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Tokyo Game Show On-Site Report: Over an Hour Wait for Demos on Business Day, Even More Crowded on Public Days

Long lines formed for demo stations at Tokyo Game Show, with wait times exceeding an hour for some games on business days and stretching up to two hours on public days. A writer attending for the first time spent three consecutive days at Makuhari Messe, documenting extensive demo experiences and the impact of heavy crowds on their visit schedule.

东京游戏展现场见闻:商务日试玩排队超一小时,公众日更加拥挤

The schedule included two business days and one public day. His on-site notes mentioned that 55,000 visitors attended on business days, with appointment slots for popular attractions filling up quickly. One experience related to Grand Theft Auto VI had no available booking slots within ten minutes of opening.

Crowds were even denser on public days. Despite repeated reminders from staff not to run, some attendees rushed toward popular booths right after opening. When the halls became congested, it was difficult for visitors to reach their desired destinations directly, requiring them to follow crowd flow directed by staff. Navigating and queuing consumed significant time, making it hard to try some games.

Beyond the demos, the event featured stage performances, cosplayers, and model activities, with many booths handing out flyers, tote bags, and other items. The lighting, screens, and sound systems made the exhibition hall particularly lively. However, the writer noted that they did not feel pressured to accept promotions or forced into trying out products.

Language was also a barrier for some demos. One highly anticipated game he tried had menus and dialogue entirely in Japanese. Meanwhile, he observed many attendees actively engaging with booth staff, reading materials, and taking photos and videos to learn more about the exhibits.

Despite restrictions on queuing and movement, he gave a positive review of his three-day visit, specifically highlighting the demos for Stranger Than Heaven and Pio: A Robot's Tale. Hundreds of games were available to play, ranging from indie titles developed by individuals to major releases already on the market or yet to launch.