Standard Blog
Go! Filter
Login Register Password?

Ghostbusters Review Page 2


Systems used to review this title: (PS3)

That’s not to say Terminal Reality doesn’t try to keep things interesting, it’s just that the results aren’t particularly successful. For example, as you progress through the game, you’re given access to four new attachments for your proton pack which act as new weapons. Those fearing corruption of ‘Busters’ lore can relax their sphincters, however, as these new toys fit nicely into the narrative. Egon’s been beavering away creating these new, and criminally untested, devices and you’re nominated as the guinea pig. But unfortunately they don’t really add much to the game. One attachment allows you to fire a kind of “freeze” burst which slows enemies down, while another tags ghosts and fires guided bursts at them. The attachment that comes closest to being fun is the Slime Blower. Its primary function is to clear black slime from areas you need to advance through, but it also allows you to fire a slime tether. Attach one end to an object or ghost and the other end to something else – a trap, for instance – and it will pull the two together. Nevertheless, while this does add a little variety to proceedings it’s not enough to overcome the repetition. And, when you look closely at the gameplay, a number of other issues come to the surface.

Ghostbusters

The biggest problem is the game’s linearity and reliance on scripted events. You’re never given any options in the game at all, as you’re constantly guided through areas by locked doors and environmental obstacles.   The areas themselves are often fairly large, but only offer one route through meaning, as there’s no compass or map on the HUD, you’ll end up searching around the levels until you trigger an event or find that one out of the fifteen doors you tried can actually be opened. Terminal Reality does provide you with guidance of sorts via the PKE meter – bring it up and the game switches to a first person mode in which your meter can detect the presence and/or last known location of a ghost.

This basically turns the game into hide and seek in which the only fun is when you find one of the game’s collectables (artefacts) which will be stored in your inventory and can be examined later. While this offers a brief distraction from the sporadic action and wandering through corridors, all too often you’ll find yourself waiting for the rest of the guys to catch up so one of them can open door or trigger a cutscene. A prime example of this is when you chase the ghost of the librarian (remember her?) through the library. You’ll be able to see her but your proton stream will have no effect until Ray catches up and frightens her. It all feels very archaic as do the numerous technical issues which make Ghostbusters feel a little unfinished.

GhostbustersWhile the pre-rendered cut-scenes look nice enough, the in-engine ones really don’t and for a pretty modest-looking game, the PS3 version at least, has some big framerate issues. Despite the addition of a Roadie-Run style sprint function, movement is slow and feels laboured and when the game does get busy on screen, you can expect the occasional slideshow moment.  This isn’t helped by a distinct lack of movement variety – for example, in a game which throws fast-moving enemies at you, you would think that a dodge button might have come in handy. And, in a game in which physics-based objects litter the corridors and rooms, you would think that a jump button might be of use.  The physics engine also seems a little basic compared to what’s available elsewhere. While at times it’s used brilliantly in the game to create atmosphere as chairs and tables float mysteriously in front of you, most of the time it seems unreal. Bump lightly into what should be a big, sturdy table and you’ll find yourself kicking it down the corridor ahead of you.

But in this protracted battle in which poor design and technical hitches conspire to undermine the atmosphere, somehow the atmosphere wins. You do actually feel like a Ghostbuster as you progress through the game and the recognisable ghosts and environments, great sound design (complete with some well-timed shock moments) and excellent voice acting all combine to make for an enjoyable experience. In much the same way that Star Wars: The Force Unleashed managed to overcome repetitive, underwhelming gameplay with its excellent story, Ghostbusters’ atmosphere entertains, even if its gameplay does not.  

7/10
An enjoyable tale for fans of the films.

Comment


Add a comment using your Facebook, Twitter, Yahoo, Google or OpenID accounts.
blog comments powered by Disqus

Latest Stuff

 

Dragon's Dogma [Review] - A JRPG with a western edgeDragon's Dogma [Review] - A JRPG with a western...
A mixing of worlds, a worthwhile exercise?

Fifa 13 [Interview] - What's new to the game? Part 1Fifa 13 [Interview] - What's new to the game? P...
Evolution is the name of the game this year, so what's improved?

Sleeping Dogs [Preview] - Undercover in an open-worldSleeping Dogs [Preview] - Undercover in an open...
Welcome to Hong Kong.

Dirt Showdown [Review] - Spin-off or spin-out?Dirt Showdown [Review] - Spin-off or spin-out?
The rally series adds a touch of destruction.

F1 Online [Preview] - Massively multiplayer online racerF1 Online [Preview] - Massively multiplayer onl...
Racer, management sim and MMO rolled into one, with a dash of DRS.

Lost Planet 3 [Preview] - Looks a lot like a rebootLost Planet 3 [Preview] - Looks a lot like a re...
It's all gone survival horror.

Ghost Recon: Future Soldier [Review] - Faux-tactical shootingsGhost Recon: Future Soldier [Review] - Faux-tac...
Does the mix of stealth and action work?

XCOM: Enemy Unknown [Preview] - Space InvadingXCOM: Enemy Unknown [Preview] - Space Invading
Can Firaxis usher in a welcome alien return?

Diablo III [Review] - Bloody hellDiablo III [Review] - Bloody hell
Was it worth the 12 year wait?

Dirt Showdown [Interview] - Crafting destructionDirt Showdown [Interview] - Crafting destruction
Producer Iain Smith talks us through the carnage.