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Ghost in the Shell: Stand Alone Complex
Score: 75%
ESRB: Teen
Publisher: Bandai
Developer: Bandai
Media: UMD/1
Players: 1 - 6
Genre: Action/ First Person Shooter/ Squad-Based

Graphics & Sound:
Like any game inspired by anime that is true to its source, Ghost in the Shell: Stand Along Complex will be a treat for fans. Numerous cut-scenes (sometimes too numerous, in that they create excess waiting for the next area to load) look great and the characters are appealing. Okay, Motoko is appealing... yes, it was that thong she wore into battle that had the most appeal. There was always a sexiness to Ghost in the Shell that held my attention, and the game's mood captures this well. Not just the pretty people, but the idea of biogenic enhancement and running around the city as an elite crime fighting force, bristling with weapons. And the robots. Don't forget the robots.

The voice tracks are done well, but the in-game sound didn't create much atmosphere or add to the play style in a level. Being able to change view and look through the 'think tank' perspective was neat, but mostly for show. The music is great; in the background, but able to complement the emotion of a particular level or scene. There was some nice polish in the graphics and sound that I wish was mirrored in the gameplay or mechanics, but fans of the show will definitely not be disappointed.


Gameplay:
As I was ramping up on Ghost in the Shell: SOC, I thought it really was misleading to think of the game as a first person shooter. It seemed like there were plenty of mission-based objectives and actions that went above and beyond the 'run and gun' of most FPS titles. But, the reality of the game, because of poor pacing and design more than anything else, is that the single player mode pales in comparison to the fun you will have in a multi-player match setting. And, it's not like there aren't plenty of good deathmatch FPS titles with forgettable single player modes. Finding both together is a rare thing, indeed.

The story in Ghost in the Shell: SOC revolves around some fairly inscrutable historical references that tie into present day acts of terrorism around Berutarbe. Basically, leading up to a big commemorative event, it seems that wrong-doers are plotting to take out members of the old faction. Section 9, with its four key operatives, must work together to defeat the 'terrorists.' Having four operatives makes for good variety, and the single player game gives you freedom to mix and match between each of the characters and four 'think tanks' or Tachikoma models. The Tachikoma makes this feel a bit like Armored Core and when you go into each level, you take the Tachikoma with you and can pilot it independently. Characters and the tanks can be customized with weapons and gadgets, which makes for some replay value.

Objectives in levels range from standard devestation to searches for hostiles, neutrals or hostages. You sometimes end up on an easter egg hunt, or have to run in stealth mode to win the round. Ghost in the Shell: SOC is a far better single player experience for offering variety in level design and there are even hidden items as bonuses in some areas. All in all, the standard conventions of a mission-based shooter. Customizing and using the Tachikoma makes for some interesting possibilities in gameplay, and using different characters can make a level more or less difficult.

After several hours, the single player game is not going to appeal beyond those who really love the franchise or can overlook the flaws. Where you want to go from this point is to grab some friend and investigate the multiplayer games. Even though controls aren't the best, they are only slightly soiled, and Ghost in the Shell: SOC really shines in wireless multiplayer. Team battle options and the choice to fight with game characters or the Tachikoma models really give multiplayer great appeal. And, the fun you can have with even a few friends - or with 6 (!) - will make up for the limited single player mode.


Difficulty:
The quality of a mission-based shooter will hinge on several things. First, you have to have smart levels with lots to do, but few ways to get lost or stuck. Second, you have to have good controls and AI that doesn't make the experience seem like self flagellation. Too much of the time, Ghost in the Shell: SOC falls into the cracks on these points, making the game harder or easier than it should be. In missions where stealth is required, bad controls and seemingly prescient AI make you want to throw the controller (like you would throw a $249 controller!?) at the wall many times. Long load times and some really short levels (one seemed like it was only 3 or 4 small rooms before it started loading again...) break the flow of the game and your concentration. Then there were levels where you would prance around in front of enemies as they unloaded on you, and walk away without a scratch. Basically, the whole experience was unbalanced and forgettable in single player, which is too bad. Given the clear attempt to design interesting levels that looked good, to give the player lots of options for weapons and character customization, the development team intended this to be a tour de force.

Game Mechanics:
In-game navigation was suprisingly good, and the levels are compact enough that getting lost is hardly an option. Readily available maps and good mission briefings made it easy to keep one's eye on the prize. Cut-in dialogue during some levels helped to keep things on track without seeming obtrusive. The lock-on feature for aiming helped to overcome some jittery controls, and it was rare for an enemy to be particularly hard to hit, since they weren't acting very smart, usually.

The options for control all focused on using the analog stick for movement, rather than aiming. I really had a hard time adjusting to using the buttons for aiming, and even though there were some variation controls that put strafing on the analog, I really just wanted to have analog aiming. Why wouldn't this just make sense? Or at least be an option? Without the option to make quick, fine adjustments while sighting an enemy, all your firing technique devolves to strafing. Accuracy sucks, even with weapons like the sniper rifle that should be pinpoint accurate. There must have been 12 or more variations on the control scheme, but let's face it: in a shooter, nothing is more important than smooth sighting and targeting. As a way around the dodgy controls, a lock-on gives you the means to make swiss cheese of an enemy.

The Tachikoma plays a squad member and can be ordered to take a more or less passive role, fighting when you need help and conserving ammo when you don't. Due to short levels with relatively unsophisticated AI, the Tachikoma element never really seemed to take on the importance it should have. Even choosing different characters seemed arbitrary. None of them seemed to stand out that much over the others. In this way, Ghost in the Shell: SOC is a game that offers moments of enjoyment to the single player, but only sustains value for the deathmatchmakers. Of course, it probably goes without saying that fans of the show will buy this to do the 'Stroko Motoko' in the wee hours, and who can blame them. Pull a few of those folks together, play multiplayer and you'll have yourself some fun. Otherwise, try a rental and wait for Half Life to hit the PSP. Now that's a wet dream!


-Fridtjof, GameVortex Communications
AKA Matt Paddock

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