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  1. kojimaself.jpg

    Publisher: Sony Interactive Entertainment
    Developer: Kojima Productions
    Release: November 8, 2019
    Rating: Rating Pending
    Platform: PlayStation 4

    The last week has been a busy one for Hideo Kojima. Even with Death Stranding in the final stretch approaching release, the legendary creator took the stage at Tokyo Game Show for two separate live presentations showing off his unique and difficult-to-explain project. While we learned a lot from watching those demonstrations, they also raised many questions about how Death Stranding works and what it tries to convey. What is the goal behind the asynchronous multiplayer? What do "likes" do? How has the game changed since its inception? To get the answers to these questions and more, we visited the Kojima Productions studio in Tokyo for an interview with Hideo Kojima himself. 


    Of all the new features that you revealed at the first TGS live show, what was the one you were most excited to finally talk about?

    Playing the game is a lonely feeling, because you play alone usually, even though you’re online. A lot of people play on the couch, and perhaps they feel like, “Oh, I’m lonely, and I’m maybe strange, playing all alone.” And you’re doing it over and over. You’re traveling with BB, and maybe you feel lonely. Norman [Reedus] actually got this point as well – you’re struggling all alone. But at a certain point, you realize, “There is someone really similar to me who felt this loneliness,” because you see it when you’re indirectly connecting. Like in a movie theater – there are maybe 200 or 300 people watching a movie together.

    But today’s games, you’re playing by yourself in your room alone usually. Then suddenly, you open to a world like “Oh, I’m not the only one.” And I’m really happy a lot of people understood that, and I think that was the most successful part. Of course, you can’t see other people’s faces, but you can see the tracks and traces, so you can feel or think about the other people.

    Click here to watch embedded media

    And players get some additional feedback from “likes” they receive. But what can they actually do with those likes?

    I had a big argument with the staff, actually. In a game, you get more money, or you get more fame, or you get more kudos, right? That’s what game systems now days are about – you want something in return if you do something. At the beginning, the Asian staff said, “Hey, Hideo, no one will ever understand this. Maybe the Japanese might.” I said, “That’s why I want people to do it in the game.” So all these staff members said to me, “We have to give them kudos or points or whatever,” but that would be like a normal game – any other game. So I said, “Giving ‘likes’ is giving unconditional love.”

    But, of course you can see how many likes you get, so that’s maybe a little reward. If you just use [something another player placed], one like will be sent automatically. But also you can send more, like a tip. I don’t want to say I’m brilliant for thinking of this idea, because it’s really a mix of the Japanese way; we don’t have tips, but you know you get really good service in Japan. Whereas in America, there’s a tip system where waiters try their best because they want to be tipped. So it’s a cross lateral in the game.

    What I really wanted to do – I didn’t want to give “thumbs down.” I didn’t want to give any negative in this game; it was a positive intent where I started this idea. In current SMS and internet, there’s likes and thumbs down. To me, [thumbs down] is like the stick – it’s an attack. But that’s why it’s a positive intent in the game; if [your objects] have few likes, they might disappear, and the ones with lots of thumbs up will remain, but it isn’t negative.

    So the idea isn’t to give players an incentive to “like,” so much as unite everyone to make the world of Death Stranding as supportive as it can be?

    Yes, because the world setting is the dark and lowest world you can think of. Your solitude, you’re alone – the storyline itself is a worst-case scenario. So why don’t I put in a system where it’s really more positive than negative?

    We’ve seen many cryptic trailers for Death Stranding over the years. In the final game, where does it fall on the spectrum between ambiguous storytelling – something like Twin Peaks­ – and more straightforward delivery?

    I haven’t lied at all – I just create the story as-is. In the trailers, maybe I just put out the scenes in between. But if you play from the start to the end, you will understand because it’s all connected. All the side plots are kind of recovered, all the small stories and things like that. But I am a great fan of David Lynch as well, so, yeah.

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    Sam has a lot to manage – his health, his equipment, etc. A lot of people turn to games to escape these kinds of responsibilities. How do you approach taking mundane maintenance tasks and putting them into a game so they don’t feel like work?

    Previously, in design, you had to create the rule because you couldn’t do the realism, right? In our everyday lives, there are so many mechanisms we have to work through, as you say, and we have to take the balance of what we do, how we maintain ourselves, and how we live. So I wanted to free the game design concept that we had to live by because we didn’t have the technology to do so in the past. We always created a rule, like the life bar is like this, and one hit takes away this much health. I wanted to add the real essence in Death Stranding.

    For instance, in any game, you could carry as many items as you want – even in Metal Gear, it was unlimited. Of course, you can’t do it in real life, right? You have to select one bottle when you climb a mountain. That’s why I put it in; a lot of games have aborted that kind of rule. This time, if you’re in the river, you can drift away – and that’s in real life as well. So that’s the gimmick and mechanism I kind of recreated, where other games – and even my games before – had to deform in a way.

    But the other thing about it is that you can go anywhere in the world. It’s open-world. In the past, even if games are “open-world,” there are limitations where you can’t go further. Like, they created valleys where you can’t go. But in this game, you can go anywhere. You set routes, and you want to know what goes on beyond. In this game, I think you will not understand if I just say this, but once you start playing the game, just walking in that world is really fun. What I realized is, when I monitor playtests – even the staff's – they don’t get it at first. But when they really start playing, just walking is really fun in the space.

    And now everyone will say, “Oh, it’s a walking simulator!” 

    It’s the same as when I first brought out a stealth game. If 100 people play it and 100 people say it’s fun, it means the genre or the game already exists. But this is a new genre – same as stealth the first time, there will be people who don’t get it. It will take time for the real evaluations to come in.

    Let’s say a player has finished the game and is watching the end credits. In your best-case scenario, what do you want the player to be thinking about at that point?

    Well, I should really not say and leave it to the users. But the theme of the game is connection; you will understand the meaning of it. Like in dramas, or games, or online – everything comes together, and you see the end credits. But I just want people to finish the game.

    Not a good example, but if you climb Mt. Fuji to see the rising of the sun – in Japan a lot of people do that – it’s really tough to climb to the top. On the way, some people might abort. But once you’re on the top, and you can see the mountain, people just cry. Same with our game; people who don’t make it to the end won’t be really moved. Of course, I left that up to the players.

    Click here to watch embedded media

    How does the concept of the chiral network differ from our modern-day communication?

    It’s a “letter theory.” It wasn’t real-time before, in the past. For instance, a husband writes a letter from the battlefield a long time ago: “I don’t know when I’m going to die.” And he sends it, and it takes a couple months before it arrives, and the wife receives it and reads it. There’s a time when she thinks, “He might be dead.” The wife has to imagine what he was thinking at the time he was writing – and this was the communication then. Right now, it’s more real-time.

    This is about caring for people. It’s not direct; I wanted to do that with the internet we have today. If someone puts a cup there in Death Stranding, you might think to yourself, “Did that person deliberately put it there? Did he just have to throw away the load? But you think about it. It’s like the letter theory. In this direct communication era, I wanted to create an indirect communication using the technology of today so you feel for others more. Like you used to, back then – the 20th Century, 19th Century style – when people had to think about others in communication. But nowadays people forget about it because we’re so direct. I can Face Time you any time. So, right now, if I see your cup, I can phone you and say, ‘Hey, what’s this cup for?” But in Death Stranding, you can’t. You have to think about it.

    Now, when you place a cup after that experience, you have to think about, “What would people think if I put it here?” So I believe that this way, people’s feeling towards each other will deepen in Death Stranding because of how it’s connected.

    And within the context of the world, when you go to a prepper, for example, and plug them into the chiral network, are you just plugging them in to a better internet connection?

    There’s actually three steps to that chiral network. For Bridges’ sake, you’re connecting from east to west and they want you to join the UCA – the United Cities of America. When you connect, you can use UCA services, but at the same time, they’re retrieving your information 24 hours a day. It’s like 1984. Some people may not like that, and say “I’m not going to connect to UCA, because we’re going to repeat the same thing that we did.” Like Trump, or the EU, these things. It’s a metaphor. However, if you get really close, they start to say, “Okay, I’ll connect.”

    A lot of preppers just sign a contract to be connected to Bridges. The network is there, but there’s no communication or other actions – that’s why they can’t use the chiral printers and things like that. If they say they will join the UCA, then you can use the chiral network, the chiral printers, things like that. In the game, the mission is to really reconnect America again – but I haven’t said whether that is correct or not.

    Click here to watch embedded media

    In the “Briefing” trailer, a lot of the language about people being divided sounds familiar to what we hear in America today. Is that intentional?

    It’s about America, but I made that map deliberately not correctly America. Maybe it looks like Japan from that angle. I want people to not think “America,” but “where you are.” Because it depends on who is seeing it. And of course, it’s in the future, and everyone’s connected by internet, but everyone is fragmented. That’s kind of a metaphor as well. So Sam is not hip-hip-hooray for connecting America; his motivation is to save Amelie, and a whole fleet of sensitive people will share the same attitude. They have to, because they are on a mission. They always don’t want to. Sam actually moans a lot on this journey, saying “Why am I doing this?” And it’s actually the same position the players can be in. “Why am I doing this? It’s so rough, so lonely, and so solitary!” When you play, and connect, there’s drama, there’s preppers, there’s storyline; you start to feel like connection might really feel good. But I’m not saying it’s positive or negative to connect. It’s really up to the players to see how they feel while playing the game.

    The game is so close to being complete. Now that you can see the near-final product, what is the biggest difference you notice from how you first envisioned Death Stranding?

    The concept hasn’t changed at all from the start. On the vision side, yes, I imagined I could do more – like, PlayStation 6 for the visuals. But it’s not all about graphics. A lot of people were against my first concept, and I’m really happy that the staff made it together with me. All the staff really liked playing the game and I really feel happy. And I just feel it’s the user’s turn now.

    A new concept is really difficult to explain at the start. The stealth game, no one really got it when I first presented it. Your first enemies are always your staff, or the people working with you. “You carry things, you connect, and you only give thumbs-up – what’s fun about that?” was the first reaction. If I had listened, it would just be a normal game. But a lot of staff, they believed me. They said, “Okay, we’ll try it out.” A lot of staff members, whether quickly or late, they start to get it. I can’t really blame the staff, because I can’t show inside of my brain. No one understood at all when I first explained. “Are you insane?” But they participated. Norman, Mads [Mikkelsen], same. When I asked them to join, and I explained to them, they had no idea what I was going to do.

    Have you explained Death Stranding to anyone and had it click immediately, instead of taking a while to understand?

    Yes, there were some people. Especially creators were quite quick to click. Like [director] George Miller, who is kind of my mentor – my god. In 2017, I went to Australia. I only had a trailer, and I also explained verbally to him. George Miller said, “In all aspects, you are correct. Mathematically, psychologically, physically, philosophically.” He kind of started to draw a diagram, he has this theory, so he said, “What you’re trying to do is correct.” I should have recorded that! I should have sent it to the staff! That was really a happy moment.

    Maybe not people in the game industry, but musicians, directors, and creators. So, that’s why I tend to kind of overlap with musicians and film directors more than the game industry people – because they kind of tend to synthesize with me in that way and click faster.

     

    Death Stranding releases on November 8 for PS4.

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  2. greed3.jpg

    Publisher: Focus Home Interactive
    Developer: Spiders Studios
    Release: September 10, 2019
    Rating: Rating Pending
    Reviewed on: PlayStation 4
    Also on: Xbox One, PC

    The enemy troops outnumber mine three to one. Defeat is inevitable, and we have our backs to the wall with no escape in sight. In a last-ditch plea, I convince their leader to at least have the honor of felling me with a sword, and we exchange metal. He’s no match for me and I gain the upper hand after a few well-placed strikes. My knife is now pressed firmly against his throat. I can set him free and try more diplomacy, but my best play may be spilling his blood to scare his troops into retreat.

    This is a huge decision you are forced to make in GreedFall, a sprawling role-playing adventure that is grand in ambition, yet struggles to deliver it in polished ways. Set amid a beautiful backdrop that combines a beast-filled fantasy setting with architecture inspired by 17th-Century European baroque art, GreedFall delivers a unique vibe, and it strives to make the player feel like they have a say in almost every event that unfolds. Player choices are handled exceptionally well, both in terms of how they affect the flow of the story and in pushing the player to sculpt their character with talents needed to enable more choice.

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    Some of the decisions are as black and white as “burn it down” or “leave it be,” but most require talent rolls, such as having the charisma to bend someone’s will. Developer Spiders’ delivers these talent rolls frequently, and they usually bring immediate benefits, even to world exploration. You need to invest in lockpicking to open doors and chests, agility and strength to wield specific weapons, willpower to harness the power of amulets, science to make bombs, and vigor to have the ability to balance, jump further, and climb specific surfaces. Every level gained makes your character more interesting and dynamic. Spiders does a phenomenal job with the RPG systems, which are deep, meaningful, and include scaling your character to equip better and rarer gear.

    Carefully chosen player choice even extends to the companions you bring along, as the faction they support may be at odds with the NPC you are conversing with, and, without notice, your cohort could escalate a situation. Much like BioWare’s games of old, you can get to know your companions and increase your standing with them just by talking to them, complete with unique quests further the relationship. And yes, romancing them is an option. I like how my relationship with Aphra progressed and concluded, but I can’t speak to how the other romances unfold.

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    GreedFall’s world is broken up into sizable hubs that are nicely designed, and deliver plenty to explore if the player chooses to veer off of the beaten path. Chests are littered everywhere, as are side quests. As much fun as it is to uncover more of Teer Fradee, that means you have to engage in combat – GreedFall’s troubled Achilles heel. Not only are enemy types lacking (you battle the Valieg over and over), but encounters frequently glitch out, leading to strange stalemates. Most battles take place in open areas, giving you plenty of room to spread out and evade enemy attacks, as many will charge you. If you happen to pull an enemy too far from their starting point (and it could just be 10 feet in a specific direction), they lose track of you, walk slowly back to their default position, and gain all of their health back. For whatever reason, each encounter is set within a ring, but the player has no visual way to know where the boundaries are, making battles maddening at times.

    Spiders did a nice job with the combat mechanics – swinging melee weapons and casting spells feels great, but the enemy rarely puts up a decent fight. Most of their attacks are far too easy to read, meaning you can dodge or parry them with ease. I found my character was far too powerful for the second half of the game, just from undertaking roughly 30 to 40 percent of the side quests and activities. Combat is something GreedFall desperately needed to get right, given just how heavily quests often just consist of conversations and exploration, but it ends up being the worst part of the game.

    Click here to watch embedded media

    Many of the quests are fairly vanilla in design, but are lifted up by strong writing, which sometimes moves into the realm of mini-stories used to flesh out characters or the world. The central arc of four factions warring over a cure for the Malichor disease goes places and is nicely told. I especially like the quests that are formatted like mysteries that push the player to search areas to unearth clues and communicate with witnesses to piece stories together. That said, it takes a fair bit of imagination to bring some of the tales to life since they mostly unfold through emotionless (and mostly animationless) characters. Some big story beats are scripted well, but most of this experience is just talking heads. Again, the stories GreedFall tells are quite good, but the production values are lacking.

    GreedFall’s stories, world, and wealth of choices are fun to explore and can legitimately be great at times, but the problematic combat, reliance on conversation for quests, and lack of polish over everything hold it back, but Spiders is on to something and isn’t far off from having its first truly notable RPG. Much like Bethesda’s early Elder Scrolls titles and CD Projekt Red’s first Witcher game, GreedFall feels like it’s the beginning of something great, but it just isn’t quite there.

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    Score: 7.25

    Summary: Much like Bethesda’s early Elder Scrolls titles and CD Projekt Red’s first Witcher game, GreedFall feels like it’s the beginning of something great, but it just isn’t quite there.

    Concept: An action/RPG that delivers meaningful player choice for the story and character building, but struggles with polish and execution

    Graphics: GreedFall’s environments are nicely detailed. The cityscapes are fascinating, but interiors are repeated too often

    Sound: Olivier Deriviere’s soundtrack is the best part of this experience. Combat encounters begin with a quiet rumble and eventually turn into a ruckus. Character voices are decent as a whole

    Playability: Hack-and-slash melee and spellcasting feel good, but enemy encounters don’t offer enough variety. Fights can reset if you move too far in one direction in the open world

    Entertainment: GreedFall’s writing is solid, and the player choice is fun to engage in, but the games needs polish and more meaningful action

    Replay: Moderately High

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  3. ss-001.jpg

    Developer: Bandai Namco
    Release: 2020
    Platform: PlayStation 4, Xbox One, PC

    Outside of a few basic beats, Bandai Namco has been keeping details about Tales of Arise under wraps. This TGS marks the first time we've had new information, thanks to a new trailer and stage show. 

    We learned more about how the two main characters, Alphen and Shionne, will be connected. The pair come from two very different worlds. You see the story through the eyes of Alphen who is from Dahna. He crosses paths with Shionne, who is from Rena, which Bandai Namco referred to as "a land of the righteous and divine." Shionne's land of Rena has ruled over Alphen's Dahna for the past 300 years, and it hasn't been pretty. Rena, with its advanced technology, has depleted Dahna of its natural resources, keeping them subservient and miserable. 

    It still hasn't been divulged exactly why, but Shionne, who has thorns growing all over body that hurt anyone who touches her, is being chased by her Renan cohorts when she meets Alphen. Her encounter with Alphen leads him to take the torch flame sword and work to free the people of Dahna. Apparently, she has "secret motivations" for turning on her people and helping Alphen and the people Dahna gain their freedom. The game begins with both Alphen and Shionne looking to change their fate and create a new future. 

    In this universe, "astral energy" exists in both living beings and inanimate objects, and when used for magic is referred to as "astral artes." Only Renans know how to use these artes, their eyes glow blue when using it. While Shionne has to power to cast healing artes, Alphen wields the "torch flame sword," which is a manifestation of astral energy. Here's where Alphen and Shionne become reliant on each other, when Alphen uses the flame sword, the fire damages him, meaning he needs someone like Shionne around to heal him. Although Alphen doesn't feel physical pain, which is why he can use the sword, he still suffers adverse effects from using it. It's said that the relationship between these two "changes the fate of the planets."

    The new trailer shows plenty of Alphen and Shionne's dynamic in action, but also comes with a tease: another character. All we can see is their shadow walking toward the two and collapsing, as both Alphen and Shionne run to help. While we knew there would be other party members, as we were told at E3 to expect a cast the size of past entries in the series, this is our first glimpse at another party member, so hopefully, we learn more in the future.

    Lastly, the new art style was discussed, longtime “Tales of” team artist, Minoru Iwamaoto, who was previously a character designer, is now the art director. It's said that the team put a lot of thought into utilizing the Unreal 4 Engine, but still having the game capture the essence of the Tales series. The watercolor art style will remain intact, but Bandai Namco said it's making the enemies look more realistic and more menacing this time around. The goal is ultimately to strike a balance between the anime-style and photorealistic artwork. 

    Tales of Arise is set to come out sometime next year on PS4, Xbox One, and PC. 

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    Publisher: Koei Tecmo
    Developer: Gust
    Release: 2020
    Platform: PlayStation 4, Switch, PC

    Fairy Tail, a long-running manga and anime, is receiving the video game treatment. Koei Tecmo and Gust made the announcement ahead of Tokyo Game Show and held a stage show there today to showcase more about the game based on creator Hiro Mashima’s work. The game is being created under Mashima’s supervision to make sure our journey to the continent of Fiore is as close to the true experience as possible. For those not in the know, Fairy Tail places you in a world of mages and wizards. It follows the exploits of a mage guild, taking jobs to earn their keep and learning more about the world’s mysteries. We were on hand at Tokyo Game Show to learn more about how the game, which is taking plenty of cues from Gust’s flagship franchise, Atelier. 

    You control main character and Dragon Slayer Natsu, but over 10 characters will be playable. In addition to Natsu, the following have been confirmed: Wendy, Lucy, Grey, and Erza. The game doesn’t cover the entirety of the anime but will feature several arcs from it. The story focuses on the point where the characters are rebuilding the guild, which ties directly into the gameplay. You accept missions and requests, slowly raising your guild’s renown to new heights via a lettered ranking system. As you earn money from missions, you can also use it to upgrade your guild’s exterior, such as adding a magic shop or a better quest board. Characters will join your guild through the story, but a few you will need to bond with before they will join your party. You can also recruit supporting characters (not for battle) to join your guild, although they won’t be playable they will help around the guild. 

    Click here to watch embedded media

    The town of Magnolia has been recreated in 3D and it looks gorgeous. I had the game demoed for me and everything was crisp and clear, and the cutscenes were in line with the anime. Magnolia may be your base of operations, but it’s not your only destination. You also travel around on the world map, gaining access to new areas as you advance in the story and complete quests. Areas look very similar to the layout of the Atelier games, filled with enemies, items, and materials. Gust confirmed there would be a crafting system in the game, but it wouldn’t be anything overly complicated. You use the materials you find to create magical crystals, which you equip and strengthen your characters.   

    Battles are turn-based, with a focus on managing your MP wisely alongside chaining attacks and performing combination specials. Since Fairy Tail is all about magic, Gust is tying that into your strategy, as elemental weaknesses are a big part of the game. Associate head of Gust Keisuke Kikuchi said to expect all the signature magic and some of the “legendary, flashy” magic. 

    Gust feels like a natural fit for Fairy Tail, and I was surprised at how well some of the systems they’ve been perfecting in the Atelier series complement Fairy Tail’s world. Time will tell how it shakes out, but it’s interesting to see Gust approaching a big property with such fanfare. 

    Fairy Tail is set to come out sometime in 2020 for PS4, Switch, and PC.

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    Publisher: Square Enix
    Developer: Square Enix
    Release: March 3, 2020
    Platform: PlayStation 4

    Square Enix already released a new trailer for Final Fantasy VII Remake, but that isn't all the information the company had for fans at Tokyo Game Show. During a live stage presentation at the PlayStation booth, Final Fantasy VII Remake producer Yoshinori Kitase showcased a variety of additional features and moments that we haven't seen yet.

    You can see the whole presentation in the footage below. However, since it was all in Japanese, the official Final Fantasy VII Remake Twitter account followed up with a series of helpful explanations to shine a spotlight on the most interesting parts. 

    Click here to watch embedded media

    The most surprising announcement came in the form of the "classic" battle option. Final Fantasy VII Remake reinvents the original battle system and focuses on action, but players who want an experience closer to the original can turn on the classic option. This creates a more traditional turn-based feeling in combat.

    The next sequence shows off the ridiculous (and hilarious) squat minigame in action, which then transitions to Cloud, Tifa, and Aerith in battle against Aps – a boss in the Midgar sewers. Tifa is unsurprisingly adept at up-close melee combat, while Aerith seems most effective at range. However, the most tantalizing part of this encounter is the mysterious summon gauge that fills.

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    Of course, that doesn't remain a mystery for long. When the summon gauge is full, characters can use the summon they have equipped. Unlike the original Final Fantasy VII, these creatures don't just show up for long, one-off attacks; they remain on the battlefield as active participants. In the demo, Cloud summons Ifrit, who goes toe-to-toe with Aps independently, though players can still issue specific commands to summons (just like they can with other party members). Once the summon gauge hit zero again, Ifrit left the battlefield, but not before executing its signature Hellfire attack. 

    As a longtime fan of the original, all of these new bits seem like smart moves. I'm happy to see how the team is experimenting and deviating from the original pattern; game design has evolved a lot in the 20-plus years since Final Fantasy VII first released, and it appears that Square Enix knows how to mix classic and modern elements. I'm excited to see how they all come together at release.

    Final Fantasy VII Remake launches on March 3 for PlayStation 4. For more on the game, watch the footage we recently recorded at TGS.

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  6. dsbasetop.jpg

    Publisher: Sony Interactive Entertainment
    Developer: Kojima Productions
    Release: November 8, 2019
    Rating: Rating Pending
    Platform: PlayStation 4

    Earlier this week, Hideo Kojima gave Tokyo Game Show attendees a 50-minute deep dive into Death Stranding that taught us a lot about the mechanics and flow of the gameplay. Today, the creator once again took the stage at TGS to demo the game, but it wasn’t to show off any action. Instead, Kojima explained a new feature called private rooms.

    Because Sam’s mission is to travel from east to west across the country, he doesn’t have a centralized base he returns to regularly. Instead, players can construct safehouses in the world, which provide a place for Sam to recover – but they are capable of more than just restoring your health. These structures contain private rooms that incorporate a variety of unique methods of customization and interaction.

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    In private rooms, you don’t control Sam directly. Instead, you adjust the camera angle, and different things happen depending on your focus. Keeping the camera trained on Sam’s upper body might cause him to strike a few poses, but he may shuffle his feet instead if you zero in on his boots. This is also an opportunity for some amusing break-the-fourth-wall moments; if you repeatedly try to zoom in on Sam’s crotch, he eventually gets up to punch the camera. But even if you don’t cross that line, Sam still acknowledges your presence in private rooms. He gives sly winks and points at things unprompted, building an interesting kind of rapport between the character and the player.

    You also have the ability to interact with some objects in the room by looking at them. For example, focusing on the shower area gives you an option to clean off, and a shelf behind Sam contains collectible action figures you can examine. Sam’s BB – the baby he carries with him in a pod – is also in the room, and he can walk over and tap on the glass. However, when this happened during the demo, a disturbing scene occurred with the BB headbutting its way out of the pod. Thankfully, other ways to use the private rooms are less nightmare-like.

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    These spaces have many customization options. You can change room itself (like the color of the walls), but you can also alter Sam’s appearance and equipment. Put on a hat and sunglasses, then choose their colors. Fiddle with your backpack and allocate space for different pieces of equipment. And when you’re all done, you can go back to the open world and decide what music and holograms greet players as they approach your safehouse.

    Like most things you build in Death Stranding, safehouses (and the private rooms they contain) will populate the world for everyone. That means other players may see the private room you design, or you may run into safehouses other people have constructed and customized. While the private rooms may be a small part of Sam’s overall journey, this unconventional demo has us eager to spend time in these spaces and take a good look around.

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    Publisher: Koei Tecmo
    Developer: Team Ninja

    The first Nioh made a big impression on gamers with its cool samurai backdrop and unrelenting difficulty. Nioh 2 isn’t changing up the formula; it stays true to the insurmountable challenge, but it is also leaning more into the yokai (Japanese spirit) elements for more memorable moves to defeat the larger-than-life bosses. While at Tokyo Game Show, I went hands-on with the game and attended a presentation to learn more about it. It quickly became my favorite game of the show.  

    Producer Fumihiko Yasuda confirmed that Nioh 2 is a prequel taking place slightly before the origInal. Set in the late 1500s, you play as your own customized character who is part yokai. “The big historical storyline is going to be that [Toyotomi] Hideyoshi, one of the greatest Japanese warlords, was actually two people – that includes you and Toukichiro, and you two will be Hideyoshi together and that sort of ties into the core of the story,” Yasuda explains. Toukichiro is another main character in the game, and Yasuda said he was based on a historical figure, connecting the dots Hideyoshi at one point went by a similar name. 

    Outside of navigating being one half of the man known as Japan’s “second great unifier,” you also are much more than just a samurai fighting evil this time around; you will become a demon by darkness, thanks to your yokai ties. This means you can shift into a yokai form and have special attacks. In fact, any yokai you defeat will drop a soul core, giving you the ability to equip one of their big moves. Yasuda said the goal with the first game was to make a Sengoku death game, this time around the team wanted to make a Sengoku and yokai death game. 

    Also new to Nioh 2 is a place called the Dark Realm, which is where yokai dwell. At certain points, yokai will drag you down here as the Dark Realm enhances their powers. This brings out some of the tougher enemies but defeating them often rewards you with quality items. In fact, some chests can’t even be opened unless you take them down first.

    Click here to watch embedded media

    While there’s no easy mode, there are a few ways to get help. Just like the original, Nioh 2 has co-op, but this time it’s expanding its real-time multiplayer to up to three players. You can also look to “Benevolent Graves.” Once activated, these allow A.I. versions of human players to appear in your game for assistance. If you set one of these graves down, you can also have an A.I. version of your character help out another random player. 

    This all sounds promising, but then I get to see it firsthand in a hands-on demo. Nioh 2 follows the same philosophy as its predecessor: survey the area and defeat enemies to get better gear so you stand a better chance at whatever big bad is awaiting you at the end. Gear and weapons still show up cosmetically on your character, giving you a new look for every occasion.

    After searching around in my demo, I find the dual hatchets, a new weapon in the game, and they quickly become my go-to, as they feel weightless and fast, but can also do a good amount of damage. Plus, some of the combos are just plain cool to see in action. You can also find a new yokai, similar to Kodama, that offers support. In this case, if you find the adorable cat-like creature in a level, it will follow you around and regens your meter to activate yokai moves. 

    As the demo progresses, I slowly get back in my Nioh groove, defeating harder and harder enemies. Stances are still important, depending on how you want to play: high for offense, mid for defense, and low for dodging, and it still comes down to studying attack patterns and making sure you don’t put yourself in a vulnerable position. Players of the first game know there’s no worse feeling than running out of stamina and sitting there unable to move, seeing the incoming hit and knowing there’s nothing you can do. And sometimes you can do a lot right and still fail, as I see first hand in my first big boss battle against a vicious horse-faced baddie with a big cleaver. His wide swings take up so much space that missing a dodge and getting swept up in a nasty combo is the easiest way to a game-over screen, which happens three more times before the timed demo expires.

    And yet, it’s the most fun I’ve had at the show. The adrenaline rush of slowly figuring out how to take down a massive boss that at first just entirely wipes the floor with you is undeniable. Each death gets you a little closer to victory, as you learn the patterns, make better decisions, and ultimately land one of those counters or combos that stun an enemy. Nioh 2 doesn’t reinvent the wheel, but throwing in some cool yokai moves to use against these menacing foes makes the victories all the sweeter.  

    Nioh 2 launches in early 2020 for PlayStation 4.

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    Click here to watch embedded media

    Publisher: Atlus
    Developer: Atlus
    Release: 2020
    Platform: PlayStation 4

    Persona 5 Royal is an expanded re-release of the original version from 2017, and one element  (among many) getting a stylish reinvention is the opening title sequence. The all-new animation is accompanied by a catchy song, and you can experience it all in the video above.

    The release of the footage coincides with Tokyo Game Show, where Atlus has Persona 5 Royal (or rather "Persona 5 The Royal" in Japan) on the show floor available to play. We got some hands-on time with the demo, which consists of a brief challenge battle – a new feature available in the Velvet Room. With multiple waves of tough foes with different weaknesses, this encounter seems tailored to show off the importance of the revamped Baton Pass mechanic, which gives you increasing benefits as you pass turns from one party member to another. 

    While the combat still works great, this particular demo doesn't shed much light on the questions fans are most curious about, like how the story is impacted by the new content. But once the game releases next month in Japan, we should know more. 

    Persona 5 Royal is slated for a spring 2020 release in North America. For more footage featuring this stylish RPG, you watch the recent overview, or dig into a bunch of trailers featuring the characters.

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    Publisher: SEGA
    Developer: Ryu Ga Gotoku Studios
    Release: 2020
    Platform: PlayStation 4

    Yakuza 6 may have been the conclusion to Kazuma Kiryu’s story arc, but the franchise is continuing with new hero Ichiban Kasuga at the helm for Yakuza 7. However, this upcoming installment isn’t just the same formula with a different face leading the charge; Sega and its Ryu Ga Gotoku Studio are making other big changes, like implementing a turn-based battle system instead of the series’ traditional action-focused fights.

    That might seem like a lot of upheaval in a single sequel, but we recently played a demo at Tokyo Game Show showing off the new characters and combat, and came away excited to see more. Though judging the story from a 10-minute slice of action is tough, Yakuza 7 certainly shows promise in its turn-based brawls.

    Click here to watch embedded media

    While roaming the city of Yokohama, players get accosted by a variety of violent individuals. As the group of bad guys close in, the encounters might look familiar, since the detailed character models and animations remain impressive. But once combat begins, you don’t immediately launch into a series of punches and kicks. Instead, a menu pops up with a variety of options that any RPG fan should recognize, like using a standard attack, special move, or item. All participants get their turn to act, so button-mashing won’t help you here.

    Fights are still about pounding goons with an array of flashy martial arts and improvised weapons, but now they have a satisfying layer of strategy. Do you attack the enemy who acts next, cure your bleeding status, or do try to pull off a big move on the thug closest to you? Positioning is important; this isn’t like RPGs with bad guys on one side of the screen and good guys on the other. Battles can happen in haphazard groups, so paying attention to your surroundings can help you hit multiple foes with one attack and manage the crowd efficiently.

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    In the demo we played, Ichiban travels with two companions who players can also command. They have their own unique (and cinematic) special moves, like using a mouthful of booze to create an all-consuming fire dragon to burn foes. These attacks are hilarious and over-the-top, delivering the series’ signature bone-crunching takedowns – just with a new method of execution.

    Yakuza 7 seems to establish its own identity once the fists start flying. Strategic considerations and cool visual effects prevent the battles from feeling like mechanical RPG encounters, mainly because these fights look like the fights Yakuza fans love. How they evolve over the course of the game remains to be seen, but at this early phase, you shouldn’t be scared of this sequel just because it’s different.  

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