In June 6th blog post, the company announced it will have an ‘Extended Showcase’ on June 14th, beginning at 10am PT/1pm ET. The show will be around 90-minutes in length and will be broadcast live in English, French, and additional languages.
The extended event “will share new trailers, take deeper looks at the news from the Xbox & Bethesda Games Showcase,” which takes place on Sunday, June 12th, and feature “some of your favorite game creators,” says Microsoft.
It will be streamed live on YouTube, Twitch, and Facebook. However, it’s currently unknown which trailers will be shown.
Normally, the Electronics Entertainment Expo (E3) happens in June — a major gaming industry trade show filled with announcements, demos and other programming.
Following a messy digital-only show in 2021, however, E3 has been completely cancelled this year, leading to a bit of a vacuum in terms of gaming events. As a result, various companies are seizing the opportunity to hold their own shows, which can make it a bit difficult to follow along with everything.
With that in mind, we’ve rounded up all of the confirmed events so far, as well as how you can tune in. We’ll also update this as more events and details are confirmed.
PlayStation is holding a State of Play presentation on Thursday, June 2nd at 3pm PT/6pm ET. Running for “nearly” 30 minutes, the showcase will feature “exciting reveals” from PlayStation’s third-party partners, plus “a sneak peek at several games” coming to PlayStation VR2.
It’s important to note that while PlayStation didn’t explicitly say first-party games wouldn’t be at this State of Play, it’s clearly emphasizing third-party and VR titles. Therefore, it would be best to not go in expecting an update on God of War: Ragnarök or other first-party titles.
You can tune in to the State of Play via PlayStation’s YouTube and Twitch channels.
Summer Game Fest — June 9th
Particularly happy with how much raw gameplay we are showing at #SummerGameFest on June 9, lots of trailers, but some really great gameplay sequences too!
While E3 is officially dead (for this year, at least), Canadian producer Geoff Keighley (The Game Awards) is bringing back his Summer Game Fest event, which ostensibly serves the same purpose.
Taking place on Thursday, June 9th at 11am PT/2pm ET, Summer Game Fest will tease “what’s next in gaming with huge new game announcements, world premieres, special guests, and much more.”
You can tune in to Summer Game Fest via The Game Awards’ official YouTube and Twitch channels.
Netflix Geeked Week: Gaming — June 10th
Netflix's GEEKED WEEK: Gaming on Friday, June 10 as part of #summergamefest will feature new looks at:
– Sonic Prime – Tekken: Bloodline – The Cuphead Show – DOTA: Dragon's Blood
— Summer Game Fest – Live June 9 (@summergamefest) May 26, 2022
Every year, Netflix has a genre-focused showcase of upcoming content called ‘Geeked,’ featuring sci-fi, fantasy, superhero and more. On Friday, June 10th at 10am PT/1pm ET, the company has a gaming-centric event, which will be hosted by Geoff Keighley and YouTuber Mari Takahashi.
Expect to see video game-inspired shows like the Vancouver-made Sonic Prime, The Cuphead Show! and Tekken: Bloodline, as well as announcements related to Netflix Games.
You can stream Netflix Geeked Week: Gaming on Netflix’s YouTube and Twitch channels.
Tribeca Games Spotlight — June 10th
👾 ATTENTION #GameTwitter 👾 : #Tribeca2022 just unveiled its official Games selections, which celebrate the convergence of games, entertainment, and culture.
World-renowned film festival Tribeca is once again showcasing several games from around the world.
This year, nine titles are being given the spotlight, including Venba from Toronto’s Visai and Cuphead: The Delicious Last Course from Oakville, Ontario’s Studio MDHR. The full list can be found here.
Each developer will get a chance to feature their game in a special ‘Tribeca Games Spotlight’ stream on June 10th at 12pm PT/3pm ET. You can tune in on Tribeca’s YouTube and Twitch channels, as well as its website.
It’s worth noting that one unique element of the New York-based show is that fans in person and at home can try out all nine games. Information on how that all works, including how to purchase tickets, can be found here.
GamesRadar‘s digital gaming showcase is back, this time promising around 40 PlayStation, Xbox, Nintendo Switch and PC games that will be featured, including those for Team17, Thunderful, and Amanita Design.
You can tune in to the show on June 11th at 12pm PT/3pm ET via GamesRadar‘s YouTube and Twitch channels.
Xbox & Bethesda Games Showcase — June 12th
Bethesda’s long-awaited Starfield is expected to be shown off.
Xbox’s annual summer event is taking place on Sunday, June 12th at 10am PT/1pm ET, and it’s once again branded as an ‘Xbox & Bethesda’ presentation. This means we’ll likely see Bethesda’s recently delayed Starfield and Redfall, and potentially, other Xbox first-party titles like Senua’s Saga: Hellblade II. On top of that, Xbox has confirmed that third-party games will be shown as usual.
You can stream the Xbox & Bethesda Games Showcase on Xbox’s YouTube and Twitch channels.
PC Gaming Show — June 12th
PC Gamer‘s annual PC Gaming Show returns on June 12th at 12:30pm PT/3:30 pm ET. Altogether, over 45 games will be featured, including the next title from Vancouver’s Klei Entertainment (Don’t Starve).
You can stream the PC Gaming Show on PC Gamer‘s YouTube and Twitch channels.
That’s all that we know at the moment, but there are a few other wild cards.
To start, Nintendo has always held an E3 ‘Direct,’ with the company only missing that window in 2020 due to a) the show’s absence and b) disruptions related to the COVID-19 pandemic. Therefore, Nintendo will likely have something in June, and will likely confirm something shortly before, as it normally does. The last major Nintendo Direct was in February, so it makes sense. to have one to help spotlight the company’s remaining 2022 slate.
Many eyes are also on Square Enix. The company normally has an E3 event, but without E3 this year, it’s unclear what it may do. That said, the publisher has confirmed that some sort of news on both Final Fantasy VII and the larger Final Fantasy series will come in June as part of their respective 25th- and 35th-anniversary celebrations. We’ve also been promised a “spring” update on Final Fantasy XVI, a game we haven’t seen since September 2020’s big PS5 reveal event, as well as an update sometime this year on Final Fantasy VIIRemake‘s sequel. It’s possible that Square Enix could hold its own stream to make any/all of these announcements this month, although it seems more likely that it will partner with PlayStation and/or Summer Game Fest to split up the news.
Capcom, Bandai Namco and Take-Two Interactive are other publishers that could, theoretically, hold their own events. That said, Keighley has noted that fans should expect fewer third-party showcases overall, so it’s likely that many of these publishers will just take part in other events if they have anything ready to show.
Which gaming events are you looking forward to this June? What announcements are you hoping to see? Let us know in the comments.
As I walk through the hauntingly empty and rain-soaked streets of modern Tokyo, which juxtapose nicely with the catchy jingles in the nearest convenience store, I find myself deeply engrossed in Ghostwire: Tokyo. Developer Tango Gameworks, which is based in Tokyo, has clearly recreated its city with loving reverence.
But it’s a feeling of immersion that doesn’t last. All too often, Ghostwire falls back on dated world design philosophies and repetitive combat. That’s a shame, because there’s quite a lot of potential here, and it’s only somewhat realized by the time the credits roll.
Monotonous magic
All of that is even more disappointing because Ghostwire has an exceptionally intriguing start. One day, the bustling streets of Tokyo are suddenly overrun by paranormal entities known as ‘Visitors,’ reducing the iconic city’s population by a staggering 99 percent. As this happens, a young man named Akito becomes possessed by a spirit detective named ‘KK,’ and together, the two must investigate the strange Visitor threat and save Akito’s sister, Mari. While some of these elements might seem spooky, this is not at all a horror game like Tango’s last two The Evil Within titles.
If anything, Ghostwire first comes off as a wickedly cool power fantasy. Thanks to KK, Akito — who you control in first-person — is granted some ethereal magic powers. These are called Weavings and they’re animated with such lively flair that they quickly become delightfully reminiscent of Aang’s bending skills from Avatar The Last Airbender or Dr. Strange’s spells from the Marvel films. Considering that most first-person action games involve guns, it’s commendable that Tango has taken such a novel, otherwordly approach. The problem, however, is that you quickly see that Ghostwire‘s magic is the epitome of style over substance.
Within the game’s first two hours, you acquire three spells — the single-shot, rapid-fire Wind Weaving, the explosive Fire Weaving and the wider-ranged Water Weaving — and these are the only three spells you’ll have for the 10-15 hour campaign. That wouldn’t be an issue in and of itself, except for the fact that the utility of the Weavings never really changes, and the types of enemies — as appreciably creepy as they can be — aren’t that varied. While the fairly basic XP-based progression system lets you improve the efficiency of these moves, their core “shoot ad nauseum” functionality remains frustratingly the same throughout. You do also have a bow and an instant-kill sneak attack, but the environments simply aren’t set up for stealth, so these don’t really prove to be meaningful additions to your arsenal.
What does somewhat elevate the dull combat is the finishers. Deal enough damage to an enemy and you expose its core, which you can latch onto with your “Ghostwire” to yank out. It’s in these moments where the PS5’s DualSense controller goes wild, delivering visceral vibrations as you pull harder. This, combined with the flashiness of your moves and conceptually unique take on first-person combat, made me lament the fact that fighting Visitors wasn’t anywhere near as fun as it looks.
Rewarding discovery… sometimes
Thankfully, Tango is overall fairly more successful with Ghostwire’s various other aspects, albeit with some key caveats. Interestingly, the game’s narrative has the inverse problem of the combat — it starts weak and picks up as you go along. Initially, Akito is a bland, personality-less hero who only talks about rescuing Mari, and because Ghostwire does nothing at first to develop Mari beyond a token damsel he must save, I found myself not caring at all about his quest. KK, at least, had a slightly more interesting backstory, which I enjoyed uncovering over time. And if nothing else, little bits of banter between Akito and KK, such as the former’s infatuation with dogs and the latter’s constant desire for a cigarette, help create an engaging, if superficial, core character dynamic.
Interestingly, though, Ghostwire becomes significantly more story-driven in the final few hours, bombarding you with flashbacks to Akito and Mari’s childhoods and a deepening of Akito and KK’s bond. On the one hand, these feel like “too little, too late,” but on the other, I appreciated the more methodical pacing for emotional moments. If more time was dedicated to fleshing out all of Ghostwire‘s narrative threads, especially its woefully underdeveloped villain, then more of an impact would have been had.
That said, Ghostwire‘s most well-realized character is named right in the title: Tokyo. Indeed, Ghostwire is at its best when you’re just roaming the stunningly detailed city and absorbing it all in. From towering neon skyscrapers and tranquil shrines to dense underground shopping areas and narrow alleyways, Tango’s fictionalized version of Tokyo feels meticulously crafted. You’ll eventually be able to zip up to buildings using winged creatures named Tengu, which hover in fixed locations and, when used in conjunction with your brief gliding ability, open up a nice degree of verticality to the city.
Some higher areas even require a bit of thought in how to ascend them; in one instance, I had to run through a little plaza to get close enough to jump onto a highway with an abandoned bus, which I could then jump off to reach a gondola to begin scaling my desired building.
Meanwhile, little collectibles that you can find, such as wayward souls speaking about their lives or discarded personal belongings, further help create the feeling that this was a city that was once lived in. Sidequests, too, are quite compelling. In addition to being satisfyingly short and sweet at around 20-30 minutes each, they’re also quite diverse in premise. In one instance, I chased a cackling demon through a multi-story complex to help out a grieving lover, while in another, I gave a moaning ghost some toilet paper. They’re by no means groundbreaking, but the way these quests vary in terms of tone, and the wells of fascinating Japanese folklore from which they draw, often made them more compelling than the main story.
If only Tango left you to your own devices during all of this; unfortunately, the developer has a frustrating tendency to stifle your exploration. The chief example of this is the way in which Ghostwire‘s world is structured. Each district of the map is covered in supernatural fog that you cannot pass, which can only be cleared by purifying sets of Torii Gates strewn about Tokyo. Not only is this an uninspired take on the trite “Ubisoft Towers,” but it’s one that frustratingly just makes you fight more waves enemies at each Gate.
Nowhere is this more egregious than in the late-game, in which you’re required to clear a set of one dozen consecutively to open up the final area. What’s more, you’re forced to watch after purifying Gates as the game automatically opens the map and adds markers for points of interest like sidequests, preventing you from naturally discovering these on your own even if you wanted to.
Given that Tango has created such a beautiful world containing surprisingly solid side content, it’s a shame that you weren’t given more freedom to explore. As mentioned before, Ghostwire is at its best when you’re just wandering the streets and picking up the last remnants of society. It’s an excellent sort of environmental storytelling in the vein of Gone Home or What Remains of Edith Finch, a rewarding and atmospheric way to allow you to piece things together yourself. But sadly, you can never fully do that when the game is constantly bombarding you with mandatory Torii Gates and resulting marker pop-ups.
A solid foundation
If I’ve sounded too harsh on Ghostwire, it’s mostly because I’m just disappointed with how Tango’s questionable design choices often do a disservice to its genuinely clever ones. Rarely have I seen such a unique and detailed open-world setting, nor have I come across sidequests that are well-paced and interwoven with rich and lovely folklore. Hopefully, Tango is able to make a sequel that can double down on all of that while providing a stronger narrative and deeper gameplay loop. For now, though, I wholly appreciate that the developer has taken a chance on a new IP, and it’s one that’s still worth playing, warts and all.
Ghostwire: Tokyo is now available on PlayStation 5 and PC to Deluxe Edition members, and will release for everyone on March 25th.
After a few hours with Ghostwire: Tokyo‘s first two chapters, I’m happy to say the game is off to a pretty good start.
For those unfamiliar, the latest game from Tokyo-based Tango Gameworks (The Evil Within) tells the story of a modern-day Tokyo that sees most of its inhabitants mysteriously disappear as deadly spirits called “Visitors” take over. Amid the chaos, a young man named Akito is bonding with a spirit detective, KK, and together, the two set out to investigate.
So far, the plot itself is unfolding somewhat slowly, with many questions still remaining. All I really know so far is that Akito is looking for his ailing sister, who was kidnapped by the Visitors, while KK himself has a shady past he largely keeps to himself. What this means is that neither character is particularly interesting at the moment, and I don’t find myself yet invested in their personal goals. That said, there’s an admittedly amusing rapport between the two, especially as you explore the city. In one moment, Akito might scold KK for leaving his base messy, leading KK to dryly ask if he’d prefer to clean it instead. In another, KK expresses impatient frustration should Akito enthusiastically stop to pet a dog or shop. (And yes, there’s both English and Japanese audio, the latter of which I’d recommend for the most immersive experience.)
On a broader level, though, Ghostwire‘s setting feels like a character of its own, and its most deeply compelling one, at that. The bright lights of buildings, convenience stores and cars suggesting a lived-in city are brilliantly juxtaposed with the dreary, almost noir-esque rainy aesthetic, creating an engrossing atmosphere, especially in first-person. It’s often creepy, but it’s never outright horror, if you’re someone who gets spooked easily. While the actual graphical fidelity is underwhelming, especially for a PS5- and PC-only title, the universally strong art direction makes up for that. You’ll especially appreciate the views from rooftops, which you’ll eventually be able to access using winged spirits for a nice added layer of verticality.
That said, Tango’s Tokyo manages to be sizeable enough to encourage exploration but not so bloated as to feel overwhelming. Instead, Ghostwire is more so about creating an overall eerie vibe that’s bolstered by a detailed city and delightful collectibles to teach you about Japanese culture. As someone who was fortunate enough to travel to Tokyo for the first time right before the pandemic, I adore how true-to-life Ghostwire‘s rendition feels.
But even removing that, I’m enjoying the game’s approach to sidequests. Periodically, you’ll come across friendly spirits that require assistance, such as cleansing a haunted home or finding out what happened to someone’s sibling. What’s great about these is they’re effectively short stories — 30-minutes-or-less escapades which flesh out both the folklore-inspired supernatural world and Atiko and KK’s personalities. They also net you decent amounts of rewards put towards upgrading your abilities and buying items, which make them fulfilling from a progression standpoint, as well. Chief among these is your collection of displaced innocent souls, which can be converted into XP and money.
Now, if you’re wondering why I’ve spent this long talking about everything but the combat, that’s because it’s Ghostwire‘s weakest element so far. To be clear: it’s by no means bad. In fact, it’s even cool to a degree. Through KK, Akito can use different forms of elemental magic — known here as “Weavings” — to fight off the Visitors. The mix of hand animations and particle effects makes magic look wonderfully flashy, while the DualSense adds a layer of punchiness through satisfying vibrations. From a presentational level, at least, it’s pretty unique.
The problem, though, is that it’s otherwise just serviceable and lacking in depth at present. Sure, it’s neat how each spell so far has its own use case. Wind Weavings are your basic rapid-fire blasts, while Fire Weavings cause powerful concentrated explosions and Water Weavings cover a wider range. Deal enough damage and you’ll expose an enemy’s core, which you can target for instant execution. But as a whole, there hasn’t been much variety in how I actually approach encounters. The enemy types up until this point, while certainly effectively creepy in their demonic, Slender Man-esque appearances, don’t really require any kind of strategy beyond getting blasted with your Weavings. And while there’s a stealth system for quick takedowns when behind an enemy or from afar with a bow, it feels very rudimentary. Hopefully, something expands with the combat soon to give it some substance to go with its ample style.
Because otherwise, Ghostwire is proving quite enjoyable. The core dynamic between the leads is fun, the Tokyo setting is beautifully realized and the sidequests offer gratifying glimpses into a rich culture. Those are the reasons to play for now, rather than the supernatural battles.
I’ll have more on Ghostwire: Tokyo in the coming days ahead of its March 25th on PlayStation 5 and PC on March 25th. In the meantime, there’s a free KK-focused visual novel prequel available on the PlayStation Store.