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Imitation is supposed to be one of the higher signs of flattery
- that through the utilization of someone else's 'good ideas' you
can improve or compliment the original product. Developer Climax
have taken that idea to heart, borrowing elements from two of the
PlayStation 2's greatest action series - Devil
May Cry and God
of War for 2K Games' Ghost Rider. This led the PS2
version down a path of stunted growth, as influences overtook
originality. The PSP version, surprisingly released at the same
time as its console brother, may not change the actual gameplay
itself, but the pick-up-and-play approach to level selection and
progression - including the new Challenge Mode - a tweaked upgrade
system and four-player racing all combine to deliver a more satisfying
experience. Ghost Rider may not be able to hold a candle with the
big boys it emulates, but the 'me too' controls and heaping dose
of single player replay value make this one a perfect title for
the actioneer on the go.
While
it may appear on the surface that Ghost Rider the videogame is based
on Ghost Rider the movie, this is a bit misleading. Much like X-Men:
The Official Game, a brand new story was penned by veteran writers
over at Marvel, Garth Ennis and Jimmy Palmiotti, which takes place
after the events in the Nicolas Cage film. With Mephisto in possession
of Johnny Blaze's soul, he has no choice but to continue to be a
Spirit of Vengeance known as the Ghost Rider. After his son escapes
from Hell - again - to bring forth Armageddon, Mephisto blackmails
Blaze into using his Ghost Rider powers to bring his son back to
Hell and save the world from Oblivion.
This
story unfolds via fully voiced, slightly animated comic panels at
the beginning of each chapter, wonderfully painted with just the
right about of movement and texture. Unlike when Z-Axis tried and
failed at this, Climax have perfectly captured the spirit of a comic
book with the right camera angles, artwork and panning speed; now
if only they could have gotten them to look as solid as they were
on the PS2, as pixelation and over-saturated colors run rampant.
As great as these story segments are, there just isn't enough of
them, as they are always reserved for chapter beginnings and/or
ends but nowhere in-between - not even for in-game cut scenes.
This
took some of the wind out of progression in the PS2 version, but
the new way levels are selected and progression is handled eases
that blow. No longer is this game a linear beat 'em up that is firmly
against backtracking, as the PSP version sports a level selection
screen. Each chapter has been broken into smaller level segments
(eight per chapter), changing the dynamics of the game to more of
an arcade title than that of an action-adventure. Absorbing the
game in small chunks not only decreases the sting of monotony that
set in on the PS2 (more on this later), but it makes the entire
game much more traveler-friendly, as you can step in, tackle a level
or two, then shut it down and return whenever you can.
The
actual gameplay in Ghost Rider mainly consists of beating the crap
out of waves of demons using Ghost Rider's fists, the Demonic chain
- a direct nod to God of War's Blades of Chaos - and his trusty
shotgun. Using a deep, upgradeable combo system, you'll be slashing
and bashing with style and flair in a matter of minutes. Upgrades
are no longer tied to how many demon souls you have collected -
a task that was all too easy to accomplish in the PS2 version -
but instead to how many skulls you can earn from achieving one of
three extra tasks in each level, ranging from collecting a certain
amount of demon souls to executing a certain number of finishing
moves. This not only keeps you from maxing out Ghost Rider's stats
in a few levels, but it also increases the lasting appeal, as many
of these extra tasks require more than just luck. Each new combo
seems more elaborate and powerful, imbuing fun into smoking the
waves and waves of demons that attempt to thwart you. To pull another
page from the Capcom stable, Ghost Rider also uses a combo ranking
system, like DMC, which rewards players with extra demon souls and
demon charges - used to power the dominating Link Charge attack
- for varying their combos while avoiding damage. Nothing in this
game is anything that you' haven't seen before, but there is more
than enough here to provide bouts of entertainment for the non-jaded
gamer.
Now
if only Ghost Rider could sustain that entertainment. Instead of
using a free-roaming world, Climax chose to emulate Devil May Cry,
going with linear levels. That by itself is not the problem, but
the lack of anything to do in these levels - other than accomplishing
the extra tasks - is. There are absolutely no platforming bits,
puzzles to solve or anything else to break up the monotony of fighting
the same easy demons, over and over again. Breaking the levels into
bite-size bits helps a little, as you feel less inclined to play
more than a few levels of time, helping to curb boredom, but its
just a band-aid that does little to heal the real problem.
There
are a couple of ideas slapped together to take the place of substantial
additions, such as enemies that can only be hurt after a certain
combo rating is achieved and the ability to execute enemies once
their health is depleted to a certain amount, but these prove to
be momentary at best. The only attempt to change the pace is to
include motorcycle levels in every chapter, which see you riding
on Ghost Rider's Hell Cycle, blasting demons and jumping gaps. These
levels fall into the same flaming pit of monotony that the fighting
succumbs to, as they provide no challenge and little variation other
than background and obstacle placement. There is a noticeable dip
in frame rate during these parts too, especially if you fire your
shotgun every second as you should, stripping the speed right out
of the motorcycle.
The
presentation falls into a mixed bag of excellence and mediocrity.
The graphics are above average for the PSP, with sharp, varied textures
and satisfying character models, although the art direction outside
of the main characters is lacking in inspiration. There are also
many nice lighting effects, especially the fire effects used for
Ghost Rider's skull and attacks. Despite all of those positives,
the PSP version doesn't look as good as the PS2 version and everything
feels as if it was a given a slight downgrade. In most cases that's
a problem, but here it allows the entire game to run without the
slowdown that plagued the PS2 version, while still looking solid.
The sound department still receives the short end of the chain though,
as an endless loop of awful rock music plays over boring sound effects.
The voice acting, to my astonishment, is top notch, even though
none of the major players from the movie lend their voices; I only
wish Ghost Rider himself was a bit chattier in-game, instead of
taking the mute route.
As
I have said a couple times already, the lasting appeal of Ghost
Rider on PSP is higher than in the PS2 version. The extra tasks
for each level alone double the playing time, but you'd really have
to be bad at the game to push that to higher than fifteen hours,
even with the new levels and bosses. To further pad out the playing
time, the new Challenge Mode, as well as the four-player Multiplayer
Mode, allows you to tackle four different types of races against
other Ghost Rider characters in kart-style, over-the-top racing.
Though very obviously tacked on with little thought put into them,
these both prove to be decent additions that don't really help or
hinder the game. Unlockable characters and 'God-Mode' style cheats
are unlocked once you beat the game on normal, which could give
you a reason to tromp through again, but mostly these features are
underutilized, as the new characters do little to change the way
the game plays and the codes are just unnecessary. 'Making of' videos
for the comic, movie and videogame are nice touches, but the one
extra feature that had me jumping for joy was the Ghost Rider comics,
digitally replicated for our pleasure. Yet, what you think are full
comics are actually only a few pages' worth from each book, defeating
the purpose of their inclusion and serving as nothing more than
an advert. Sure, it's a bigger gesture than cover art, but is it
such a big deal - be it Marvel or the publishers - to include full
comics for us to read?
If
you have read any of the other reviews on this game and saw the
negative scores, you will be left assuming that Ghost Rider isn't
worth playing. That is not the case, as the fighting system lifts
elements from all the right games and the new PSP style level selection
helps stave off some of the monotony that curtailed the fun of the
PS2 version. Portable gamers with open minds who are in need of
an action fix should find Ghost Rider as a decent $30 purchase,
but if Climax had either integrated more of their own original ideas
or borrowed even further from their influences, as well as spending
more time with the racing extras, then this could have be a great
game, instead of one that you can just about describe as 'good'.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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