
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 cats. Explore this beautifully hand-crafted micro Tokyo and discover its secrets.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A world with colors as vibrant as a toy box and a futuristic Tokyo filled with playful concepts. While there were a few disappointing aspects, such as camera angles and controls that could use improvement, spending time in the beautifully stylish Neo Tokyo was truly enjoyable.
tokyo
Stylish, fun mash-up of some old-school games (sort of GTA meets Syndicate, somehow). Most content is great, some is a bit filler-y (~20 kill the gang missions for some reason, for instance, when most of the missions are quirky and fun).
This review could just as easily have been negative rather than positive. The clincher for going with positive is that I got the game at 90% discount, and with ~19 hours playtime at time of writing, it's hard to say I didn't get my money's worth. And there is a [i]lot[/i] you can enjoy here, as long as you know what to expect. So consider this a heavily qualified positive review. [h3]The Good[/h3] There is a [i]lot[/i] to like about this game. The environment design is (mostly) really good (there is an area where the design is somewhat clumsily chosen to add challenge to a specific mission that takes place there, but it's noticeable by contrast with the rest of the gameworld), and the art design is [i]phenomenal[/i]. This is a 9 year old game and it still feels fresh and distinctive. Similarly, the music is really good and fits the game perfectly. Good enough that I've looked it up to see if I can buy it as its own thing. The world is full of little details and secrets to find, and - for me at least - the crowd and NPC behaviour does a lot to sell the idea of a busy, bustling megacity. There's a sense of humour and whimsy to the world - starting with the basic premise which is "framed for a murder, you start committing murders for hire to expose the real killer", but also in the writing/dialogue and even some of the visual aspects of NPCs. There's a bit of variety to the missions, although they are generally of the "go here, kill this person" - but the fun is more to do with figuring out how you can do it. You [i]can[/i] do the "all guns blazing" approach - you don't get punished for doing this, other than it being a more challenging way to play since the game does also enable a more stealthy approach. [h3]The Bad[/h3] [b]The camera[/b]. I understand the desire for an isometric-type camera system, and I can even deal with the "for certain missions or areas, half the challenge is working out which camera angle to use" because [i]done right[/i] it can add to platforming/parkour challenges. But the system here needs a lot of refinement to mesh smoothly into the game - not least to address things like your direction of movement changing immediately on rotating the camera, but also the limited range of zoom levels and the lack of an auto-zoom feature. The fact that you can't change the vertical orientation of the camera means that certain combat situations are far more frustrating than they need to be. [b]The controls[/b]. I'm a little more forgiving here as I know that designing future-proof controls is hard - but the big problem is that controller layouts can't be customised. So hope you like the default controls! The aiming controls are bad, which comes back to the camera issue - but they are far worse when you need to use them while [i]also[/i] moving, because you don't get a proper laser-sight on "fast aim" - so you need to use the reticle-aim option instead, but that [i]moves the camera entirely[/i] without pausing the game, so now you can aim better but at the expense of not being able to see where your character is. [b]The enemy AI[/b]. Sometimes this manifests in ways that help you (there's no scaling-response from most enemies, and they don't notice or react to e.g. several corpses of their fellow gang members lying around, as long as they didn't see or hear you kill them), others in ways that suck (in combat they always know where you are and can aim accordingly, including projectiles - and they also always know where your projectiles are being thrown). [b]The boss fights[/b] - these are in a way a combination of previous issues, but nonetheless it's worth knowing that there are a couple of these and they are vexatious. For one of them it's possible (though not mentioned in-game) to get an assist from an NPC if you have completed their side-missions beforehand - but even then I had to look up a guide to figure out how to beat them. And the final mission is the only wave-based level in the game where failing sends you back to wave 1 rather than using a per-wave checkpoint system. Callback to old-school difficulty options? Cheap way of bumping difficulty? Both? That'll depend on the player, but it's hard to argue it makes the game better, and they [i]will[/i] suck the joy out of the game while you're stuck on them. You'll get shot through cover. You'll get to read the same ****ing boss monologue every time you die. You'll swear a vendetta against the camera and aiming systems. And after a while you'll start wondering if a game you've stopped enjoying is still worth your time. [b]The alternate mission types[/b] I respect the desire to introduce additional mission types, but the end results - specifically the racing and parkour missions - don't work well. The programming for the racing missions definitely needs a lot of refinement, and the parkour missions just felt frustrating rather than a fun challenge. So yes, the game has flaws. Sizeable flaws. And yet, when you're not fighting the camera, and particularly when you're just mooching around the city looking for secrets or just taking in the music and scenery... it has a lot to offer. Some of its flaws will undoubtedly be in part due to this being the first game developed by its creators, with presumably limited resources for play-testing and iterative feedback-driven development. But I can't mention that without also giving credit for just how well they handled the good parts - because the stuff that they got right here, they did [i]excellently[/i].
файна гра типу гта 2 в 2077 сюжет тоже нормальний але яку вибериш таблетку ти?
画面相当有特色,建模精致可爱,整个都市的大地图也非常有设计感。总体非常推荐。 游戏主要有两个不足。一是主线剧情略显生硬和老套。[spoiler]不过倒数第4关的氛围感不错,在诡异的背景音乐之下,所有市民的行为都变得十分异常,蜂拥而上,追着主角跑,而且其中还混杂着危险的复仇者,让人想到经典电影《我,机器人》里面的情节。个人认为,如果把这个设计一直延续到杀死最终boss之后,那就更好了。[/spoiler] 二是游戏独特的视角带来了许多游玩上的不便。由于画面不能够自由拉进拉远(事实上是可以缩放的,但幅度很小,几乎可以忽略不计),并且摄像机镜头只有八个固定的角度,所以在地形复杂的区域,玩家的视角很容易被建筑遮挡,在执行潜行任务的时候,这一点显得尤其致命。当然这种不便之处对于游戏整体的影响也是见仁见智了,俗话说得好,彼之feature,吾之bug。一些玩家认为平白增加难度的设计,对另一些玩家来说可能就是有趣的游戏机制。至少对我而言,这种视角遮挡导致的信息观察不完全,某种程度上增加了潜行的紧张感,并且也没有导致游戏过难。然而本就不擅长竞速游戏的我,在玩摩托车比赛的这个支线任务的时候,着实是被劝退了。 除此之外有一个槽点是,这个游戏里面的手雷似乎显得有点太强了,只要视线能看多远,手雷就能扔多远,不知道在2042年的东京是不是由于结婚率过低,人人都练出了超级麒麟臂。 制作组在游戏里面增加了收集任务,可以通过望远镜来发现城市中有趣的人和事物。完成剧情任务的玩家可以一边探索地图设计,一边完成收集。然而由于这部分似乎缺少一点引导,我是一个都没有找到。
Can't play this game as use RUN RIGHT mouse button control and can't change this so i can't play it. Ther is some options to define keys when run game but neve works and ther is another in game maybe one day when buy a gamepad now reviwes is 0
Short review: Unfortunately, despite its premises and graphical design's wonders, gameplay is, simply put, boring. This is not even a ''bad'' gameplay, because its ideas are actually pretty interesting, but the entire game falls flat quite fast due to its repetitive missions. Quite the shame, because ideas and setting were really something else.
LIVEFOREVER Tokyo 42 es un indie totalmente recomendable. Visualmente transmite la sensación de estar viendo un pequeño diorama desde distintas perspectivas, y junto a su música genera esa atmósfera futurista presente en juegos como Deus Ex. Como aspecto negativo, lo único que puedo señalar es que al cambiar la perspectiva en pleno combate se vuelve un poco un despelote. Fuera de eso, el juego no tiene mayores problemas, es lo que es, un indie bastante divertido para pasar el rato. 8,1/10
--- GRÁFICOS: [ ] Para jugar en el microondas [ ] Malos [ ] Normales [◆] Buenos [ ] Hermosos [ ] Te explota la tarjeta gráfica --- HISTORIA [ ] No tiene [ ] Peor que escuchar a tu ex [ ] Mediocre [◆] Normalita [ ] Buena [ ] Una obra maestra --- JUGABILIDAD [ ] Injugable [ ] Aburrida [◆] Pasable [ ] Buena [ ] Adictiva [ ] roza la perfección --- DIFICULTAD [ ] Solo necesitas un dedo [ ] Fácil [ ] Normal [◆] Fácil de aprender, Difícil de dominar [ ] Difícil [ ] Te vas a arrancar los pelos --- MÚSICA [ ] Es mejor jugar sordo [ ] Malo [ ] Pasable [ ] Bueno [◆] Excelente banda sonora [ ] Celestial --- DURACIÓN [ ] Corto (Menos de 3 horas) [ ] Corto/Medio (De 3 a 10 horas) [◆] Largo (De 10 a 40 horas) [ ] Muy largo (De 40 a 100 horas) [ ] Infinito) ---- BUGS / ERRORES [◆] Ninguno (Pulido al 100%) [ ] Bugs menores (No arruinan la experiencia) [ ] Bastantes bugs (Molestos pero jugable) [ ] Parece un juego en Alpha (Incomprobable) [ ] Hecho en Cyberpunk versión 1.0 NOTA FINAL: 9/10 Pd: No le doy 10 porque me hice el 100% y de los 19 logros de steam, solo me dio 18 :'c
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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