Ghost Trick is phenomenonal in both concept and execution, deserving to be witnessed by as wide an audience as possible. The premise? You awake in confusion, to discover a woman being held at gunpoint. No sooner, you realise you're already dead, drawing focus on your own slumped figure. Pondering both your own predicament and desire to come to the woman's aid, realisation strikes. You exist merely as a floating soul, whose omnipresence allows the player to possess inanimate objects and influence both the present and the past.
The past? Through connecting with deceased souls, Sissell (left) discovers his ability to rewitness a victim's final moments (I guess the literal analogy of one's life flashing before one's eyes) and deploy his Ghost Tricks to avert fate and rewrite a new future. For me, the killer concept is what follows. It's similar to Inception in "layering". The Inception characters defied just entering a dream, they pursued the dream within a dream within a dream layers to truly rewrite "thought". In Ghost Trick for DS, when rewinding time to avert fate, you encounter complex crime scenes with multiple victims, allowing Sissell to rewind during a rewind. Fate-hopping awesomeness.
The past? Through connecting with deceased souls, Sissell (left) discovers his ability to rewitness a victim's final moments (I guess the literal analogy of one's life flashing before one's eyes) and deploy his Ghost Tricks to avert fate and rewrite a new future. For me, the killer concept is what follows. It's similar to Inception in "layering". The Inception characters defied just entering a dream, they pursued the dream within a dream within a dream layers to truly rewrite "thought". In Ghost Trick for DS, when rewinding time to avert fate, you encounter complex crime scenes with multiple victims, allowing Sissell to rewind during a rewind. Fate-hopping awesomeness.
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