Bethesda’s PS5 exclusive Ghostwire: Tokyo has been delayed into 2022

Shinji Mikami action game has slipped until early next year

Bethesda’s PS5 exclusive Ghostwire: Tokyo has been delayed into 2022
Nakamura was the creative director on Ghostwire Tokyo, but left Tango Gameworks because she says the working environment was making her ill

Bethesda’s PS5 exclusive Ghostwire: Tokyo has been delayed to early 2022.

The action horror title, which is in development at Resident Evil creator Shinji Mikami’s Tango Gameworks, had been due to release later this year on Sony’s console and PC.

The delay means that an Xbox console version almost certainly won’t release before 2023. Microsoft acquired Tango’s parent Bethesda earlier this year and is honouring PlayStation‘s exclusivity agreements for Ghostwire and Arkane‘s Deathloop.

“We want to get the game in your hands as soon as possible so you can experience the unforgettable version of a haunted Tokyo that we’ve been hard at work building,” Tango said in a statement on Tuesday.

“At the same time, we’re also focused on protecting the health of everyone at Tango. Our new release window will give us time to bring the world of Ghostwire to life as we’ve always envisioned it.”

The developer said it would show more of the PlayStation 5 exclusive “in the coming months.”

A significant number of high profile games have been delayed this year as the COVID-19 pandemic continues to disrupt production schedules.

Lord of the Rings GollumGran Turismo 7, God of War’s sequel, Gotham Knights, Hogwarts Legacy and more have had their dates slip during the first half of this year.

According to a survey published in April, almost half of developers have seen their game suffer delays as a result of the COVID-19 pandemic.

The Game Developers Conference‘s ninth annual State of the Industry survey questioned 3,000 developers from around the world about various aspects of their life.

When asked if the pandemic had resulted in their game being delayed, 44% of those polled said yes, while 49% answered no (the remaining 7% weren’t currently working on a game).

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