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Johnny 'Ghost Rider' Blaze has had it tough. Ignoring timeless advice,
the rugged stuntman made a deal with the devil and now he's at the
beck and call of the malevolent Mephisto. Although, come to think
of it, Marvel Comics haven't had an easy time either, especially
when it comes to video games. Even their biggest names have often
translated into fiddly and forgettable action games. But now it's
Johnny's turn and will scrolling brawler Ghost Rider make the impact
that Marvel long for?
Well,
hopes are high from the offset. The first thing that you will notice
about Ghost Rider is just how good it looks. At times the game is
genuinely atmospheric, chilling almost - quite an achievement for
a game with such a moronic plot. The opening moments are a good
example of this; there's a fantastic feeling of suspense as you
trudge through dark and dingy caverns. This continues throughout
the game, with imaginative textures giving the environments a chilling
and eerie feel; the clunking, rusty gears in the industrial backdrops
of hell, the tattered US flags as you creep through a sterile former
military base and the ghoulish green swirls of light as you navigate
through underground caves. In fact, you're just weighing up how
good this game looks when a throng of gargoyle-like beasts turn
up and spoil it. Eight of them suddenly metamorphose from the air,
showering you with fireballs and flying claws. All of a sudden the
focus changes - no longer are you playing a cold atmospheric thriller,
but instead thrust into a furious fest of button-bashing demon-slaying
silliness.
This
is just one example of a seemingly constant conflict between the
visuals and gameplay; it's like the two are jealous of each other
and as soon as one of them is beginning to impress you, the other
does its level best to spoil it. The main offender is the camera
positioning; you'll often find yourself blindly running towards
the screen, parading straight into a gang of foes. At other times
an awkward view means that you have to walk all the way around the
perimeter of a room just to see the shape of it. Why the player
has no control over the camera is one of the game's cruelest questions,
especially since the right analogue is stick is impotent, used only
for a roll evasion move that is rarely needed given the simple gameplay.
It's
the basic combat that lets the game down most though, and unfortunately
Ghost Rider is brimming with combat. There are seas of enemies;
they respawn, they regenerate, they reappear - they're literally
everywhere. Not that it's a problem for our hero, as his quick kicks
and rapid combos make easy work of them. Very rarely will they ever
overcome you; it's just that there are so many of them, which means
a lot of button mashing. It's a huge anticlimax because, underneath
it all, Ghost Rider possesses a comprehensive and advanced combat
system - it's just never put to good use. As with God
of War, each enemy you slay gives you more points, which allows
you to customise your combos and upgrade your attacks of choice.
Unfortunately, these fantastically choreographed combos are merely
window dressing and unless you play on the toughest difficulty level
you'll never feel the need to use them. As you fight through drones
of similarly simple foes, it's hard not to find yourself using just
one combo - it's a tough habit to break.
Unfortunately
the developers have made the basic attacks far too effective; by
simply tapping the square button, Blaze can orchestrate a spinning-arms
helicopter-style attack. This knocks out any enemies around you
and there's no need to lock on to or focus on an opponent - indeed
there's no need to even be aware that they're there. Just hammer
square and you can be sure to sure to stun anyone around you, and
the enemies don't get much tougher as you progress, they just come
in bigger numbers, so this simple attack is enough to plow through
most of the game. It's a real shame, because with a great combat
system on board, Climax should have designed a game that tests the
mind rather than just exhausting the thumbs.
It's
an ongoing struggle - even with the boss characters. There are two
types of bosses in beat 'em up games - those that you need tactics
and timing to beat and those where you have to fight through hordes
of basic baddies just to land a blow on the boss himself. Ghost
Rider is full of the latter - nearly all of the bosses bring squads
of minions along for the fight. The bosses aren't particularly tough
or interesting, they're just surrounded by bodyguards, another sad
triumph of quantity over quality.
Luckily
though, this quick-fire combat isn't the only gaming mode. Levels
alternate between scrolling beat 'em up ventures and frantic motorcycle
dashes. It's a strange combination - the kind of duality seen back
in the days of Earthworm Jim - but as fun as the motorcycle levels
are, they too are horribly easy. A quick tug of the analogue stick
is enough to avoid any obstacles and Ghost Rider's bike bounces
unharmed off the walls. Even if you are knocked from your bike,
the game lets you continue from three seconds before the accident.
The motorcycle levels seem to be more about incorporating the full
comic book plot rather than solidly enhancing the gameplay, but
at least they provide a welcome break from button bashing.
The
sound is rather hit and miss. When Blaze is alone on the screen
there are some nice ethereal echoes and thudding footsteps, but
once again, as soon as the swarms of adversaries arrive, it all
goes wrong. Your speakers are swamped with the predictable comic
book patter, the splash-like sounds of fists landing, the sound
of feet swishing through the air - a full symphony of silliness.
Plus, the balance is terrible - the cut scenes are a fraction of
the volume of the in-game effects. This isn't too much of a loss
though, as there's very little to be seen in the cut scenes - most
just show enemies spawning from thin air.
Ghost
Rider is easy enough to pick up and it's reasonably enjoyable, but
there's very little here to challenge the serious gamer and you'll
find yourself completing it incredibly quickly. It's implausible
that anyone would want to do it all over again though, as the gameplay
is infuriatingly repetitive on the first attempt - throughout the
game you're dogged by a constant of déjà vu anyway, so there's no
need to do it twice. Yes, there are some nice touches in Ghost Rider,
but unfortunately, when you find one, you can be sure that a snag
or setback isn't too far away. Film tie-ins rarely impress, but
Ghost Rider isn't that ambitious - it's only aiming to entertain
and, to be perfectly honest, it doesn't even really achieve that.
Reviewed by Robert Jackman for AceGamez (All Rights Reserved).
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