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Why Game? 1 - TextFiles.com

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much more consistent, possibly even better than<br />

in the anime. I was sort of expecting the game<br />

art to look as rushed as the cover. The game’s<br />

initial cutscene ends by panning the camera into<br />

position behind Major Kusanagi into and giving<br />

you control. This direct transition suggests that<br />

the game is actually part of the story instead<br />

of two separate entities being forced to work<br />

together as in the original.<br />

Now that I had control, the feeling of<br />

generic 3rd person shooter really sunk in. I<br />

would have turned it off right then, but I hadn’t<br />

gotten used to the controls and I wanted to give<br />

the game a fair shake. Eventually I reached an<br />

area where you have to climb a stack of cargo<br />

as you make your way to the top of a tall piece<br />

of heavy machinery slowly grinding back and<br />

forth. When I reached the top of the cargo stack<br />

I panned the camera around and viewed the<br />

meticulously designed backdrop. The shipyard<br />

full of cargo is a staple video game setting, but<br />

the sense of height and scale that this game<br />

presented it with was really incredible. I hadn’t<br />

felt that sense since the PS1 original, and I<br />

wondered if the first game had been more of an<br />

inspiration than the gameplay of this new one<br />

seemed to imply. As I continued through the<br />

game, I would <strong>com</strong>e to a genuinely unique and<br />

interestingly designed section every few minutes<br />

that made all of the generic parts in between<br />

seem worth it. I would have quit playing<br />

without regret if these moments of inspiration<br />

hadn’t kept <strong>com</strong>ing. I felt <strong>com</strong>pelled to continue<br />

playing in nearly every moment of my free time<br />

for a week.<br />

In one of my favorite sections, Kusanagi<br />

had to use her wall-jump to scale the side of<br />

a building and reach the only unlocked door.<br />

The game provides little markers telling you<br />

where the next destination is, but leaves finding<br />

the way to that destination up to the player -<br />

eliminating my biggest pet-peeve of 3D games.<br />

I often get stuck not knowing where to go next<br />

and have to rely on finding the next set of<br />

enemies to know I’m going in the right direction.<br />

This type of indicator wouldn’t work in all game<br />

worlds, but within the context of the Ghost in<br />

the Shell universe it feels right at home as the<br />

character you’re playing is part machine.<br />

Another one of my favorites involved<br />

outracing an army helicopter’s machine guns<br />

while racing through the open hallways of a tall<br />

building. At the end of this stage you have to<br />

make a leap of faith off of the building and into<br />

the moving helicopter. This stage will go down<br />

in my memory as one of my favorites right next<br />

to; the first level of the original Panzer Dragoon,<br />

the mode-7 level of Castlevania IV and the<br />

battleship level of Sin and Punishment.<br />

Thinking about it, really well-designed<br />

action sequences split up by average filler is a<br />

lot like the Ghost in the Shell anime itself. If<br />

it weren’t for the really neat action sequences,<br />

nobody would sit through the droning techno<br />

babble and introspective ponderings that the<br />

artsy people laud the movie for.<br />

I haven’t mentioned this yet, but most<br />

importantly of all, through almost all of the<br />

game you’re staring at Major Kusangai’s<br />

beautiful, round ass. The Tomb Raider team said<br />

in interviews during that game’s creation that<br />

Within the Shell of a License 21

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