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Ghost In The Shell: 

Stand Alone Complex

            Ghost In The Shell is an IP that has gone through many mysteriously linked guises. The first film was a revelation in anime at it’s time – and to this day continues to be – a series, Ghost In The Shell: Stand Alone Complex, followed a couple of years later. Seemingly two different sequels have been constructed; one, some years ago, released to the USElectronic Theatre Image market with the emergence of some of the new characters seen in Ghost In The Shell: Stand Alone Complex and now, a sequel for the UK audience, launched in cinemas nationwide on 28th October, 2005. From this, so far the series has spawned but two videogames – Ghost In The Shell on the PlayStation and Ghost In The Shell: Stand Alone Complex earlier this year on the PlayStation2. The PlayStation2’s effort seemed to be rushed to the shelves, but turned out to be quite different to anything we were expecting. A Stealth-based title with a punishing difficulty curve, Ghost In The Shell: Stand Alone Complex made Metal Gear Solid 3: Snake Eater stand-up and take note, even without anyElectronic Theatre Image flashy bells and whistles.

            Now, with little competition, Ghost In The Shell: Stand Alone Complex makes another muted entrance onto the PSP, but instead of Stealth, this time, ATARI have cloaked the anime’s entrance into the First-Person Shooter genre. The title takes the place of a case during the period of the series, seemingly nothing unusual until some rather nasty weaponry starts flying about. The story is progressed by both Cut-Scenes and in-game narrative to a decent Electronic Theatre Imageeffect, with the style strictly in-keeping with the series’ anime traditions. A Map acts as the game’s HUB, with each Level of the game selectable as you progress in a semi-linear fashion; usually, three Sub-Missions will be playable in any order, followed by a set Mission and so on. Older Levels can be replayed at any time and, as an added incentive, the title keeps a record of each of the four playable characters completed Missions. For each Mission you may choose between the four playable characters – each with seemingly negligible differences in defence, jump height, speed etc., but with a superior ability to wield a certain weapon – and for most, a Tachikoma to assist you.

Tachikoma’s, or “Think-Tanks”, are your AI in-game AI.Electronic Theatre Image Basically, a Bot to assist you on your Mission . You have a set amount of limited commands over your Tachikoma, such as Point and Hold Fire, and your character may also mount your Tachikoma. Useful as a vehicle or to designate the added firepower on a specified target, however, the balance is drawn by the fact that should your Tachikoma fall, your Mission is over. Tooling-up both yourself and your Tachikoma before a Mission is an option but is greatly advised, and helps to add depth to the title in the fact that over thirty weapons can be unlocked and selected. Your character’s armoury is limited to only three Weapon Slots, however, weapons maybe acquired during play through downing an armed opponent and pressing Up on the D-Pad to swap guns. No ammo can be collected; instead you must collect a new weapon when running low with your current one.

The Level Electronic Theatre Imagedesign on the whole is fantastic. Ranging from short, evasion based skirmishes to seek-and-destroy to demolition – the set-pieces in the game have obviously been influenced by RARE’s GoldenEye 007 and Perfect Dark titles on the Nintendo64, with the action being strung between corridors and open-arenas and isolated to neither, and also being less of a strain on the system with less data-hits on the disc needed. Levels greatly differ in length and objective and some of the more inventive Missions will have you wondering why the excursions haven’t been used in the genre before, with their obvious nature and lack of need for any real additional technical prowess. In contrary to this however, the enemy AI is often less than pleasing. Later Levels see a spike in enemy intelligence, but on the whole guards will often stand in place; firing, reloading, and continue firing. Running into your line-of-fire isn’t uncommon and killing each other is obviously an everyday occurrence for the gang members and neo-assassins of Ghost In The Shell: Stand Alone Complex’s world.

Graphically, Electronic Theatre ImageGhost In The Shell: Stand Alone Complex pushes out the boat for PSP development. True, the smaller scale Levels and basic animation of the weaponry leaves plenty of memory available for impressive looks, but the title is easily on par with Grand Theft Auto: Liberty City Stories in terms of technical achievement. A high-polygon count, crisp resolution and a very clear draw-distance go hand-in-hand with the title’s beautiful effects system and distinct lack of the polygon pop-up and motion-blur that more commonly plague PSP titles. The sound-quality is impressive, with the lip-synched Cut-Scenes performed by the original cast and the in-game effects clearly being up to scratch.

Ghost In The Shell: Stand Alone Complex has presented itself to the UK audience as an average, run-of-the-mill PSP First-Person Shooter presentation. Surely, the reason for this being that it simply doesn’t need to do any more Electronic Theatre Imagewith such little competition available; Coded Arms offering an intensive visit to the First-Person Shooter genre by an outsider, but being totally outclassed by ATARI’s latest offering. It seems almost contradictory in an industry that over the last five years has learnt to barge and shout it’s way onto shop shelves and into people’s living rooms – and more so because no-one is singing it’s praises. Maybe in the low-light of an after-Grand Theft Auto: Liberty City Stories launch Ghost In The Shell: Stand Alone Complex would’ve got the credit it deserves, but as it stands, the title is destined to join the ranks of Eternal Darkness and Saint Seiya: The Sanctuary as the unsung heroes of their generation.Electronic Theatre Image

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Kev J.                                                                                                                                     Reviews Score Table Interpretation.

10/11/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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