Compara los precios de Tokyo 42 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SMAC Games. Publicado por Mode 7. Lanzado el 31/5/2017. Disponible en PC. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 70/100.

Stunning to look at, frustrating to master: Tokyo 42 is a one-shot-kill isometric assassin sandbox that rewards patience and punishes anyone who charges in expecting tight modern gunplay.

I came into Tokyo 42 expecting a compact, precision shooter dressed in neon and low-poly geometry. What I got was closer to half of that. The visual hook is real, and it lands immediately. The hand-crafted micro-city is genuinely unlike anything else on PC: bold colour palettes, cubist architecture, crowds of civilians doing their thing, flying cars threading between tower blocks. Walking out of your starting apartment and looking across the skyline, you can see why early previews lost their minds over screenshots. The problem is that you eventually have to start killing people. Combat in Tokyo 42 runs on a single brutal rule: one hit and you are dead, and so is everyone else. That sounds thrilling on paper, and sometimes it is. The arsenal covers pistols, assault rifles, sniper rifles, shotguns, rocket launchers, grenades, and the silent standout, the katana. Missions approach targets from multiple angles, and the stealth path, clearing guards silently with a blade before they notice a body, can feel genuinely satisfying when it clicks. Completing contracts earns cash you spend on weapon upgrades, and reputation unlocks harder gigs. On paper that is a clean loop. In practice, the isometric camera is where the whole thing strains. The view rotates in fixed 45-degree increments using Q and E, and gauging elevation during a firefight is close to guesswork. You will get clipped by bullets that looked like they sailed clear overhead. You will attempt a rooftop jump and land three floors down. The camera delay costs lives and patience in equal measure, and no peripheral tweak fixes that, it is a design constraint baked into the isometric format. The multiplayer mode is the concept that arguably should have been the whole game. Players spawn disguised as civilians, blend into crowds with limited ammo, and try to sniff out the other real humans before making their move. When it explodes into bullets and katana swings it is chaotic and genuinely fun. The catch in 2025 is simple: finding an active lobby is a long shot. The mode supports up to eight players across compact arenas, but the population was never massive and years of attrition have thinned it out. Treat multiplayer as a bonus, not a reason to buy. There is also a Nemesis system in the single-player that sends gang assassins disguised in the crowd after you when you aggro a faction, which scratches a similar itch and keeps the open world tense between contract jobs. The difficulty curve is where Tokyo 42 loses a chunk of its audience. The first couple of hours are charming and accessible. Then a difficulty spike arrives that does not really let up, and fiddly aiming mechanics start feeling less like a skill gap and more like a design debt the game never fully pays back. Motorcycle sections handle badly. Some later missions demand you repeat the same approach twenty times before the camera angle cooperates. The stealth AI is forgiving to the point of feeling underbaked; guards do not react to the bodies of their colleagues, which makes the whole thing feel less like Hitman and more like a puzzle where the pieces occasionally fall off the table. The story is thin connective tissue, a framed-for-murder setup that exists to string missions together rather than create any actual tension. If you go in specifically for the exploration and the vibe, Tokyo 42 delivers. The world is packed with secrets, hidden weapon unlocks, collectibles, and weird little environmental jokes tucked into apartment windows. The synth soundtrack is strong throughout. As a chill, dip-in sandbox for solo play it holds up. As a precision shooter, it is held back by camera and depth-perception problems that no amount of style fully covers. Worth a look at the right price for players who like isometric action with an emphasis on planning over reflexes, but anyone wanting snappy, readable gunfight feedback will hit a wall fast. Fred, Scout Team

Tokyo 42

Tokyo 42

31 may 2017SMAC GamesMode 7
GamerScout opina

Stunning to look at, frustrating to master: Tokyo 42 is a one-shot-kill isometric assassin sandbox that rewards patience and punishes anyone who charges in expecting tight modern gunplay.

PC
Steam Deck PlayableProtonDB Gold
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Mínimo histórico: €7.31

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Acerca de Tokyo 42

I came into Tokyo 42 expecting a compact, precision shooter dressed in neon and low-poly geometry. What I got was closer to half of that. The visual hook is real, and it lands immediately. The hand-crafted micro-city is genuinely unlike anything else on PC: bold colour palettes, cubist architecture, crowds of civilians doing their thing, flying cars threading between tower blocks. Walking out of your starting apartment and looking across the skyline, you can see why early previews lost their minds over screenshots. The problem is that you eventually have to start killing people. Combat in Tokyo 42 runs on a single brutal rule: one hit and you are dead, and so is everyone else. That sounds thrilling on paper, and sometimes it is. The arsenal covers pistols, assault rifles, sniper rifles, shotguns, rocket launchers, grenades, and the silent standout, the katana. Missions approach targets from multiple angles, and the stealth path, clearing guards silently with a blade before they notice a body, can feel genuinely satisfying when it clicks. Completing contracts earns cash you spend on weapon upgrades, and reputation unlocks harder gigs. On paper that is a clean loop. In practice, the isometric camera is where the whole thing strains. The view rotates in fixed 45-degree increments using Q and E, and gauging elevation during a firefight is close to guesswork. You will get clipped by bullets that looked like they sailed clear overhead. You will attempt a rooftop jump and land three floors down. The camera delay costs lives and patience in equal measure, and no peripheral tweak fixes that, it is a design constraint baked into the isometric format. The multiplayer mode is the concept that arguably should have been the whole game. Players spawn disguised as civilians, blend into crowds with limited ammo, and try to sniff out the other real humans before making their move. When it explodes into bullets and katana swings it is chaotic and genuinely fun. The catch in 2025 is simple: finding an active lobby is a long shot. The mode supports up to eight players across compact arenas, but the population was never massive and years of attrition have thinned it out. Treat multiplayer as a bonus, not a reason to buy. There is also a Nemesis system in the single-player that sends gang assassins disguised in the crowd after you when you aggro a faction, which scratches a similar itch and keeps the open world tense between contract jobs. The difficulty curve is where Tokyo 42 loses a chunk of its audience. The first couple of hours are charming and accessible. Then a difficulty spike arrives that does not really let up, and fiddly aiming mechanics start feeling less like a skill gap and more like a design debt the game never fully pays back. Motorcycle sections handle badly. Some later missions demand you repeat the same approach twenty times before the camera angle cooperates. The stealth AI is forgiving to the point of feeling underbaked; guards do not react to the bodies of their colleagues, which makes the whole thing feel less like Hitman and more like a puzzle where the pieces occasionally fall off the table. The story is thin connective tissue, a framed-for-murder setup that exists to string missions together rather than create any actual tension. If you go in specifically for the exploration and the vibe, Tokyo 42 delivers. The world is packed with secrets, hidden weapon unlocks, collectibles, and weird little environmental jokes tucked into apartment windows. The synth soundtrack is strong throughout. As a chill, dip-in sandbox for solo play it holds up. As a precision shooter, it is held back by camera and depth-perception problems that no amount of style fully covers. Worth a look at the right price for players who like isometric action with an emphasis on planning over reflexes, but anyone wanting snappy, readable gunfight feedback will hit a wall fast.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpachievementscloud-savestier:aaaOne-Shot-KillIsometric ShooterNemesis SystemCrowd Blending PvPKatana StealthOpen-World ContractsSynth Soundtrack

Requisitos del sistema

Mínimos

OS
Windows XP SP2
Memory
2 GB RAM
DirectX
Version 9.0
Storage
3 GB available space
Graphics
nVidia GTX 560 or AMD 7850
Processor
Intel i3-3220 or AMD FX-4100

Recomendados

Graphics
nVidia GTX 960 or AMD R9 290
Processor
Intel i5-3570 or AMD FX-8120

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Reseñas y valoraciones

Metacritic
70

Información del juego

Desarrolladora
SMAC Games
Distribuidora
Mode 7
Fecha de lanzamiento
31 may 2017

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¿En qué plataformas está disponible Tokyo 42?

Tokyo 42 está disponible en PC.

¿Cuándo se lanzó Tokyo 42?

Tokyo 42 se lanzó el 31 de mayo de 2017.

¿Quién desarrolló Tokyo 42?

Tokyo 42 fue desarrollado por SMAC Games y publicado por Mode 7.

¿Merece la pena comprar Tokyo 42?

Tokyo 42 tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.