At Tokyo Game Show 2017, Japan’s game developers seem more interested in reprising the past than pushing things forward
Private sales of nuclear fallout bunkers have, in recent months, reached their highest levels yet in Japan. Such is the level of national anxiety of being almost-neighbours to a North Korean megalomaniac who routinely plunges test rockets into the Sea Of Japan. Still, the existential dread that accompanies this kind of international sabre-rattling (not to mention the last shoe-soaking downpours of a lingering monsoon) only slightly dampened the atmosphere of this year’s Tokyo Game Show, which still managed to lure a quarter of a million visitors to its cavernous, gloomy venue, the Makuhari Messe convention centre. Here, on the bleak industrial outskirts of the city, a little over 600 companies, including a clutch of international indie developers, showed up. As in recent years, however, many of the big hitters, from Nintendo to EA, from Activision to Ubisoft, were conspicuous by their absence. In fact, there were 200 fewer games on display compared to last year, when 1,523 games made the journey to the show floor.
These shrinking numbers are, surely, a function of the diminishing role that these thundering shows play in the business of promoting and selling videogames at a time when a well-promoted tweet or precision-placed YouTube advertisement can shove a game in front of far many more eyes than any stand in a deafening, reeking exhibition centre. During TGS week the founder of one of Japan’s highest-profile PR agencies quietly admitted that he now advises smaller developers against booking space at the show. Far better, he said, to spend the money on a social-media campaign, where the competition may be equally stiff, but the potential audience is many magnitudes greater.
Denne historien er fra December 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent ? Logg på
Denne historien er fra December 2017-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart