{"id":5333,"date":"2022-04-11T14:38:33","date_gmt":"2022-04-11T12:38:33","guid":{"rendered":"http:\/\/costops.com\/index.php\/2022\/04\/11\/its-like-stepping-into-another-world-how-covid-affected-the-eerie-city-of-ghostwire-tokyo\/"},"modified":"2022-04-11T14:38:33","modified_gmt":"2022-04-11T12:38:33","slug":"its-like-stepping-into-another-world-how-covid-affected-the-eerie-city-of-ghostwire-tokyo","status":"publish","type":"post","link":"http:\/\/costops.com\/index.php\/2022\/04\/11\/its-like-stepping-into-another-world-how-covid-affected-the-eerie-city-of-ghostwire-tokyo\/","title":{"rendered":"\u2018It\u2019s like stepping into another world\u2019: how Covid affected the eerie city of Ghostwire: Tokyo"},"content":{"rendered":"<p>Tango Gameworks\u2019 developers spent years imagining a Tokyo cleared by a terrible event \u2013 then lockdown emptied the streets, bringing an uncanny reality to their paranormal visions<\/p>\n<p>Making games is a long old road \u2013 five years or more, often, from conception to actual release \u2013 and when Kenji Kimura was stuck for ideas on the game he was directing, Ghostwire: Tokyo, he would wander the streets of Tokyo for inspiration. Walking around the back alleys of Shibuya, where the city\u2019s ultra-modern architecture rubs up against old shrines and traditional houses, he would imagine a Tokyo eerily emptied of people by a paranormal event; what it would look like, how it would feel. Then, a few years into the production of Ghostwire: Tokyo, something similar happened. Like many cities across the world, Tokyo was suddenly deserted as people were confined to their homes in the early stages of the pandemic.<\/p>\n<p>\u201cIt suddenly felt so spooky walking in the city, because we had to be afraid of a thing that we cannot see,\u201d says Kimura. \u201cIf we needed to go somewhere, we wouldn\u2019t deviate from the shortest path.\u201d The team he was directing at Tango Gameworks moved from their Shibaura office to home-working, finishing off their game about a ghostly city while living in one.<\/p>\n<p> <a href=\"https:\/\/www.theguardian.com\/games\/2022\/apr\/11\/ghostwire-tokyo-tango-gameworks-covid-lockdown\">Continue reading&#8230;<\/a><br \/>\n<img src=\"https:\/\/i.guim.co.uk\/img\/media\/1b2264fa54d7b81f8bf1bf08e3ed84ff6e3e49c7\/118_0_3600_2160\/master\/3600.jpg?width=140&amp;quality=85&amp;auto=format&amp;fit=max&amp;s=2b93d2b4d86431f7643a4cabc09114ed\" title=\"\u2018It\u2019s like stepping into another world\u2019: how Covid affected the eerie city of Ghostwire: Tokyo\" \/>Tango Gameworks\u2019 developers spent years imagining a Tokyo cleared by a terrible event \u2013 then lockdown emptied the streets, bringing an uncanny reality to their paranormal visions<br \/>\nMaking games is a long old road \u2013 five years or more, often, from conception to actual release \u2013 and when Kenji Kimura was stuck for ideas on the game he was directing, Ghostwire: Tokyo, he would wander the streets of Tokyo for inspiration. Walking around the back alleys of Shibuya, where the city\u2019s ultra-modern architecture rubs up against old shrines and traditional houses, he would imagine a Tokyo eerily emptied of people by a paranormal event; what it would look like, how it would feel. Then, a few years into the production of Ghostwire: Tokyo, something similar happened. Like many cities across the world, Tokyo was suddenly deserted as people were confined to their homes in the early stages of the pandemic.<br \/>\n\u201cIt suddenly felt so spooky walking in the city, because we had to be afraid of a thing that we cannot see,\u201d says Kimura. \u201cIf we needed to go somewhere, we wouldn\u2019t deviate from the shortest path.\u201d The team he was directing at Tango Gameworks moved from their Shibaura office to home-working, finishing off their game about a ghostly city while living in one. Continue reading&#8230;Technology | The Guardian<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Tango Gameworks\u2019 developers spent years imagining a Tokyo cleared by a terrible event \u2013 then lockdown emptied the streets, bringing an uncanny reality to their paranormal visions Making games is a long old road \u2013 five years or more, often, from conception to actual release \u2013 and when Kenji Kimura was stuck for ideas on &hellip;<\/p>\n<p class=\"read-more\"> <a class=\"\" href=\"http:\/\/costops.com\/index.php\/2022\/04\/11\/its-like-stepping-into-another-world-how-covid-affected-the-eerie-city-of-ghostwire-tokyo\/\"> <span class=\"screen-reader-text\">\u2018It\u2019s like stepping into another world\u2019: how Covid affected the eerie city of Ghostwire: Tokyo<\/span> Read More &raquo;<\/a><\/p>\n","protected":false},"author":0,"featured_media":5334,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[1],"tags":[],"_links":{"self":[{"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/posts\/5333"}],"collection":[{"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/comments?post=5333"}],"version-history":[{"count":0,"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/posts\/5333\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/media\/5334"}],"wp:attachment":[{"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/media?parent=5333"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/categories?post=5333"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/costops.com\/index.php\/wp-json\/wp\/v2\/tags?post=5333"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}