Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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into the Electronics Boutique where I worked.<br />
One of my coworkers, Tim Smith, was big on<br />
Japanese imports, and during my trip I had<br />
bought him a copy of Tobal 2 and an original<br />
PS1 single shock analog controller. I handed<br />
these over to him and as he put them into his<br />
bag he flashed me another game - Ghost in the<br />
Shell. He told me that the game was made by<br />
Exact, the people who made Jumping Flash, and<br />
that you played as a Fuchikoma - so that was<br />
what that red spider was! I had seen the movie,<br />
and all I knew was that it was about a hot anime<br />
babe named Kusanagi that got naked whenever<br />
she had to use her invisibility suit. The store<br />
died down a bit and he popped the game in. He<br />
showed me a few seconds of the anime intro<br />
before skipping past and beginning the first<br />
stage. Watching him play, I could tell that the<br />
game offered much more than the video had<br />
indicated. The Fuchikoma could grip to walls and<br />
slide along them while mowing down monsters<br />
with its machine guns. This was incredibly cool.<br />
A far cry from Jumping Flash, but an even<br />
further cry from what Ghost in the Shell meant<br />
to me.<br />
As he slid up the side of a giant pillar<br />
that rose into the sky I asked him what it had<br />
to do with Ghost in the Shell. He said that it<br />
was closer to the manga than the anime, and<br />
that the Fuchikoma were actually a big part<br />
of the manga. I’ve read the manga since<br />
then and aside from a few instances of <strong>com</strong>ic<br />
relief, the Fuchikoma were minor characters<br />
at best. Before I could get a chance to play<br />
some customers came in and we had to get<br />
back to work. We worked for the rest of the<br />
night and I didn’t get my hands on the controls<br />
until the game was finally released in America<br />
in late 1997. The game’s controls took some<br />
getting used to, but after letting them sink in<br />
they became tight and smooth, really making<br />
you feel like you were sliding the Fuchikoma<br />
all over the huge buildings that make up the<br />
backgrounds despite being an analog game<br />
stuck on a digital controller. Using the strafe<br />
to weave back and forth through enemy fire<br />
was so much fun that it was easy to forgive<br />
the fact that most of the games battles could<br />
be won just by strafing. Zooming myself to the<br />
top of the tallest buildings echoed the feeling of<br />
looking down on the world from high above that<br />
only Jumping Flash had previously provided. I<br />
ended up finishing the game in a day or two and<br />
set it on my shelf, never to pick it up again until<br />
a few days ago while researching for this article.<br />
Now that I had played the game, I had full<br />
confirmation that it really had very little to do<br />
with the anime. Yes, the action was broken up<br />
by over 30 minutes of animation by the original<br />
Ghost in the Shell staff, but despite its beauty,<br />
the story that those cutscenes told seemed so<br />
disjointed from the actual gameplay that I often<br />
found myself skipping them to keep myself<br />
immersed in the action. As I slid around the<br />
playfields dodging fire and gunning enemies<br />
into oblivion, I came to the realization that I<br />
loved the game for what it did as a game, not<br />
what it did with the license. I liked Ghost in the<br />
Shell, and bought the game because of this,<br />
but it really didn’t matter that this was a Ghost<br />
in the Shell game. To me, this game may as<br />
well have been an alternate character in a third<br />
Jumping Flash game. I had played too many<br />
disappointing licensed games to think that a<br />
game could be faithful to its source material<br />
and still be good: Spiderman and Venom in<br />
Maximum Carnage, Batman Forever, Wayne’s<br />
World, Toys, Home Alone, Fantastic Four, The<br />
Incredible Hulk: The Pantheon Saga - they were<br />
all terrible. But this. This was how a licensed<br />
game should be made. It made me decide that<br />
Within the Shell of a License 19