Time and the Rush of the Tokyo Game Show
Photos by Diego Nicolás Argüello
“You’re all set—just remember to press circle instead of cross since, well, we’re in Japan.”
One of the first culture shock moments of my trip to Japan didn’t actually register as a big deal. Truth be told, the lead up to my first appointment at Tokyo Game Show had been a whirlwind. I left my apartment in Buenos Aires, Argentina at noon on Monday and arrived at Haneda Airport at 4 p.m. local time on Wednesday. I didn’t sleep at all during those three days, and only snoozed for a handful of hours before trying to figure out the train system to start my day.
Saying that I was in a state of daydream is an understatement. The overwhelming cacophony of booths and crowds didn’t help, either—putting on headphones to play a demo was a refuge of sorts, but also an odd moment, to travel this much only to sit in front of a screen with a controller in my hand.
Tokyo Game Show is the fourth video game event I’ve ever attended, preceded by the last E3 in 2019, PAX West, and the last two runs of Summer Game Fest. It’s safe to say it’s the biggest one so far. Even during the business days, getting anywhere took forever due to how crowded it was. Most of the big publishers were present, each doing its own thing—Konami had a big push for Silent Hill F with an exhibition that involved some puzzles and getting around people dressed as the game’s mannequins, EA had a massive helicopter hanging on top of dozens of people in demo stations for Battlefield 6, and Sega had Lotus Juice and Azumi Takahashi perform songs from Persona 3 Reload live on a stage, the staff forming a human line while holding a cord to try and contain the crowd.
Everywhere I looked there was something that caught my eye, but it’s a different experience when you’re press. For one, media check-in usually takes place on the back of a booth. If a demo or interview is behind closed doors, you don’t even set foot on the actual demo stations. And when you do, you’re just a person cutting in line trying to make the most out of a 15 to 30 minute long demo before you’re kindly asked to step away.
It might be because the last two recent events I attended, both being Summer Game Fest, are industry only, but I kept thinking about the divide between the public attending an event and the press. In this case, the former meant paying for an expensive ticket tier so they could attend business days, or just attend during public days. After an appointment, a developer told me they were expecting three hour long lines for the second option. “But not with this,” she said, showing me her badge.
There were some other “benefits” for anyone wearing a lanyard around their neck. You got to skip security when entering the event, for example, meaning that no one searched your bag. There was also a press room, which took me 25 minutes and three different conversations with fellow colleagues to find. Turns out it was in a different building altogether outside of the main event halls and business area. Once inside the facility, you had to head downstairs, follow a sign next to an empty space, and squeeze your way down a corridor. The room itself had rows of tables that were mostly occupied, as well as a separate section reserved for specific Japanese outlets. And while it was nicely equipped with snacks, soft drinks, and as many energy drinks as anyone could possibly want, it did feel like a basement of sorts. During my second day at the event, I resigned to sit on a staircase leading to one of the main halls and embrace the background chaos instead. It felt more right somehow, and there were quite other people doing so. There were also rest areas outside, but I completely ignored them.
These moments of rest gave me time not only to give my weary feet a break, but also to reflect on my experience. My schedule was pretty packed so I barely had the time to wander around, yet it wasn’t necessary to see where Tokyo Game Show stands in 2025. It was clear that publishers spent a lot to make their booths seem lively and eye-catching, attempting to stand out with people doing cosplay, picture opportunities, and massive screens to distract passersby. For those unaware of industry news, it was like they hadn’t spent the last two years issuing layoffs and shutting down studios across the board.
The event itself was also permeated by trends. One was companies’ obsession with transmedia collaborations. The Sega booth featured Sonic Racing CrossWorlds, which naturally meant seeing inflatables of Minecraft characters next to Sonic driving a car decorating the booth. Over at Square, people were lining up to take a picture holding the Buster Sword within a person-sized mosaic of Cloud’s Magic: The Gathering card.