REVIEW

PS2 Review: Ghost Rider

Written by Aaron Auzins
Published March 22, 2007
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The most disappointing factor of Ghost Rider is that it has the formula to be an interesting and enjoyable game, but when so many elements are borrowed from other titles, it can't be helped but be compared to titles of much higher quality, and while the game offers a short and mediocre play through at best, nothing is done exceptionally well.

The game's visuals get the job done with semi-detailed environments and decent character models, but a real lack of variety is a huge damper on the title's presentation. Even noticeable effects such as the emphasis of motion, the blurring of the penance stare and blazing of fire during game play lose their appeal after the thousandth time Ghost Rider swings his chain. After fighting the same two demon types over and over, it left me begging for the game to move on and present me with something new.

While the levels on foot at least show off a little architecture and subtleties, the driving environments tend to look generic and repetitive and revving the bike through levels doesn't really exude the sense of speed it should. The title also makes use of static comic panels with voiceovers to push the story along. The art brings the style of the comic to players' screens, but it does little to add punch to a game in sore need of an eye-catching visual.

Battles do, however, ring in some nice sound effects whether it's the screeching of demons or Ghost Rider screaming at suffering enemies in the midst of a penance stare. The decent voice work for the title also stands out and adds some pizzazz to battles and the game's otherwise average storytelling.

If Ghost Rider's music stood out as much as the sound effects, however, it would have served as the game's saving grace in presentation. Entering into battle brings in a looping guitar riff that grates the nerves after a while and most of the other tunes are easily forgettable.

Fighting with Ghost Rider's chains should feel quite comfortable to fans of God of War as long as the sometimes awkward camera doesn't interfere (the right stick makes Ghost Rider roll a la God of War instead of controlling the camera) - in fact, a lot of Ghost Rider's moves seem to be directly copied from the aforementioned title. Mixing up a combination of weak and strong attacks allow Rider to execute standard combos, launch enemies for an air beating or grab dazed enemies for a PG-13 execution. While hardly original, the format works well in Ghost Rider and flows pretty well until the constant button mashing leads to mass repetition.

The problem with playing the title, though, is it reeks of borrowed material and its one defining difference, the driving segments, are poorly designed and do not control as well as the other sections of the game. Constant panning replays of jumps break up what should be fast, furious action and taking down enemies is more of a mindless shooting gallery than brutal high-speed combat. The only thing that dictates player involvement in these segments is the constant jumps and occasional turns.

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Aaron Auzins, better known as "nestlekwik," is an avid gamer and collector who resides in Ohio. He has written video gaming reviews for The Northwest Signal, The Disclaimer, personal Web sites, GameFAQs, BitSmack and on Sony's invitation-only Web log - The Gamer Advisory Panel.
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PS2 Review: Ghost Rider
Published: March 22, 2007
Type: Review
Section: Gaming
Filed Under: Gaming: PlayStation 2
Writer: Aaron Auzins
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