Shinji Mikami wants Tango to make smaller games and get away from terror
Shinji Mikami , founder of Tango Gameworks , has declared that he would like his study to move away from the genre of terror with smaller projects. Since its inception, the team has been responsible for the development of the Saga The Evil Within , in addition to a Ghostwire: Tokyo that is published tomorrow (in addition to the mobile game Hero says, exclusive of Japan), But Mikami does not want them to relate to a specific genre.
"At some point I hope to change the image that Tango Gameworks currently has," explains the creator of Resident Evil in an interview with Famitsu, translated into English by VGC. "At the moment, it is still seen as a study that specializes only in the horror of survival. Of course, it is good that fans think of us as a reputation studio to develop _survival horror games. But we also want you to see us as a study that can create a wider variety of games ».
In fact, he clarifies that Ghostwire himself: Tokyo, although he has elements of this genre, I would not put it inside this tag: "Some people may feel that Ghostwire: Tokyo has a bit of terror. But that is not mistaken, Ghostwire: Tokyo is not a horror game, it is a game of action and adventures. It is pure action, since you freely explore a desert Tokyo while defeating enemies. "
"First of all, we should produce a masterpiece every ten years," Mikami responds, when asked about the study's goals. "Second, we want young people to believe new games on their own. Although we are a studio that makes games, we also want you to look at a school where the staff can learn to make them. We want it to be a place where you can grow as a creator and develop your skills and your essence while you work from bottom to top ».
Ghostwire: Tokyo is the most recent title of Tango, where we will put on the skin of Akito and the Detective KK to unravel some of the strange mysteries surrounding the city of Tokyo. However, and although he has a lot of personality and interesting ideas, not always as well as well with his interpretation of the open world. In the words of my companion Víctor Martínez:
Apetence Talking about Ghostwire: Tokyo, and maybe that's why it is a bit frustrating that the game is actively insisted on not offering much of what to speak. The great mystery of massive disappearances loses bellows while the stories of ghosts that populate the city gain prominence without necessarily gaining weight; The result is a game through which it progresses almost floating, specically, without great dislikes or disappointments but neither with too many joys.
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