Sociologically, its quite fascinating to see this years chest-beating, uber-macho, dude-bro first-person shooters both attempting to tackle fears of a changing world. Where Battlefield paints a picture of a USA terrified of China and Russias growth, Ghosts stays closer to home, the aggressors a militarised and economically powerful South America.
Yet while the former remains mostly po-faced, straining to impart on the player the gravitas of its scenarios, Ghosts almost gives us a wry grin. Its campaign is more sci-fi than anything, with orbital weapons devastating much of the south-western states and soldiers decked out with weapons that wouldnt be entirely out of place in Star Trek. Its so over the top in places that the whole thing almost borders on farce. Thankfully, the fun it has with its plot filters through to players.
Progression through the campaign is pretty weak though, a glorified corridor full of enemies to take down. Ratcheting difficulty right up and turning off aim assists will provide more of a challenge, but it does feel broadly like a shooting gallery, even more than its predecessors. For a game subtitled Ghosts, stealth plays a minimalist role at best. Riley, the much-publicised dog accompanying you into battle, gets the bulk of sneaky play, often darting through grass or small openings to avoid detection before savaging enemies. Clocking in at a meaty 9-12 hours and keeping the adrenaline pumping for much of that time, Ghosts remains one of the better solo offerings from the series in a while.
In the multiplayer arena, Ghosts offers up to ten customisable soldiers, each with six weapon load outs. The possible combinations of class and arms run into the thousands, providing a huge degree of versatility for creating an avatar that truly matches your play style, though the sheer breadth of options may be daunting. With thirteen match types on offer, theres some overlap between them a few too many variations on Team Deathmatch in particular but all warrant some time. Both Cranked, which sees you having to maintain kill streaks within 30 seconds or risk exploding, and Extinction, an alien shoot out that finally drops the worn-out zombies, are great fun.
For those planning to hold off until the next generation hits, its worth pointing out that while both PS4 and Xbox One versions will run at a silky smooth 60fps, only the PS4 will do so in full HD, with Microsofts console relegated to an upscaled 720p. Weighing up, Ghosts single-player edges out Battlefields by virtue of the sheer outrageousness of its plot, though online players may prefer Battlefield for its larger maps and huge number of real players. Neither do anything spectacular to move their respective franchise forward though.
StarCraft: Ghost was a military science fiction stealth-action video game developed by Blizzard Entertainment. It was intended to be part of Blizzard's StarCraft series and was announced in September 20, 2002. It was to be developed by Nihilistic Software for the GameCube, Xbox, and PlayStation 2 video game consoles. Several delays in development caused Blizzard to move back the release date and the game has not materialized. Nihilistic Software ceded development to Swingin' Ape Studios in 2004 before Blizzard bought the company, and plans for the GameCube version were canceled in 2005.
Blizzard announced in March 2006 that the game was put on "indefinite hold" while the company investigated seventh generation video game console possibilities. Subsequent public statements from company personnel had been contradictory about whether production was to be renewed or planned story elements worked into other products. The continued delay of Ghost caused it to be labeled vaporware, and it was ranked fifth in Wired News' annual Vaporware Awards in 2005. In 2014, Blizzard president Mike Morhaime confirmed that Ghost had been canceled.
Unlike its real-time strategy predecessor StarCraft, Ghost was to be a third-person shooter, and intended to give players a closer and more personal view of the StarCraft universe. Following Nova, a Terran psychic espionage operative called a "ghost", the game would have been set four years after the conclusion of StarCraft: Brood War and cover a conspiracy about a secretive military project conducted by Nova's superiors in the imperial Terran Dominion. Very little of the game's storyline has been released; however, in November 2006 after the game's postponement, a novel was published called StarCraft Ghost: Nova, which covers the backstory of the central character.
During StarCraft: Ghost's gameplay, the player's character Nova used stealth and darkness to reach objectives and remain undetected. Nova had a cloaking device that allowed for temporary concealment, but certain hostile non-player characters could overcome this with special devices and abilities.[1] Nova was also equipped with thermal imaging goggles and a special EMP device for disabling electronic devices and vehicles. In addition to the focus on stealth elements, StarCraft: Ghost included a complex combat system. Blizzard planned to include a small arsenal of weaponry with assault and sniper rifles, grenades, shotguns, and flamethrowers.[2] Nova could engage in hand-to-hand combat and used these skills to eliminate enemy threats quietly. If alerted, enemy characters would hunt for the player, set up traps, and fire blindly to nullify Nova's cloaking device.[1]
Nova was agile, acrobatic, and able to perform maneuvers such as mantling and climbing ledges, hanging from pipes, and sliding down ziplines.[1] The player had access to Nova's psionic powers honed through training as a ghost agent, such as the ability to improve her speed and reflexes drastically.[3] StarCraft: Ghost included many of the vehicle units featured in StarCraft and StarCraft: Brood War. Some vehicles, such as space battlecruisers and starfighters, only played support roles, while others, such as hoverbikes, scout cars, and futuristic siege tanks, could be piloted.[4]
The multiplayer mode in StarCraft: Ghost differed from the stealth-based mechanics of the single-player portion. It aimed to give players a personal view of the battles from the real-time strategy games of the series. Accordingly, Ghost's multiplayer was structured around class-based team gameplay and fighting in a variety of game modes. Ghost incorporated traditional game modes from multiplayer video games such as deathmatch, capture the flag, and king of the hill, but also introduced two game modes specifically designed for the StarCraft universe. The first was "Mobile Conflict", which required two teams to fight for control of a single Terran military factory with the ability of atmospheric flight. Using vehicles and team tactics, both teams were required to first board the structure and then capture its control room to fly it to the team's starting point. The structure was then landed and had to be defended from capture by the opposing team for a set amount of time.[5]
The second mode was "Invasion", in which two teams fought for control of mineral resource nodes. Whenever teams captured a node they gained points that could be used to purchase classes and vehicles.[6] In all of the team-based game modes, teams had access to four Terran unit classes: light infantry, marine, firebat, and ghost. The light infantry class had minimal armor but a larger range of weapons,[7] while the marine was a heavily armored soldier with an assault rifle and grenades.[8] The firebat was a heavy marine armed with a flamethrower and napalm rockets.[9] Finally, the ghost was a variation of Nova's character in the single-player mode, equipped with a cloaking device, thermal vision, EMP device, and sniper rifle, but lacked the speed ability.[10] Due to the size of the armor worn by marines and firebats, only ghosts and light infantry could pilot vehicles.[11]
Although the game was canceled, the backstory for Nova was released in the novel StarCraft Ghost: Nova by Keith R. A. DeCandido. It was meant to accompany the game's release, but was published in 2006 after development halted.[14] In the novel, Nova is a fifteen-year-old girl and daughter to one of the ruling families of the Confederacy of Man, an oppressive government featured in StarCraft. The Confederacy is overthrown by rebels, who go on to form the Dominion. Nova has significant psionic potential, but has been kept out of the Confederate ghost operative training program because of her father's influence. After her family is murdered by rebels, Nova loses control of her mental abilities and accidentally kills 300 people around her home. She flees from her home before she is caught, and is later forced to work for an organized crime boss as an enforcer and executioner. She is rescued by a Confederate agent who is investigating her disappearance during a rebel attack on the Confederate capital that leads to the Confederacy's destruction. Nova is consequently acquired by the newly formed Terran Dominion, who erase her memory and train her as a ghost agent.[15]
Few details have been revealed about Ghost's plot beyond Nova's backstory. Under emperor Arcturus Mengsk, the Terran Dominion has rebuilt much of its former strength and controls a new military formed to counter the Zerg. To further bolster the effectiveness of his military, Mengsk initiates a secret research operation codenamed Project: Shadow Blade and places it under the command of his right-hand man, General Horace Warfield. In the program, an experimental and potentially lethal gas called terrazine is used to enhance the genetic structure of the Dominion's psychic ghost agents. The process is described as changing the agents into "shadowy superhuman beings bent on executing the will of their true master". It is into the midst of this that Nova finishes her training and is dispatched in operations against the Koprulu Liberation Front, a rebel group that challenges Mengsk's empire. However, Nova's mission leads her to uncover a conspiracy that involves Shadow Blade. This revelation causes her to question her loyalty to the Dominion and could upset the balance of power within the galaxy.[16]
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