Tokyo 42
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5.00
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Tokyo 42 is a hyper-stylish isometric open-world shooter. Framed for a murder you didn't commit, you'll delve into a world of assassins, deadly corporate intrigue and…tactical cats. Spin the camera to see every angle of this beautifully hand-crafted micro Tokyo, as you discover a huge range of weapons, secrets and stories. Skilful shooting, bullet physics, sneaky stealth and crowd simulation all play a role in this ultra-colourful kinetic frenzy. A single player open-word story mode and a host of multiplayer modes await in this unique and critically acclaimed action masterpiece.
Steam User 0
Beautiful game with somewhat lackluster combat and stealth.
I actually really enjoyed the switching camera forcing me to develop spatial awareness of all enemies and possible paths.
Steam User 0
Greatest vibes, music, art. That is the first game, where architecture stood out to me and indeed, one of the creators is an architect. I like the geometricality of it so much, that I'm going to leave positive review, but the gameplay is not good.
One of the main ideas, as I understand, is to make a puzzle out of perspective. Isometric projection, fixed view angles obfuscate a lot of information, and transversing/shooting requires understanding of environment's geometry, so the act of viewing an environment from multiple fixed angles and choosing one of them as the main for each action event becomes a challenge. Considering how amazing and diverse the geometry and design of the environment is, at first I was really excited about this novel gameplay. I would even call it different genre. But unfortunately this puzzly gameplay clashes with the most prominent part of the game - pretty standart bullet hell shooter with cover. You can find in the comments many examples of why this mix feels extremely frustrating and unfair. Besides the shooter, there's a lot of exploration and secret-hunting, and these parts of my playthrough I definitely found very enjoyable! It's such a shame that 50-70% of the time is spent in shooter mode. For my skill level, I found that the most effective tactic is to shoot as many bullets as possible in the general direction of the enemy, while concentrating on dodging and praying. In tough fights it works with probability of 10%, so you just replay every fight 10 times. If doesn't work - throw 100 grenades. Other approaches either less effective, or much slower and bore me to death.
I wonder if it is feasible to get rid of bullet hell aspect completely, make impact of the shots instanteneous, after the warning and add some gadgets for transversal through walls/ceilings, mind posession, etc; making it much more of a tactical experience, which more leans into unique geometric puzzle. But you need a really good game designer who can spend all of their time on solving this.
Steam User 0
Good game
Steam User 0
very good innit
Steam User 0
its good
Steam User 0
Is good