- Publisher: Sega
- Developer: Sega AM2 / Aritificial Mind & Movement
- Arcade, 2004
- Wii, 20 November 2007
- Genre: First-person Action
- Players: 1-2 (Arcade), 1-4 (Wii)
- Save: 1 block (Wii)
- Rarity/Cost: Common, US$10-20 (Wii)
I'll start with the plot, inasmuch as an arcade game meant to get players on and off the hot seat as fast as possible can have a plot. Unlike Target: Terror, where your only motivation is that your targets are terrorists and that's bad, the antagonist force in Ghost Squad has a name: the Indigo Wolves. Their rap sheet includes kidnapping the President of the United States -- twice, in two of the game's three missions -- and the president of an arms company. Because... evil. And so a non-governmental force called the M.O.P. dispatches squads of ghosts (not literally, I just wanted to make a pun from the title) to dispatch the Indigo Wolves' threats. As such, there's a fair bit of immersion to be gained from taking orders from a remote commander and "leading" computer-controlled team members, even if they bear no impact whatsoever on your game. So does the arcade version's controller, a big hulking thing which I think is modelled after an MP5. (Then again, it gets hard to keep holding the darn thing up during extended play, so forget about it.) But the immersion is quickly lost when you realise its characters have no characterisation to speak of, or for that matter, when you bear witness to the goofy voice-acting. So maybe Ghost Squad's story isn't so great, but more importantly, does it play any good?
|Alternate fire modes may help you out.|
This game is short. There are only three levels, and very short ones at that -- I'm talking at least five minutes apiece -- and not even a final boss after it all to tie up the story, such as it is. That's not to say Ghost Squad doesn't have its ways of hooking you in for repeated play-throughs. By collecting experience points (in the Wii version only, I'm afraid), alternate paths will be unlocked for you to choose between during repeated visits, as will new weapons for you to try out. In addition, you'll be tasked with completing special objectives (again, also built upon from Confidential Mission), mainly in the vein of using your gun's (Wii Remote's) Action (A) button to defuse bombs, restrain hostages or fight in hand-to-hand combat, or simple sniping and protection segments. Mess these up, and you're still allowed to continue, maybe with a blow to your life meter. But completing these tasks, in addition to landing head shots or other special hits, fills up a separate "GS Meter". Filling this up gives you extra ammo for your alternate fire modes, thus providing a tangible... not really, more like "direct"... at least non-score-related reward for skillful play.
|Tasks like defusing bombs are done with the Action (A) button.|
+ Sharp controls.
+ Many unlockable paths and weapons.
+ Silly additional modes are good for a laugh.
- Only three missions.
- Poor voice acting and insubstantial story.
Control: 5 hostages out of 5
Design: 4 hostages out of 5
Graphics: 3 hostages out of 5
Audio: 1 hostages out of 5
The Call: 70% (C+)