Ghost in the Shell

Ghost in the Shell – 1997 PlayStation (SCE)
On the long wave of the movie released in cinemas in 1995 by Mamoru Oshii, Exact in collaboration with Production IG (a studio that has been involved in film animation and will in the future host the Stand Alone Complex TV series) develop Ghost in the
Shell, a third-person shooter set in the world described by Shirow manga, but not directly related to one of his stories: configured as a story that can be played without knowing the narrative background, in the plot divided into twelve chapters is told how Human Liberation Front exploded a Megatech Corporation building and how the player who
plays a recruiter just joined in Section 9 will have to fight to resolve the case alongside Major Kusanagi and others using a Fuchikoma. of a robot with the appearance of a spider, which can accommodate a pilot inside it and which is able to move quickly to climb up the walls as well. As offensive weapons is equipped with missiles, which can be fired six at a time, and a machine gun, both with infinite ammunition. The result is a quick and pure gamep
lay like the classic arcade, where the player can move freely even by climbing the buildings, creating a different perspective than the TPS of the period. Critics of the period enjoyed the dynamics of gameplay, though finding them repetitive with the flow of the game. While not having an unforgettable story that goes to recreate any mission in Sec
tion 9, this video game will be remembered by the collaboration of Shirow himself who has lent his pencil to the design of characters and machines. For this reason, the seventeen cut-scenes that are reproduced at the beginning or end of the mission have a paradoxic
al taste that differs greatly from the Oshii movie released just two years earlier,Ghost in the Shell for PlayStation came out on July 17, 1997 in Japan with a party with the musicians responsible for the soundtrack to perform live and the appearance of a Fuchikoma, and just a year later it also came in Europe.
 
Ghost in the Shell: Stand Alone Complex – 2004 – PlayStation 2 (Atari) Review
Brand new brand release and new video game exit; while on Japanese TVs airs the second season of the animated series that always starts from Shirow manga, to set everything in a different universe, which will be subtitled Stand Alone Complex, developer Cavia launches its market for its own Ghost in the Shell: Stand Alone Complex. This is a company that
until then (and even later) has only worked on adaptations for other popular gaming platforms, or for creating the most famous series spin-off, such as Drakengard, Resident Evil: Dead Aim or the two shoot-em ups of the brand Capcom Umbrella Chronicles and The Darkside Chronicles; the game that will bring them to the glory will be Nier, the first chapter devoted to the fans that is coming to an interesting track, this time developed by Platinum Game. So many speeches on the developer because in this iteration the game has fewer personalities and less p
oints of innovation: it is also a third-person shooter, but this time Kusanagi and Batou alternately play in the twelve missions. The sections with the Maggiore feature a gameplay that prefers agility and speed of movement, with levels that give great space to verticality and stealth action, until you get the fatal ghost hack to your opponents and take control momentarily; Batou’s sections are more concerned with their brute force and the use of heavy weapons, resu
lting in a more banal run & gun. The critics of the period welcomed the game on average on a positive basis, albeit complaining of an extremely basic IA but above all of the superficial use of ghost hacks which could have led to unexpected gameplay. with levels that give great space to verticality and stealth action, to the point where you can make the fateful ghost hack t
o your opponents and take control of them momentarily; Batou’s sections are more concerned with their brute force and the use of heavy weapons, resulting in a more banal run & gun. The critics of the period welcomed the game on average on a positive basis, albeit complaining of an extremely basic IA but above all of the superficial use of ghost hacks which could have led to unexpected gamepla
y. with levels that give great space to verticality and stealth action, to the point where you can make the fateful ghost hack to your opponents and take control of them momentarily; Batou’s sections are more concerned with their brute force and the use of heavy weapons, resulting in a more banal run & gun. The critics of the period welcomed the game on average on a positive basis, alb
eit complaining of an extremely basic IA but above all of the superficial use of ghost hacks which could have led to unexpected gameplay. resulting in a more banal run & gun. The critics of the period welcomed the game on average on a positive basis, albeit complaining of an extremely basi
c IA but above all of the superficial use of ghost hacks which could have led to unexpected gameplay. resulting in a more banal run & gun. The critics of the period welcomed the game on average on a positive basis, albeit complaining of an extremely basic IA but above all of the superficial use of ghost hacks which could have led to unexpected gamep
lay.Ghost in the Shell: Stand Alone Complex was released on March 4, 2004 in Japan, while in Europe it had to wait until May 6 of the following year and probably will be remembered for its high average production values ​​for that period and for ‘great gameplay made of a mix of action and shooting.
Ghost in the Shell

Ghost in the Shell: Stand Alone Complex – 2005 – PlayStation Portable (Atari) Review
Incredibly titled in the same identical way as the Cavia game released just a year earlier, the chapter developed by G-Artists at home is known under the Domain of the Hunters subtitle. Although in Europe the two games share the same name and have come out a few months away from each other, the PlayStation Portable chapter comes as a direct follow-up to what has been see
n on PlayStation 2. For this release there is a change of the perspective that the third person passes to the first, and frenetic agility is set apart to leave room for tactics, which must be handled best during linear missions consisting of corridors with enemies to be snapped in order to arrive at the end; Among the relevant features it is possible to choose which character of Section 9 to enter into action and personalize the equipment. In addition, the game gave great f
ocus to the Tachikoma, a robot not very dissimilar to the aforementioned Fuchikoma, so that it always had one to the side and could be given different types of orders, leaving the artificial intelligence the task of bringing to end the orders. Criticism of the period welcomedGhost in the Shell: Stand alone Clomplex for PSP cool enough, reserving its ratings around or just under enough. The biggest proble
m is to look into the gameplay that, like other FPS on the handset Sony, could not find a key configuration that would make it enjoyable. Color Note: By finishing the game you could unlock Tachikoma to Go! Go! a minigame where you control a Tachikoma inside a vertical shoot-em up of an old mold.
Ghost in the Shell

Ghost in the Shell: Stand Alone Complex – First Assault Online – 2016 – Steam (Nexon) Tried
With jobs that have begun even in 2011, Neople proposes a new vision of Stand Alone Complex: leaning against Nexon, a South Korean export giant, with First Assault developers have focused on the world of competitive heroes based FPSs. In each game the player can choose one of the members of Section 9, each with specific abilities and with the various
customizations of the case: Mokoto can use invisibility, Batou can launch rockets from his arm, Ishikawa can place towers, and so on. Unfortunately, apart from the characters there is little of that Ghost in the Shell that has stimulated enthusiasts: the dilemma of being a man or being a machine, the presence of the soul within the artificial intelligence … everything is put to side to make room for a game of continuous killing and team play.
Mobile Games and Pachinko
Obviously, apart from the four above mentioned titles that have been able to reach both the US and Europe, there is also a fair list of games that have remained confined to Japan. However, it is not about chapters of thickness and we are talking about mostly small mobile games or very pachinko critics. Unfortunately, the information on these products is scarce on the net,
but it is possible to mention at least the first mobile game of the subtitled Cyber ​​Mission series developed by Gree, which was configured as free to play with the purchase of paid components; is also interesting to mention Tachikoma Wars! developed by Mobage where you can customize your Tachikoma to face enemies in a gameplay close to the Pokémon series.