Arriving as distinctly less Ghostbusters and more Ghost Recon, SEGA's on-rails shooter Ghost Squad is a relentlessly paced all-action arcade game built in the same vein as 'shoot-and-duck' classic Time Crisis. However, while the Time Crisis series pits the player as much against the clock as against waves of cannon-fodder bad guys, Ghost Squad focuses only on the latter while relying on the interactive qualities of Nintendo's light gun-friendly Wii Remote to bolster the overall experience.
The on-rails light-gun gameplay in Ghost Squad is simple enough to master, with the game itself guiding the player's POV and progress throughout each level, leaving only aiming, reloading, and certain specific button-prompted tasks as the player's driving responsibilities. For example, pulling the trigger ('B' button) on the Wii Remote while aiming away from the TV screen will fire and reload any equipped weapon, while nudging the D-pad alters a weapon's rate of fire, and the 'A' button is used to handcuff hostages, etc. It's all very easy to grasp and, on the whole, quite an enjoyable sidestep from the usually much more complex world of first-person shooters.
The core single-player game in Ghost Squad (or Global Humanitarian Operation & Special Tactics - um, THUD ) is split across three frantic arcade levels populated with terrorists, hostages, and mission-specific boss targets. While a mere three missions may seem somewhat scant in terms of gameplay longevity, SEGA is clearly banking on the appeal of multiple (and unlockable) level pathways to successfully draw players back to the action for repeat play.
Specifically, while advancing through the luxury of 'Grand Villa,' the close confines of 'Airforce One' and the dense foliage of 'Jungle,' players will periodically be asked to select alternate tactical routes. These routes provide both differing in-game environments and also mission Special Events, which include securing terrified hostages, rescuing VIPs, the timed sniping of distant targets, and the defusing of bombs.
Sadly however, considering the instantly accessible fun that's to be had by aiming the Wii Remote at the screen and blowing away ever-willing terrorist hordes, Ghost Squad's single-player campaign remains woefully brief. Without any form of exaggeration, the most average of gamers will blast effortlessly through Ghost Squad in the best part of forty-five minutes and, although pathway variety does offer a degree of prolonged play, it's difficult to forgive such shameful brevity. Granted, some may argue that Ghost Squad's retail pricing has been adjusted to reflect the content drop, but a few dollars off the average is not sufficient solace considering the usual 8-10 hours of gameplay most of us are accustomed to with action titles.
By way of direct comparison, Capcom’s recently released Resident Evil: The Umbrella Chronicles ably delivers a similar, multi-pathway on-rails shooting experience for the Wii but manages to cram hours and hours of atmospheric and satisfying aim-and-shoot action into a package that never ceases to be enjoyable and challenging.
Staying on that topic, challenge is also one of Ghost Squad's main failings. Although players can choose from three levels of difficulty, the campaign offers up an inexhaustible arcade 'Continue' system, which means that genuine difficulty is all-but cancelled out as player progress (albeit slower based on the chosen setting) is constant, guaranteed, and wholly unsatisfying.
A.I. opposition is also somewhat less than formidable in Ghost Squad, with terrorists repeatedly throwing themselves into the firing line without ever really forcing the player to aim carefully in order to pick off targets, shooting from behind cover. The player's only real concerns arise from those terrorists rushing on screen with bold red target reticules around them, which denotes they are quicker on the trigger than the usual enemy grunts, while troops who lob grenades can also pose more of a direct - if sporadic - threat. That being said, an assured reliance on the 'Continue' system negates any sense of tension and excitement that Ghost Squad's trigger-happy action might otherwise conjure up.
Graphically Ghost Squad looks and feels very much like a late 90's arcade title insofar as it's visuals are crisp but unadventurous while portraying vivid body impact icons on screen rather than splashes of blood. Similarly, in-game environments and physics effects also lean more towards inoffensive comic book interpretation rather than the kind of overt realism that's so prevalent in most of today's action games.
That underlying 90's arcade flavouring is also (sadly) evident in the game's central and NPC character performances, which are delivered with an excruciating lack of passion and verve by the seemingly lobotomised vocal cast. Indeed, while Capcom (well known for its cheesy voice work) could be similarly chastised for the performances in Resident Evil: The Umbrella Chronicles, SEGA takes away the audio wooden spoon in this case thanks to some of the worst in-game acting this reviewer has ever suffered through.
Beyond the game's disappointing single-player campaign, Ghost Squad also offers an ineffectual Training Mode for Wii Remote acclimatisation and also a Party Mode, which allows up to four players to take on the game's missions cooperatively. Party Mode also tries to tempt players into return visits through the promise of two hidden game modes - chances are you won't care enough to seek them out. Also, depending on player performance during the single-player mode, extra weaponry and costume types can be unlocked - yet another thinly veiled and unappealing lure placed to bring players back to the start for another run through.
Those gamers keen to sample Ghost Squad’s action through the Wii Zapper or perhaps a third-party gun peripheral should note that, despite the increased 'cool factor' a pistol or Zapper attachment brings with it, the Wii Remote will remain the better gameplay option for most. This is mainly due to the player needing to periodically access the Wii Remote's 'A' button or D-pad, which becomes rather fiddly when the Wii Remote is secured away from the player's usually well-situated thumb. Holding a pistol grip invariably means players will be forced to bring their free hand up onto the Zapper/peripheral's barrel to change the rate of fire in weapons or engage in timed Special Events - not exactly the most authentic of shooter-style sensations.
Ultimately, in the shadowy confines of the walk-in arcade, where 'Insert Coin' clearly outlines that you get what you pay for - namely bite-sized and easily consumed sessions of sweaty gaming - Ghost Squad is a perfectly decent shooter that ticks all the right boxes when it comes to frantic trigger action you can fit snugly into your lunch hour. However, when bringing that action onto Nintendo’s home-based Wii system, SEGA has completely failed to maximise the game's potential before tabling it to an audience that simply isn't going to respond well to such blatant consumer disregard.
Arcade nuts that simply cannot live without Ghost Squad in their collection should be prepared to receive nothing but a strictly shallow gaming experience, while everyone else would be well advised to consider spending their hard-earned cash on Capcom's far superior Resident Evil: The Umbrella Chronicles.
69%
Review provided courtesy of Play.tm
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