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Ghost Trick - out now!


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Just at the end of chapter 15 and it's still all kinds of brilliant. The puzzles are just setup nicely as to keep you guessing a few times before it clicks but not enough to frustrate.

Missile is still the most awesome character in the game though ;)

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I'm up to chapter seven now but I'm not really liking the puzzles so far. I can't put my finger on exactly why, but they just don't seem satisfying somehow. There's no spark of realisation when I work them out, it's more like I feel daft for not noticing what to do sooner. They're not set up so you feel like you're working towards a goal, when I play them it feels like I'm doing the only thing possible until I get whisked away to the next section of the puzzle.

The dialogue has it's moments and the visuals have lots of character, but judging by the comments in this thread people seem to like those things and the characters a lot more than I do. Not gonna lie, I don't think I really get this one. :doh:

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That it is sir, that it is. I finished it this afternoon and it just gets more bizarre and more brilliant right up until the end.

It's a shame that considering how the story ends we're unlikely to get a sequel, although I wouldn't put it past that crazy Capcom.

Can't wait to see what Shu Takumi does next!

EDIT: I should really write a few more words -

The most striking thing about the game - after the glorious visuals - is how simple and original the gameplay is and how well it ties in with the storytelling, transforming normally mundane errands into epic chains of consequence, usually with the life of an important character hanging in the balance. And these characters are worth saving too since they're written in an endearing, amusing manner with accompanying animated quirks to bring them to life; compared to the limited animations of the Ace Attorney games the characters in Ghost trick practically leap off the screen and moonwalk across your face.

It is incredibly, unrelentingly morbid however, even though it is written in a very vibrant manner. Death has never seemed so full of life.

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I've been playing this a fair amount the last couple of days and it's simply brilliant. So far it's been perfectly paced and I'm actually enjoying the story. The brilliant animation really draws you in and reminds me of games of old like Flashback and Another World. They've just managed to cram so much character into those pixels.

Looking forward to getting stuck in again this evening.

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That it is sir, that it is. I finished it this afternoon and it just gets more bizarre and more brilliant right up until the end.

It's a shame that considering how the story ends we're unlikely to get a sequel, although I wouldn't put it past that crazy Capcom.

I was thinking that until I got to almost the very end where...

the detective guy with the beard that was in prison (whos name I've already forgotten :facepalm:) gets hit in the leg with the meteorite shard. It seems fairly likely that in the sequel he will die and get some powers. Especially since nothing else really came of him getting hit in the leg.

I hope they do make a sequel because I loved this game all the way through. Like the Ace Attorney games you definitely need to be interested in the story and characters to enjoy this game. You won't enjoy it if you are just looking for a puzzle game. It's more like reading a book where you do puzzles sometimes to progress the story. Fortunately the story and characters are brilliant. I loved the way the story all gradually came together and you found out how all the characters were linked.

I think I preferred this to the Ace Attorney games (all of which I have played and very much enjoyed) because the puzzle bits never got frustrating like the court cases in Ace Attorney can get, and I never had to look anything up on gamefaqs. I liked how you could try stuff out in the puzzles, realise you'd messed up, then start again without consequences to try the new things you'd worked out.

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God, this is so, so good. Cabanela is an amazing character. And the

Panic Dance

is just wonderful. The game tends to be generous with the hints to stop you from getting stuck for too long, but there's still a real satisfaction to working your way through the inventive puzzles. Sure, there's only ever one solution, but it's amazing the way the differences in the scenarios stop the mechanics from getting stale. And the pacing's immaculate.

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I'm stuck! :(

It's chapter 9.

It's all dark, and you have to get Jowd past the guards. I couldn't get him past the second guard that doesn't turn. I realised I could drop a guard on the upper floor to my floor, assuming that if he walks past the guard who doesn't move, it'll block his line of sight. I did it once, promptly go caught by a guard in the ceiling. I spent my 30 minute bus journey to work trying to get the bloody man past that guard again by dropping the other one down and failed every time. What am I missing? Driving me mad. :( I checked a FAQ but all it says is when the guard in his cell turns, run to the next bed, but there's a guard in that second cell that doesn't turn around!

I guess my timing is just screwed up but I don't know how I did it the first time!

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Laine.

You get Jowd to hide under the bunk in the second cell, once that's done the guard starts moving.

Oh my god. I was getting him to walk towards me when I was in the spoon thinking as soon as he got to the bed he would just hide under it. I am SUCH an idiot! :facepalm:

I must have been in the wrong place without realising when It worked. :facepalm:

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Well, that was brilliant.

I must admit, when the meteor thing first came into play, I thought 'oh, come ON', but then realised I'd been playing a game with a talking dog in it where the souls of dead people can possess inanimate objects and came to terms with the fact that it was going to be incredibly fantastical.

I did guess Sissel was the cat a short time before it was revealed, basically when it came into the scene where Jord and Yomiel were facing off (though I'd suspected something before in another scene - can't remember which - when it popped up again).

Thought the end was really quite touching - particularly the fact that old Missile had been waiting ten years to rescue Lynne and Kamila. The credits were just wonderful, too - Cabanela and Missile spinning on like that and Cabanela's spaghetti-eating animation were brilliant, and the Panic Dance made a very welcome return.

The main theme is just fabulous, too. The way they timed it so that Takumi's name appears just as the melody kicks in was a fantastic touch.

In short, I loved almost everything about it. :wub:

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I'm enjoying this, and the animation IS lovely (even if sometimes having to wait for it to finish is irritating). I don't actually like the art style that much, but heavily stylised is preferable to bland. It does feel quite Phoenix Wrighty in the plot/settings/characters, it's nice to play something where it's whole appeal is based on story (and I think I prefer it to the Edgeworth game so far).

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Finished this the other day, really did enjoy it, some more red herrings might have been nice or even a few different endings or something to promote repeat playthroughs because at the mo, I can't really see me playing it again for awhile.

Having said that, I've played all the Phoenix games at least once so I'm sure I'll come back to it.

Missile is brilliant to the end (although I did think the presumably intentional fact that Missile and Sissel sound alike a bit strange somehow

aside from the fact they're both the animals in the piece

Not sure why, it just.... I dunno, odd.

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Just watched the Giant Bomb Quick Look of near the start of the game.

I'd forgot where he first comes to think his name is Sissel, but it was the Blue Bloke in the sub referring to Yomiel by that name when he comes up on their screen. So was he using the name of his dead fiancee and cat as an alias in his dealings with them?

In retrospect it's kind of fitting that so many of the puzzles involve tormenting rats given Sissel's real identity.

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Finished it. Loved it. If another game beats this one on the DS this year I'll be amazed. GOTY in january. Everything about it oozes quality, the slow dripfeed of answers and intrigue, and the final reveals, are perfect.

Like you say, the pacing of the story, the way it gradually feeds you more and more answers and revelations, is masterful. One of my favourite bits was when

Jord steps aside to reveal Sissel's face in the painting.

I'd been planning to go to bed when that happened, but I just had to stay up and play another chapter after that. Superb.

EDIT: I bashed out a couple of hundred words for The Observer about this. Might as well link it here, I guess, if no-one minds too much. http://www.guardian.co.uk/technology/2011/jan/23/ghost-trick-phantom-detective-review

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Eventually finished this last night and loved every minute of it. The storyline is pure entertainment - the characters are all memorable and the ending is just pure genius - especially the credits sequence. There's not many games that keep me watching to the last moment like this and the very final few scenes of it would make even the most jaded gamer smile.

If there's a more entertaining and well suited titles on the DS this year I'll be shocked.

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