![]() ![]() You aren't aiming at the screen, but the sensor bar. ![]() Most Wii gun games thus far have used the IR as a mouse, having players hold the controller in a comfortable position and doing little more than steering a target around the screen, and that's the default feel with Ghost Squad as well. Players should be warned, however, that - as with other Wii games of its nature - Ghost Squad doesn't work exactly like a light gun. So while the core game may feel like the countless other Dreamcast gun games from years back, Ghost Squad still tries to add a bit more content for those that may have already gone the distance with it. Four-player is totally new, while Ninja Mode and Paradise Mode take the same core stages yet again and morph them a final time, having enemies replaced with hot bikini ladies or ninja assassins, and morphing weaponry and boss fights. The emphasis on multiplayer also makes Ghost Squad a solid option for Wii gamers, with the newly-added Ninja Mode and Paradise Mode, as well as four-player party mode and some basic target practice training missions. The game adds a ton of diversity in its 16 "levels" through these challenges, as an area that used to center around rescuing hostages can all of a sudden change to night vision to add difficulty, or go even farther and remove the hostages altogether for an entirely different type of challenge. This could be as simple as holding A to free hostages during firefights, or as complex as using a one-shot sniper rifle to peg enemies at a safe distance. As far as the mini-missions or "challenges" go, the game launches quick prompts telling you how the control works, and then expects you to execute on the fly. Some guns (like the sniper rifle class) have the ability to pierce through cover, while others (such as the shotguns) rely on laying down huge burst of fire and getting multi-hit combos. There are 25 weapons total, each with different attributes for a unique style of play, and you'll need to level your character profile up in order to gain access to all of them. 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. ![]()
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