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Tokyo Twilight Ghost Hunters: Daybreak Special Gigs Review



Tokyo Twilight Ghost Hunters: Daybreak Special Gigs Review

Just over a year after its debut on PlayStation 3 and PlayStation Vita, Tokyo Twilight Ghost Huntersa visual novel with some elements typical of strategic role-playing games, returns to the old continent with a new definitive edition full of unpublished content: titled Tokyo Twilight Ghost Hunters: Daybreak Special Concerts, the NIS America-published re-release of the title features an extended storyline, an entirely new setting, and a number of minor tweaks made to both the plot and gameplay. The title is now available in Europe on PlayStation Vita, PlayStation 3 and for the first time also on PlayStation 4, both in physical and digital editions. We have tested it for a long time on Sony’s current flagship and here are our thoughts on the product.

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Where do we go when we die?

This question opens the game developed by Toybox Inc., inviting the player to reflect on the ultimate goal of man. The protagonist of the story, to which the player can change his name, blood type, height and various other parameters, is the young Ryusuke Touma, a third-year high school student who has just moved to Kurenai Academy, a high school. Tokyo located in the well-known district of Shinjuku. After a few chance encounters and a series of somewhat forced narrative devices, the student immediately finds himself affiliated with the mysterious agency known as Gate Keepers Inc., which is tasked with tracking down and exorcising the ghosts behind the judicial commission.

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Right inside the institute there is a dangerous ghost with a red jacket, the first in a long series of ghosts that we will have to find and defeat through the tools received from the Gate Keepers: an electronic device called the Ouija Pad and a special pipe capable of damage ghosts, also immune to any weapon. Led by the dashing Chizuru Fukurai, the growing group of Ghostbusters will follow a series of “Monster of the Week”-style cases, consequently each chapter will feature multiple characters with ever-different (if unoriginal) backgrounds, new problems, and side quests. and you can only end with the solution of the main case. On a narrative level, the game evolves very quickly, presenting sufficiently characterized characters and continuous references to true stories of Japanese ghosts or occult. Despite the interesting ideas, the title fails miserably in an attempt to raise the player’s tension, offering situations that are always flat and incapable of eliciting the slightest reaction; also because the various cases can be completed in no more than 45 minutes each and are mostly boring and even boring.
Much more interesting is the interaction system with the rest of the characters that, depending on the circumstances, allows you to choose the most appropriate reaction to the situation: two wheels, in fact, allow you to select both the correct approach, choosing between love , anger, sadness., suspicion and friendship, that the sense that is used between touch, hearing, smell, sight and taste. For example, by choosing Suspicion and Taste on a particular mission, the character will “taste” a strange gelatinous liquid found in a very suspicious environment; in other cases, a friendly handshake will improve relations with other members of the agency. There are also the classic multiple-choice answers that, in this type of production, allow you to move forward with the story and, above all, take various narrative clues; In the case of tokyo twilightIn fact, the right choices and a high level of affection allow you to discover the secret endings of individual supporting characters.
What differentiates the title from other visual novels is basically the presence of strategic fights that take place immediately after the conclusion of each investigation. These confrontations take place in the usual checkerboard grid of tactical RPGs, where the player can set traps and lead their heroes in search of the poltergeist in turn; our task is firstly to find the specter in the area and then restore its hit points (HP) within a predetermined annoying number of turns. Initially, in fact, the ghosts present are not shown on the map, but instead appear only in the vicinity of the various characters that make up the group.

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Once again, the title betrays expectations with an unstable combat system, entrusting ghost hunting to random and often causing entire and precious turns to be completely wasted: the few turns available, sadly affected by moments too much. limited, they can in fact. ending without being able to identify the objective, forcing the player to have to replay the battle and perhaps explore different areas of the map. If, on the other hand, it is possible to identify the enemy and the attack is successful, the view momentarily switches to first person to frame the animated sprite of the ghost in battle. As in the original version, while exploring the various maps, pay attention to the surrounding environment, as damage to furniture and walls will cause the reward received from completing each mission to sink. The technical aspect, at least in part, is the most refined aspect of the entire production. The illustrations of the characters, almost all animated, are really beautiful and detailed, also thanks to a very nice character design. Unfortunately, the same cannot be said for backgrounds, which are often too blurry and poor in detail. The excellent soundtrack to which, at the time, the great Nobuo Uematsu, whose name has always been a guarantee, had also contributed, was confirmed much more punctually. Finally, the translation of the texts (only in English) is quite accurate and during the examination we did not find any errors worth mentioning.