The system is further enhanced by how these systems and stats interact. Should you pull your gun in a specific situation? Should you fire? Should you accept a drink off an informant? Any of these things can have an impact on your professionalism, and not always in the way that you think. Most interesting of the individual stats is Professionalism, which is determined in a subtle way by your actions as a cop. Taking the time out to eat, sleep or hang out with your pet cat will calm Ito's mental state, for instance, while repeatedly talking to the same NPCs over and over again or walking around for a long time lost (which so many people do in adventure games) will have a negative impact on Ito's neurosis stat and also make people in the world around you think of you as a bit weird. The world of Tokyo Dark is filled with activities, and whatever you do will have an impact on your current status. It's introduced early on after the detective comes dangerously close to suffering a psychotic break, and after a trip to the hospital you're introduced to SPIN and have to use it to keep yourself sane while you close the case. SPIN stands for Sanity, Professionalism, Investigation and Neurosis, and the mechanic is basically a way of reading and managing Ito's current mental state. This barrels through as many twists and turns as you'd expect.Įvents begin to take their toll on Ito, and that's represented in Tokyo Dark's big unique selling point: the 'SPIN' system. You're cast as Detective Ayami Ito, a young detective who is trying to solve a particularly personal mystery - the disappearance of her partner. It bills itself as a psychological adventure game, and it lives up to that claim with a deliberately gritty police setting.
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The result, as I mentioned, is an interesting mingling of the styling of Japanese visual novels and classic PC adventure games from the West.
The game is being made in Japan, but it's coming from an international team of developers with a lot of Western influence. "Juggling Ito's mental state with her ongoing objectives is a major and generally very satisfying component of the game." To see this content please enable targeting cookies. With Square's support Tokyo Dark's kickstarter smashed its funding targets, and eventually the company picked up the indie game to publish it fully. It's published by Square Enix, having come through their Square Enix Collective initiative, which at the time was basically a way for the massive Japanese publisher to offer support to kickstarter projects. Tokyo Dark is an interesting development. The tone is set, and Tokyo Dark sticks to that. In an adventure game with a branching story that's a big deal, and I'm into it.
There's no going back, no save scumming, and no cheating. There's an auto save, and every decision you make will trigger it. The first thing that Tokyo Dark tells you once you hit new game is that it doesn't mess around. This merging of Japanese-style visual novels and Western-style adventure games is an intriguing one.