Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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