director and producer have discussed the length of the game, among other topics, in an interview.
Ghostwire: Tokyo is practically falling, since it will be available from on March 25 for PS5 and PCso that every time we have more details about the new Tango Gameworks. now so much game director Kenji Kimura; as the producer, Masato Kimura; have spoken in an interview with WCCF Tech, in which they have offered several interesting details about the long-awaited title. Of course, and as you can see in the headline, among one of those details, have discussed the issue of the duration of the game.
As mentioned in the interview with the aforementioned media, if you focus on the main missions of Ghostwire: Tokyo, should last about 15 hours, although things change if the intention is to play it more thoroughly. That’s right, with all the content of the title, including main and side queststhis could be around 30 or 40 hours, according to the ability of each one, of course. Of course, it seems more than enough duration to enjoy the full experience that they have developed from Tango Gameworks, although, as always, the duration can always go up or down due to different factors, in addition to skill.
In addition to this, in the same interview they have talked about other topics, such as the reason why they don’t consider Ghostwire: Tokyo to be an open world gamebut a title of “action and adventure with a sandbox style map“. Kenji Kimura himself says the following on this matter: “Depending on your vision of what an open world game is, things can change, but for us, we believe that this is an action-adventure game with a map sandbox style, with a mystery you want to solve by exploring the city. With that in mind, I probably wouldn’t go into the open world genre, but that’s our thought.”
In relation to the above, Kimura comments that they have built the game to “make it fun by just walking around and exploring the city“. For that reason, they assure that they have wanted to offer a disturbing setting in the title, but not terrifying. “We didn’t want to ban exploration. We wanted to encourage it. And we also didn’t want exploration to be too stressful for the player.says the game director. “We wanted the player to have the ability to go wherever they wanted to be interesting to them as a player. If you see something that’s cool, you want to go there, and we want to remove any obstacles or stress that would normally exist to go there,” adds Kimura.
Having said all this, it only remains to remember that Ghostwire: Tokyo will arrive on PC and PS5 on March 25 of this year, or what is the same, next week. So yes, if you want to know more about what’s new from Tango Gameworks and Bethesdayou can read the final impressions that we publish on the web from here.
Related topics: Multi platform
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