{"id":196056,"date":"2017-06-01T22:44:21","date_gmt":"2017-06-02T02:44:21","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/inside-the-stylish-cyberpunk-future-of-tokyo-42-the-verge\/"},"modified":"2017-06-01T22:44:21","modified_gmt":"2017-06-02T02:44:21","slug":"inside-the-stylish-cyberpunk-future-of-tokyo-42-the-verge","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/inside-the-stylish-cyberpunk-future-of-tokyo-42-the-verge\/","title":{"rendered":"Inside the stylish, cyberpunk future of Tokyo 42 &#8211; The Verge"},"content":{"rendered":"<p><p>    Early on in Tokyo 42, I found myself being chased    through a busy thoroughfare by gun-wielding thugs. Civilians    rushed off in every direction as bullets whizzed past, and    flickering electronic billboards only added to the visual    madness. I managed to blend in for a brief period using a    holographic projector to change my appearance, but I knew it    wouldnt last for long. I had to get away. I jumped over a    large concrete staircase  and was surprised when I landed with    a soft thud on some picturesque green grass. Amid the games    futuristic urban sprawl, I found myself in a quaint zen garden.  <\/p>\n<p>    Its definitely cyberpunk with its dystopic premise, Maciek    Strychalski, one half of developer Smac Games, says of the    game, but aesthetically its slightly off.  <\/p>\n<p>    Rather than wallow in seedy alleys and overcrowded streets,    Tokyo 42 opts to lighten things up. The isometric game    features a zoomed-out perspective, providing wide view of    near-future Tokyo. The action is set on the citys surprisingly    bustling rooftops against its beautiful, cloudy sky. There are    still plenty of flying cars and electronic billboards, and    Tokyo 42 takes on plenty of gritty sci-fi subject    matter. But its also bright, colorful, and charming, with a    toy-like sense of style  a cross between Ghost in the    Shell and Monument Valley.  <\/p>\n<p>    Tokyo 42 follows a man framed for a crime he didnt    commit. He sets about clearing his name by taking on    murder-for-hire jobs in order to delve deeper into the citys    criminal underbelly, and find the actual responsible party.    Its typical genre stuff, loaded with corporate intrigue and    violent criminal organizations. The real standout is the city    itself, and how its experienced through the top-down isometric    perspective.  <\/p>\n<p>    Tokyo 42s version of the Japanese capital looks like    an immaculately detailed model. Because the camera is so far    from the action, everything looks tiny  from the minuscule    citizens milling about, to the Lego-like stacks of modular    apartment buildings. You explore the twee city as you take on    different jobs, which mostly revolve around the not-so-twee act    of killing people. Sometimes youll need to find an ideal spot    to plant a sniper rifle and take out a mark from afar. Other    times youll need to wield a blade and silently infiltrate a    criminal stronghold.  <\/p>\n<p>    We wanted to get that feeling of being able to stand on top    of a building and look out at the city.  <\/p>\n<p>    The isometric perspective has its roots in much older games     it was originally used in games as a way to fake 3D graphics     but in Tokyo 42 it feels fresh and modern. You can    rotate the camera around to view the urban landscape from    multiple angles, and the city itself is almost like a    diminutive take on the open-world genre. Though its not    especially massive, its surprisingly open, offering the    freedom to try different routes and tactics to complete    missions.  <\/p>\n<p>    The place is simply a joy to walk around. In addition to seedy    hideouts and busy transportation hubs, the rooftop city is home    to relaxing zen gardens and serene urban waterfalls. Tokyo    42 is primarily a game about murder, yet the experience is    often peaceful and playful. The perspective makes it feel more    detached than more visceral 3D shooters, so I never felt    especially guilty when Id accidentally lob a grenade into a    busy crowd or take out an innocent bystander with an errant    sword swing. And so the city feels more like a playground.    There are plenty of areas to hide from pursuing enemies or    sneak up on a target, and the games floaty, exaggerated jump    adds a touch of urban parkour as you find new ways to get    about.  <\/p>\n<p>    Strychalski and his brother Sean Wright originally decided with    Tokyo 42 to make a game together inspired by the    titles they grew up playing, in particular the original    Grand Theft Auto and Syndicate. One of the    goals was to take the ideas in those games  namely the idea of    a large isometric world  and expand on them. There was the    kind of promise of this open city, which [Rockstar] fulfilled    with the later games in three dimensions, but they never did it    from the god-view, top-down, explains Strychalski. I    personally wanted to take that idea: What if GTA III    wasnt a third-person thing, but it kept the same perspective    as the original ones?  <\/p>\n<p>    The world of Tokyo 42 is larger and offers more    freedom than its inspirations. Its also noticeably more    vertical: instead of moving through city streets, youre    constantly shifting up and down the rooftops of buildings,    navigating twisting staircases and perilous drops. This had a    practical benefit, as it allowed the two-man team to create a    plausibly small slice of a huge metropolis. We didnt want to    have invisible walls, says Wright. Our solution to that was    to put it all on rooftops  you can believe theres a whole    ground level as well. But it also helped them create a very    specific kind of moment, one inspired in part by Assassins    Creed. We wanted to get that feeling of being able to    stand on top of a building and look out at the city,    Strychalski says.  <\/p>\n<p>    I cant think of any other place that it could be.  <\/p>\n<p>    For all of its new features and ideas, Tokyo 42s    influences are clear when you play. And thats not something    the developers were trying to avoid. In the process of making    our own thing, its so comforting to be able to look at games    like that and draw on one of their mechanics and just be like    Well I know that works because I loved using it there, says    Wright.  <\/p>\n<p>    The end result is a game that blurs multiple lines, both in how    it plays and the themes it explores. Playing Tokyo 42    is like experiencing a modern open-world shooter in the body of    an old-school isometric game. Meanwhile, its take on cyberpunk    calls to mind classics like Akira or    Neuromancer, but with a distinct, much lighter tone    and feel. That said, while Tokyo 42 plays with the    themes of cyberpunk in a number of ways, there was one area    where the team was sure it didnt want to change things up.  <\/p>\n<p>    It has to be Tokyo, says Strychalski. Theres no other place    for us  I cant think of any other place that it could be.  <\/p>\n<p>    Tokyo 42 launches today on PC and    Xbox One. A PS4 version is coming later on.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See more here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.theverge.com\/2017\/5\/31\/15718826\/tokyo-42-xbox-one-ps4-pc\" title=\"Inside the stylish, cyberpunk future of Tokyo 42 - The Verge\">Inside the stylish, cyberpunk future of Tokyo 42 - The Verge<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Early on in Tokyo 42, I found myself being chased through a busy thoroughfare by gun-wielding thugs. Civilians rushed off in every direction as bullets whizzed past, and flickering electronic billboards only added to the visual madness.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/inside-the-stylish-cyberpunk-future-of-tokyo-42-the-verge\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-196056","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/196056"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=196056"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/196056\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=196056"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=196056"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=196056"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}