PS2 Review: Ghost Rider - Page 2

Offing enemies allows the hero to collect orbs, which act as money to purchase new moves, upgrades and extra media content such as comics, interviews and more. Unlike similar titles, though, Ghost Rider throws too many orbs at players and unfortunately, the character will reach maximum potential after just a portion of the game. While the extras are nice, nobody without interest in the comic series or movie will probably care all that much to go out of their way to unlock them.

While recklessly swinging chains is a majority of the game, the title breaks up the battles with riding scenarios. Ghost Rider wouldn’t be much of a rider without a ride and certain levels put players in the driver’s seat of his trusty trademark motorcycle. Riding through the terrain, players will take care of business by melee attacking with the chains or through the bike’s gunfire. A number of grisly traps and pitfalls will also be thrown in the way, requiring well-timed dodges and jumps at high speed.

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.

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Article Author: Aaron Auzins

Aaron Auzins, better known as "nestlekwik," is an avid gamer and collector who resides in Ohio. He has written video gaming reviews for his personal site GemuBaka, Diehard GameFAN, J2Games, Bemanistyle as well as news for Arcade Heroes.

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