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How Tokyo's Ghost in the Shell Exhibition Embraces AR

18 février 2026 à 15:56

The setting and imagery of Ghost in the Shell is iconic by this point.

A futuristic, dystopian society where AI and cybernetic technology have transformed society into a militarized, oppressive surveillance state where the border between humanity and machine is blurred. The title, even, refers to the idea that a soul (‘the ghost’) could be uploaded and transferred into a mechanical shell, or flesh could be fused to transform the human. It’s an idea that has been used to comment on humanity’s relationship with technology, and, to mark thirty years since the first anime adaptation of the 1989 manga, a new art exhibition celebrating the franchise in its entirety has hit Tokyo.

But this isn’t any normal exhibition. It makes sense that a franchise speculating about the future of technology would implement the cutting-edge aspects of this technology into even a showcase of the human artistry that went into its creation, but this Ghost in the Shell Exhibition has implemented AR technology using Xreal Air 2 Ultra to enhance the experience of exploring and understanding the artwork on display.

The series in every iteration follows members of Public Security Section 9, professionals separate to the police that work at solving and preventing crime, typically with a cybercrime and counter-terrorist purpose. The crimes they encounter, and the personal stories that reverberate into the broader world, touch on corruption, surveillance, technological overreach and abuse and more. The Puppet Master, the antagonist of the original manga and first film, can hack and overtake cybernetic bodies, whereas the Laughing Man circumvents surveillance through hacked video feeds.

Conceptually, this is the first deep dive into the history of the entire franchise in a single exhibition, showcasing materials used in the production of not just early works but every series and film from the 1995 original all the way until the more recent Netflix-produced CG works, Arise, and an all-new preview for the all-new series from Science Saru premiering later this year. As such, original cels, storyboards, sketches and production materials from every series were on display, alongside newly produced artworks from a range of creatives that explore questions on humanity, AI, technology and the human body posed by the franchise. An analog look at a technological world, as original paper sketches are framed on walls and in glass panels.

In an opening room, you also have tall PCs with a digital interface to witness lines of dialogue, sketches, hear music, and more from across the franchise. In the main gallery featuring art from every series also sits a PC with digitized assets from every series to flick through at your leisure, a hard drive with a treasure trove of materials from the dense work of the series. Then you have the Xreal Air 2 Ultra AR device.

Their implementation at this exhibition is certainly unusual, one of the first examples in the world of AR glasses being used at an art exhibition in such a manner. While you could simplify their use as a more thematically fitting audio guide like the listening devices available to rent at museums around the world, their use here was a bit more involved and interesting than such a simplistic summation. For a cost of 1500 yen ($10) on top of your ticket, you will be given a pair of Xreal Air 2 Ultra glasses and a smartphone in a case to hold around your neck. After plugging the glasses into the phone, selecting your language between Japanese and English, and being instructed on how to use the device for the first time, you enter the exhibition.

Dotted around the floor of every room of the exhibition are special marks featuring Tachikoma, the cute blue robot from the series. Scanning these marks will trigger an AR scene superimposed over that room or area of the exhibition. The first marker, serving as an introduction to this enhanced walkthrough of the space, places Tachikoma inside the open-plan first room of the showcase in order to explain the franchise and the exhibition, featuring the machine voiced by its original voice actor, Sakiko Tamagawa.

These AR markings are primarily found in the next room, the main gallery space and centerpiece of the exhibition featuring original production sketches, cels and more each broken up by series or film. At the beginning of each entry in the franchise's space within the showcase sits a large Tachikoma mark that you scan with the Xreal glasses, letting them know where you are in the space and triggering the enhancements related to that entry. Each begins with an introduction to that work by Tachikoma enhanced by video clips and audio from that movie or series, before light paths appear on the floor guiding you to specific sketches and cels on display on the show floor.

Scanning these will not only work as a story-driven run-through of the story of that particular production, but provide production background and context to the work you’re seeing.

While functionally similar to an audio guide, the format using this technology allows this guide to go further in expanding upon what visitors can understand about each piece on display. Highlighting specific works and providing overlaid video places these sketches within the context of the finished work for those less familiar with the animation production process, which can be eye-opening for anyone unaware of everything that goes into taking a work from page to screen.

Of course, it doesn’t do this for every sketch, but it’s easily possible to wander the floor and look at these assets at your own pace, then scan these enhanced works at any moment. Newly produced artworks are placed alongside these original production materials that each lean into the themes of the series, leaving you with fresh perspectives to ponder as you bask in the world of Ghost in the Shell. One that particularly stood out to me was a human-sized doll in a box with a mirror for a face, reflecting the viewer as they stared at the piece. When humanity can be moved into a new shell to the point the flesh is unimportant, what is a body? What is human?

Considering the warnings the franchise has made about the convergence of technology and humanity in the wake of the potentially ruinous consequences of AI or technological overabundance, all while still recognizing the potential of these advancements, these artworks and even the use of Xreal glasses felt fitting. Innocence, the second film by Mamoru Oshii, specifically dives into the AI question at some depth, which coincidentally is where this doll artwork was positioned in the event space.

Not all of these art pieces and technology-infused additions to the showcase felt fitting - moving from the warnings of Innocence regarding AI to the uncritical embrace of the technology via distorted Generative AI artwork was disappointing to witness in an exhibition celebrating human creativity. But most of these artworks and technological experiments enhanced the experience overall.

After viewing every series and film in order, the Xreal experience ends with an exclusive preview of Science Saru’s new series, alongside a brief original 30-second animation featuring Motoko evoking the imagery of the original film. Beyond the glasses implementation, the merchandise area featured collaborations with numerous artists and companies that also merged traditional methods with technological innovation. STYLY, an AR company, produced a fascinating traditional Japanese folding screen that, when scanned with your phone’s camera, would render an animation of Motoko.

An embrace of technology to enhance the artistic display of 30 years of adaptations for this seminal manga series felt befitting of this unique exhibition, but the technological potential of this work goes far beyond Ghost in the Shell. The use of Xreal glasses here wasn’t perfect, but any issues spoke more to the current limits of the technology than their implementation here. The field of view is still relatively limited with notable edges, and they’re difficult to use when also wearing glasses. They could occasionally desync, especially if you removed them from your face for any reason, and if this occurs the resync process is far from simple due to how locked-down these devices are for security reasons during this exhibition.

Still, I could imagine this technology finding great use in other showcases in future, even beyond ones where it’s thematically apt to use them like seen here. Classic museums have already embraced technology to provide context to artworks in the past: the Louvre used 3DS devices for a decade, and phone apps are commonplace. AR glasses give a visual enhancement not possible with a phone, however, making it an enhancing use-case for the technology which genuinely benefits the experience.

Regardless of if you do choose to rent the glasses, however, the Ghost in the Shell exhibition is more than worth your time if you care for the series. If you live in or visit Tokyo, the rare opportunity to see original sketches and cels from the franchise history is a real treat. The exhibition runs at Tokyo Node until April 5th.

Salmon Man Review: Paddling Up The River Against Extreme Frustration

22 janvier 2026 à 19:03

Your justification for starting as a salmon man in a barrel is that you are trying to get up the waterfall. This is, of course, something actual salmon do. So it follows from developer Valem Studio that it is something a salmon man in VR should do too.

Salmon Man blends genuine fun and desire to keep going with the gut-wrenching pain of a tiny mistake ruthlessly chopping away at swathes of progress in a helpless instant. Paddle locomotion, it seems, has a frustrating charm almost tailored for the viral Internet landscape of modern gaming. Getting Over It With Bennett Foddy took over the gaming zeitgeist from its release in late 2017 on Steam and its inspirations here aren't subtle. You can play the same basic style of game in your browser right now, or take a look at what this idea is like in the trailer below.

As you’re not walking around each level yourself, you traverse by way of boat paddle, using it to push yourself from the ground and latch yourself from place to place across increasingly death-defying obstacles.

Far from the first game to take this style of game to the format, Salmon Man finds a thematic way to justify its concept and embed it into the core gameplay loop of this rage-inducing platformer. With the minimal introduction of simply being the titular Salmon Man in a barrel, you’re dropped into the beginning and left to your own devices to get through the perilous journey ahead. That's a rough way to start what is a challenging game and not very accessible.

What gives Salmon Man additional depth and difficulty is the jump to 3D for this genre. It creates a new layer of depth to the formula as you aren’t solely trying to use momentum and physics to get to the next platform, you instead push yourself off side walls and use the full space to get that extra bit of distance. It increases the flair and excitement of each bit of progress, but it makes things somehow more challenging, never mind the steep learning curve for these controls. As you physically move a full rod through your hands in order to grasp onto platforms at your side, behind or in front, lightning-fast reactions are necessary to get by even some of the earlier obstacles, while later ones pose even more of a threat.

The Facts

What is it?: A physics-based 3D platformer
Platforms: Steam, Meta Quest 2/3/3S (played on Quest 3)
Release Date: 22nd Jan 2026
Developer: Valem Studio
Publisher: Valem Studio
Price: $6.99

It’s rewarding to make it through to a new section, especially knowing there’s always a risk of losing more than a little bit of progress if you hit the water as you helplessly flow with the current. Yet that risk also brings with it a degree of frustration that steps beyond the awkward, challenging charm one would expect from these games. Even after clearing the game the first time and facing numerous setbacks, I never found myself fully accustomed to the shape of the paddle that serves as your way of movement and projection through the environment. It never impeded the game to the point of making me want to quit, but there were occasions where the punishing loss of progress didn’t feel like my fault, or times where it sometimes seemed more useful to wave my arms aimlessly and hope for the best rather than logically try the correct method and hope I could execute it.

Comfort

There are some adjustments that can be made to the game to increase comfort. With the game relying on a handheld paddle for movement, you can choose between left- or right-handed controls. Additionally, snap camera turns and the option to reduce haptic feedback are also available.

Recommend having a strong degree of comfort with simulated motion in VR gaming. Even as someone with a lot of comfort in the medium and who never feels sick when playing, I at times could feel a little uncomfortable being flung around constantly in search of that next platform.

I also found the lack of any external narration, dialogue or secondary recognition of your progress to be a notable absence. This is a developer choice and far from necessary, sure, but one that can make the journey feel a little lonely and lacking a bit of character and charm. Beyond a few tinges of music in themed areas (pirate music near the wrecked ship, for example), I found myself even hoping I could hear one of those dreaded, all-too-common sarcastic self-quips from a player character cracking awkward jokes, just to break the silence.

If you do clear the game, a lava difficulty replaces water with lava ensuring a forced restart for failure. That wasn't for me. With the noted lack of comfort to the controls, I can only imagine any mistake would be exacerbated when attempting the latter areas in particular in this mode. I experimented with some early sequences and the first death left me satisfied with the fact I did, at least, clear it once in the normal way.

That being said, even if, like me, a lava-infused playthrough isn’t your speed, there’s still plenty to keep you coming back beyond the initial challenge. Standard route through the game seems a bit too simple? Why not see if you can jump off the main path to more off-beat areas to find an array of hidden rubber ducks! The initial clear isn’t enough? There are achievements with in-game rewards and, if you want to brag, there’s a leaderboard for time trials where you can compete with other players for the best time. You can lose 45 minutes or an hour trying to make progress without even realizing, or keep retrying to get the best time possible. Hidden under the surface is a surprising amount of stuff to get to, but it's not perfect.

Salmon Man - The Final Verdict

Salmon Man is a worthwhile use of your time if you’re in the market for this sort of game. It’s somewhat ironic to say this as a games reviewer, but more than most titles, you can tell at a glance whether this is for you. Did you enjoy Getting Over It? Can you handle a turbulent VR experience? Do you want to combine those ideas? This is for you. If not, perhaps it’s ok to give this game a miss. If you do give it a go though, there’s a good degree of value and fun to be had here.


UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.

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