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Ghost in the Shell
Sony Playstation
© Shirow Masamune / Kodansha LTD.
© 1997 Sony Computer Entertainment Inc. / Kodansha LTD.
SCPS 10043
Cost: ・5800
— by Keith Rhee
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Though widely regarded as a success, the theatrical release of Shirow
Masamune's GHOST IN THE SHELL drew criticism from fans of the manga. Aside
from the inevitable compression of the story for the 90 minute length of the
movie, many griped about the changes in character design, especially that
of the main character Kusanagi Motoko.
Shirow's critically acclaimed manga now finds its way to the Sony
Playstation, and along the way it rectifies some of the issues that caused many
viewers to find fault with the movie. The most notable difference is that
Motoko now looks exactly like her manga alter ego, albeit sporting a new
wardrobe with an emphasis on a "cybernetic" look and sex appeal (Note:
unlike the movie, which had Motoko wearing a so-called data membrane and
rendered her practically naked, these are real clothes).
The game mechanics are based on the Jumping Flash engine, with several
modifications; it allows a third-person view of the tank
you're piloting and eliminates the double and triple jumps of JF in favor
of the ability to cling to walls. Along with the ability to
strafe, this makes for dramatically different gameplay from JF.
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After an action-packed FMV opening, the player is thrust into the role
of a rookie, piloting the arachnid tank Fuchikoma under Kusanagi's
command. There are 12 missions overall, ranging from search and destroy
to pursuit of an enemy. Each game segment is preceded with a nifty bird's
eye view of the area, and interspersed through the game are more
OVA-quality video clips that explain the story. The movie
was deliberately drawn in a bleak tone, but the video clips here are vibrant
with color and add greatly to the mood of the game.
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But the environments are still oppressive, and they're executed very
well. Sewers feel claustrophobic, industrial areas look bleak, and the
skyscraper levels induce acrophobia. The inner-city level is depicted a little
on the simplistic side, with box shapes for the buildings (as with the original JF), but
this less ambitious approach makes for a solid rendering of the
environment with little to no pop-up (contrast this with VF-X, which had
much more complex building designs and had horrible pop-up problems). The
mechanical direction is equally slick, if again a touch on the simplistic
side. But for the most part you can recognize Shirow's trademark design,
and it's perhaps best that the programmers opted for smooth gameplay rather than
have designs too ambitious to be rendered smoothly.
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Last but not least, GHOST IN THE SHELL features an assortment of techno
music from acclaimed artists across the globe. While this player found
the music to be less remarkable than what was featured in the WIPEOUT
games, the music does a great job of setting the futuristic mood for the
game (the music can be bought on a separate CD as well, necessary if you
want to listen to the music on its own - the music on the game disc
itself is linear encoded and can't be played in a CD player).
Finally, some shortcomings. Most enemies can be defeated using the
"circle of death" maneuver — strafe the enemy while circling it. Also,
if you get nailed by the end-level boss you get sent to the beginning of
the mission. Having to repeat the mission just to get another crack
at the end boss can get frustrating after 3 or 4 attempts. Last but not
least, as with many 32-bit games, GHOST IN THE SHELL has a killer
presentation but is rather short. The missions are challenging, and many
of them will take you multiple tries to figure them out, but a determined
player can finish the game within 1-2 days.
All in all, GHOST IN THE SHELL features a fantastic presentation that
puts
MACROSS DIGITAL MISSION VF-X to shame (UNiT, are you listening?) and
solid gameplay. Fans of Kusanagi Motoko will definitely like her
appearance in the game as well. Overall, it's a great ride - such a
shame that the ride is a tad short.
Rating: *** (out of 4)
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