Most of what made Ghost Squad fun in the arcades is still retained though, as there's a huge emphasis on weapon management and mid-level missions. Just know you'll be running through the jungle, storming one cottage, and sneaking around in Air Force One dozens upon dozens of times to see it all. Team that with the branching paths for each mission, adding enough diversity to replay any given area three or four times to take each route, and you've got a game that seems a lot shorter than it is. ![]() Like the extra scenarios in Umbrella Chronicles, these are made up of the same core, but are essentially 16 different versions of the same level. Each of the three stages has 16 total levels of difficulty, which take the same architecture and scenarios, but change enemy spawns, events, and circumstances within that level. ![]() How the game makes up for the lack of locales, however, is in the different skill levels of each stage. Ghost Squad is made up of only three levels in total, each about 15 minutes long, which basically equates to one chapter of Resident Evil: Umbrella Chronicles not a whole lot. SEGA AM2 could have easily taken the original game, added IR functionality, and called it a day, but the team instead introduced new modes and options that - along with a competitive price point - really saved the experience as far as we're concerned. That isn't to say Ghost Squad is a straight-up port of the original arcade cabinet it isn't.
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