Ghost in the Shell: Stand Alone Complex

Ghost in the Shell: Stand Alone Complex

released on Sep 15, 2005

Ghost in the Shell: Stand Alone Complex

released on Sep 15, 2005

Ghost in the Shell: Stand Alone Complex, released in Japan as Kokaku Kidotai: Stand Alone Complex - Domain of the Hunters, is a first-person shooter video game based on the cyberpunk anime series Ghost in the Shell: Stand Alone Complex and a sequel to the first Ghost in the Shell: Stand Alone Complex game of the same title, developed by G-Artists and published for the PlayStation Portable by Sony Computer Entertainment and Bandai in 2005. It was released in Japan on September 15, 2005, in Europe on October 21, 2005 distributed by Atari Europe, and in North America on October 26, 2005, but under the same name as the original PS2 game causing confusion and misinterpreting as a port. Ghost in the Shell features first-person shooter gameplay. Customizable Tachikoma sentient tanks, which can operate independently as AI characters or be ridden inside by players, accompany the player at all times. Playable characters include Motoko Kusanagi, Batou, Togusa, and Saito. All levels can be played by all characters. Aramaki is also available for multiplayer matches. All characters have varying statistics which can affect how a game plays out, for example Batou has more health than other players and Saito holds sniper rifles steadier than others. In addition, Tachikoma robots can act as an AI companion, and players can select from four Tachikoma "characters", balanced, aggressive, intelligent and humorous. Controls are similar to other first person shooter games on the platform, such as Coded Arms and Medal of Honor: Heroes.


Also in series

Ghost in the Shell: Stand Alone Complex - First Assault Online
Ghost in the Shell: Stand Alone Complex - First Assault Online
Ghost in the Shell
Ghost in the Shell

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Reviews View More

It's obvious that they did try to do something decent but PSP is such a wrong platform for a game like this. Gameplay isn't unbearable but you don't have a second analog sooo do i really have to say something about it? Levels are not just repetitive but also boring and Ai is braindead. Still you can try it if you have a psp and love gits.

This game big stupid

Controls feels kind of janky and almost stiff
The game's missions is divided into sub missions and those sub missions are significantly more retarded having the same level design being long ass hallways and brain dead AI.
Don't know anything to say about the story because i haven't seen the Stand Alone Complex anime and i've only seen 2 GITS movies.
This game has like 3 songs and i recommend just muting the game and put on some different music or somethin because throughout the entire game i was speeding up the game (used an emulator) and listening to Banjo Kazooie soundtrack.
The weapons in this game are nothing special because throughout the whole thing i was just using the machine gun which had like 200 ammo and you can use the same gun in different slots so that's interesting.

Anywho that's all i have to say for this game.

The odds were stacked against this game from the start. Not because it's based on a beloved anime which gave me high expectations for it, but simply because it's a modern-style FPS on a platform which has neither a mouse nor two analog sticks. Aiming and running around is consequently clunky as to be expected, but the good news is that the devs were just as aware about the limitations of the hardware and did enough to mitigate it, leading to a very decent game.

For one, the difficulty is generally pretty low outside of a couple of poorly-balanced levels and genuinely tricky set-pieces, with many enemy grunts' marksmanship about on par with an imperial stormtrooper. Mercifully, there is also an auto-lock-on feature, without which the game would probably be unplayable.

But the other thing the devs did to mitigate the stiff movement and gunplay was simply to focus on everything else - and it worked to varying degrees. They crafted a pretty elaborate story with lots of cutscenes, which unfortunately was too convoluted and swung wildly between "giant expository dumps" and "leaving things open ended for the player to infer". Each level can be tackled with any of the four main characters presumably to add replay value, though there isn't really enough distinction between the four of them to warrant playing the game four times. However, what does work really well is the integration of the tachikoma (sentient tanks with childlike personalities) into the gameplay. They make for endearing characters and useful support units, with pretty excellent AI and pathfinding; the game leans hard into them as a core mechanic and as a result is all the stronger for it. Some sections are much easier to tackle if you give them the right instructions and loadout, and there's even one memorable set-piece where you are locked out of the battle and have to watch as it does battle on its own! The only gripe I have about the tachikoma is the sheer amount of almost-identical generically-named weapons they can equip - it feels a bit like overkill and adds an element of decision paralysis to an otherwise smooth experience.

One gameplay mechanic I loved and wish more games did was how it handled ammo. Unlike many other FPSs, any remaining ammo you have in a clip is lost when you reload. Also, there are no ammo pickups at all, and the only ammo you will find will be off dead enemies - but the game also keeps track of how many bullets they fired so you're incentivized to kill them quickly so the weapons they drop will have more ammo! It's really quite cool, though a bit wasted on this game because the stiff controls don't make stealth particularly viable.

I'm a bit torn on this - there are rough edges in the difficulty curve and gameplay, and plenty of obvious padding. But it also gets really creative and does plenty of things right - if this were released on a home console it could really have been something!