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THE EVIL WITHOUT

Edge

|

April 2022

Ghostwire: Tokyo rediscovers a haunted city as Tango Gameworks moves beyond survival horror

- Edwin Evans-ThirlwEll

THE EVIL WITHOUT

You’re unlikely to feel haunted in a crowd, especially in the crowds of the most populated city in the world, so the first thing that happens in Ghostwire: Tokyo is the elimination of all the people. As Tango Gameworks’ paranormal action game begins, the streets are engulfed by a fog that disembodies anyone it touches, leaving behind a sad little heap of clothes and the sparkling blue afterimage of a soul. A man in a Hannya mask gloats from the enormous TV screens at Shibuya Crossing, once the Earth’s busiest intersection: humanity, he promises, stands on “the precipice of transcendence”. But not everybody has gone to the rapture. Your character, Akito, is saved from evaporation when his body is possessed by a mysterious phantom, KK. The experience leaves his face branded with fizzing black energy and his knuckles coursing with elemental magic – just the thing to wield against the hordes of demons, or yokai, that now wander Tokyo in the citizenry’s stead.

Ghostwire is not a work of horror, but its bestiary of folkloric monsters stands comparison with the worst of Tango’s previous The Evil Within. Take the kuchisake-onna, a vengeful spirit with a bandaged face wielding a huge pair of scissors. In legend, the creature asks its victims “Am I beautiful?” before carving them up.

Edge からのその他のストーリー

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Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

time to read

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

time to read

2 mins

January 2026

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GLOOMY JUNCTURE

Finding hope in seedy alleys and dive bars

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

time to read

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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STRONG MUDDY VIOLENCE

What happens when you mix the tech of SnowRunner and Space Marine 2 in a co-op shooter with '80s flavour to spare? Toxic Commando has the answer

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Once Upon A Katamari

Fittingly, each stage in Once Upon A Katamari takes place in the past.

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

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