Tag Archive: Tokyo Game Show


The collector’s edition of Dragon Ball Z: Kakarot has been unveiled this week at Tokyo Game Show.

Dragon Ball Z: Kakarot was rumored to be in development early on in 2019, and then officially announced around E3. TGS has given Bandai Namco a chance to finally reveal many of the major details surrounding the game; including confirming the Buu arc would be part of the game and the release date.

The Buu arc trailer also shows off what the collector’s edition of the game will have in store for fans. Besides the full game for the purchaser’s system of choice, there’s a collectible steelbook, 10×12 hardcover game artbook, and an exclusive diorama figure that portrays Goku riding a Flying Nimbus with Gohan. The figure’s dimensions are 8x8x8. The collector’s edition will retail for $199.95 and more bonuses are available now if one were to pre-order either the collector’s edition or even just the base game.

Dragon Ball Z: Kakarot is the latest video game retelling of Goku’s life. It’s a story that’s been told many times before, but this time developer CyberConnect2 wants to show it to gamers in an action-RPG format. CyberConnect2 is likely best known for their years working on the Naruto: Ultimate Ninja series.

To help show off what CyberConnect2 is doing with DBZ, Bandai Namco also released a Dragon Ball Z: Kakarot gameplay trailer at TGS. This newest gameplay shows off Vegeta in both combat and free roam and helps depict the game’s immense scale.

Even with Goku’s story being told countless times before, delivering it to gamers via an action-RPG gameplay mechanic could be enough of a difference to entice DBZ fans to experience the story one more time. It’s also a fascinating change considering Dragon Ball Z’s history with fighting games, including just last year’s surprise success with Dragon Ball FighterZ.

Changing the format to that of an action-RPG could also entice a new crop of DBZ fans to give the game a go, though. After all, fighting games often are seen as having a high barrier of entry that could deter certain players.

Dragon Ball Z: Kakarot is set to release on PC, PlayStation 4, and Xbox One on January 17th, 2020.

Over an hour’s worth of brand new Death Stranding game footage will be revealed next week at Tokyo Game Show.

Death Stranding is the highly anticipated open-world action game from Hideo Kojima, and his first project since his departure from Konami back in 2015. Since Gamescom last month, Kojima Productions and Sony have been ramping up the reveals for the game; like that Death Stranding can be played in first-person, despite revealed footage being exclusively in third-person.

In that vein, PlayStation of Japan will be doing a series of live shows during TGS, and the shows on September 12th and 14th will feature long stretches of Death Stranding content. There are 50 minutes scheduled for the show on the 12th, and 30 more minutes on the 14th. Hideo Kojima will also be present at every show, including an extra one on September 15th featuring the Japanese voice cast. The English version of the game touts a star-studded line-up including Norman Reedus as Sam Bridges and Mads Mikkelsen as Cliff.

In Death Stranding, players will be tasked with linking together a vast world full of isolated communities. The hope of this mission, as assigned by the character Amelie, is that by reconnecting with one another, the people in the game’s world will rediscover something they’ve collectively lost because of cataclysmic events and the ever-present BTs – the mysterious entities that players can detect via their Bridge Babies.

The fact that Sony is affording so much time to Death Stranding could mean several things. There seems to be a lot more questions than answers surrounding the game in regards to what it’s really all about and how it will play. A big reveal like this could be to help assuage fears of questioning gamers and turn those sitting on the fence into sales.

Sony also lacks any other true powerhouse exclusive leading into the holiday season, as The Last of Us II release date remains unknown. While Concrete Genie, the remake of MediEvil, and the remaster of Yakuza 4 are nice feathers in Sony’s cap, they aren’t true headline grabbers. Hideo Kojima’s Death Stranding is a tentpole release that could cement a strong quarter for Sony, especially as the Nintendo Switch further corners the nostalgia market, and Microsoft seemingly rests on their laurels and just rides Gears 5 for all its worth.

Death Stranding is a PlayStation 4-exclusive set to release on November 8th, 2019.

Although a constant stream of news about Cyberpunk 2077 recently came out of Gamescom, CD Projekt Red’s latest endeavor is far from done with its con-season tour.

September 11th through the 15th have been penciled in to the developer’s calendar now as it is set to appear at Tokyo Game Show courtesy of Spike Chunsoft. Spike Chunsoft is the company handling the Japanese publishing duties for the game. Cyberpunk 2077 is offering an experience unique to TGS, though, including the chance to take pictures with a life-size replica of the motorcycle seen in the game.

TGS will get the same demo that fans at Gamescom have experienced, but translated entirely into Japanese for the crowd there. This Cyberpunk 2077demo will also be revealed to the public in the coming days via Twitch and Mixer, since Germany and Japan is out of most gamers’ travel budgets. Fans at TGS won’t be able to go hands-on with the demo, but will instead be walked through it in a closed theater by one of the devs. If it’s anything like what was seen at E3 2019, players can expect Johnny Silverhand, the character that superstar actor Keanu Reeves plays and helped create, to pop up in the demo at some point.

Courtesy of Google Translate, gamers know that the booth will be in Hall 8 at TGS, where there will be special badges and hand towels given to visitors to the booth, and they’ll able to get a picture taken with a cosplayer and a life-size replica of the Yaiba Kusanagi motorcycle players can ride in-game.

While these sorts of creations aren’t uncommon, it’s interesting to see Tokyo Game Show get an exclusive one. TGS used to be a tentpole convention for many developers, but has taken a backseat to the bigger, western conventions that have popped up over the last couple of console generations. This move could be an attempt to help appeal to a market where Cyberpunk 2077’s performance could be in doubt. However, if Cyberpunk 2077’s story can match the depth and complexity of CD Projekt Red’s last game, The Witcher III, there should be little skepticism that this highly anticipated title will do fine in every market.

Cyberpunk 2077 is set to release on April 16th, 2020, for Google Stadia, PC, PlayStation 4, and Xbox One.

Going Deep

One of the big surprises of Sony’s February PS4 reveal was when Capcom showed off their new online multiplayer medieval fantasy game, Deep Down. At least, we thought it was a medieval fantasy game—until, during the events leading up to Tokyo Game Show, we learned that we should maybe stop with all the Dark Souls and Dragon’s Dogma comparisons, and instead look more to Assassin’s Creed.

While much of the game’s action will indeed be set in the past, your character is actually part of Ravens, a special team of people living in 2094 New York. These individuals have the ability to travel back in time to explore eras of interest, although nothing (as of yet) has been said as to why these time periods are on the Ravens’ radar, or how the Ravens actually time travel. So, while a medieval setting will surely be included, that’s not to say the American Revolution or the Renaissance are off the table either.

Deep Down wasn’t done showing itself off, however, and at TGS I was lucky enough to actually get my hands on this fascinating new title while at Sony’s booth.

I began by selecting one of two lance-wielding medieval knights, whose only real differences on the surface seemed to be cosmetic (with one wearing silver armor and the other clad in gold). I chose the more traditional silver, and was brought to a character customization screen with three branches of abilities set before me. I admit my lack of understanding Japanese left me a disadvantage here, but I was able to select three abilities from the first tree, and two more abilities from each of the following two trees.

I was then teleported to what I can only assume to be a level specifically designed for the demo, as the lack of complexity left it wanting, with only a few corridors and enemies to speak of. The level’s detail, however, was a fine testament to next-gen hardware, as every stone in the wall seemed to exist on its own and dynamic lighting and dust particles galore gave me the sense that I was indeed exploring a small section of some ancient dungeon.

As I slowly proceeded down the first corridor—avoiding the fire spewing stone turrets placed at regular intervals—I was confronted by a creature that could best be described as a hairless Rodent of Unusual Size from The Princess Bride standing on its hindquarters. Where the look of the game had first wowed me (and actually continued to do so with how grotesque the creature standing in front of me was), the controls knocked me back down a level as they felt clunky and slow in regards to the combat. I could swing my lance wildly directly in front of me, or aim and thrust forward with the triggers, but I felt like I was fighting both methods as much as I was the ROUS (Rodents of Unusual Size).

The magic spells I blindly picked at least helped, as I could perform a strong 360 degree spin with my lance with one, or throw a variety of magical grenades with another. One grenade was made of light, and exploded after a delay; the other seemed to be a spirit scroll, releasing ethereal energy from its enchanted pages after contacting the ground.

As I continued to explore the level, I stumbled across a couple of hidden passageways that served as shortcuts and slayed another half dozen or so ROUSs before reaching the end goal, marked by a teleportation dais. As I approached the dais, however, a motherly voice began coming through the headset, seemingly speaking to my character. Whether this was a memory of the Raven or of someone from the time period, I’m not really sure, but the voice seemed to haunt me as I drew closer to the demo’s end and added a necessary layer of intrigue for the story.

When all was said and done, the demo was probably less than 15 minutes long—but it gave me a decent idea of what I could expect from combat, regular enemies (no dragons like those pictured above quite yet), and magical powers. The story could potentially be a huge selling point once more details emerge about the Ravens and their purpose. I think the game is visually stunning, and the magic is cool, but melee combat definitely needs more work if Deep Down’s going to be a hit.

I really wish I had gotten more than a thrown-together demo level. I’m curious as to why I was allowed to play something that feels so incomplete and yet clearly will have the complexity you’d expect from most RPGs (at least we hope) in the final product. This isn’t to say I’m disappointed, but I feel like the more I learn about Deep Down, the more questions I have. Only time will tell if the answers are worth the wait.