As I've made painfully clear throughout my years on this blog, I am quite the fan of Ghostbusters, certainly not the biggest, and certainly less so than other things, but my love of this franchise runs deep. For Halloween this year I even won a goodie bag and a teddy bear at work for my costume; a combination of a hideous but very spooky shirt and a Proton Pack, built by yours truly from foam sheets and floor mats, along with other bits and bobs I could scavenge like toilet paper tubes, old belts and a garden hose. Like most Ghostbusters fans though, my passion for this series has been strained, but one good thing to come out of that movie was a resurgence of the Ghostbusters that most people actually want; there's a new movie coming out next year and this year, Atari and Terminal Reality's 2009 Ghostbusters game got a rerelease on current gen systems, and right around Halloween too, so you know the drill, let's stick it to the norm and spend Christmas getting our spook on with the Ghostbusters.







For example, in one area of the game, you are separated from the other Ghostbusters and have to fight your way to them, and the game locks you in a room with a bunch of black slime portals that constantly spawn smaller enemies, as well as throwing a pair of golems at you, sound easy? it isn't. How about a sequence earlier in the game where you're on a narrow walkway with a golem charging you, the walkway is barely wide enough for the Golem, so how does the game expect you to dodge him, or how about a room that has an abundance of possessor ghosts and a bunch of civilians for them to possess, which they will do often within seconds of you sliming them out of the last host they were in. But my favourite part, and most people's favourite part, I'm sure, is the Stone Angels. It's in the last few areas of the game, you have to break open a magic gate by throwing Stone Angels at it, and this brief sequence of the game fucking sucks. Imagine, if you will, being tasked with getting flying enemies to hit a target on the ground while said enemies are moving really fast, and your tools are an inconstantly reliable slime tether and a capture stream that's about as precise and easy to control as a bro after a heavy night at the bar, and all while you wrestle with the game to get these things to hit the gate, they're constantly spawning, constantly hitting you, and are able to kill you in two or three hits, and are accompanied by ground enemies as well, and did I mention they keep spawning.
![]() |
Call of Duty, an example of a game where unfair artificial difficulty is offset with regenerating health, getting jam in your eyes means it's time to sit behind a rock or wall for a few seconds |
Regrettably, it's quite common for me to get really annoyed with a game, or anything really, but there aren't many games with sequences that I absolutely dread, and this is one of those games. I got so fed up after the twentieth time that I died that I dropped the difficulty to easy and finally got it done, albeit after five more failed attempts. It's instances like this that really highlight this game's shortcomings as an actual game, and it's a shame because the game can be amazing, as I said before, this game can make you feel like a Ghostbuster, there's just those moments that don't just bring the game down, they downright ruin it, derailing any fun you were having by playing dirty with you, and not the fun kind of dirty, if you know what I mean. This is a game that makes me think of the difference between difficulty and artificial difficulty; there are games like Doom, tough but fair, then there are games that throw you into unwinnable positions, encounters where the deck is stacked against you not through the numbers, cunning and strength of its enemies, but through damage and health numbers and other artificial nonsense. A lot of games with regenerating health have this problem, because having infinitely regenerating health allows you to get around infinitely taking damage from enemies that can shrug off a shotgun shell to the chest but put you in the ground with a couple of hits. That isn't to say games that do this can't still be fun, I talking about one right now and I'm obviously going to tell you to play it, Borderlands does this too, and I love those games to death, but this game, Borderlands, Call of Duty, all struggle with finding the line between manageable and annoying and can therefore get extremely frustrating.
You May Feel a Little Tingle
Ghostbusters: The Video Game is a dream come true if you're a Ghostbusters fan, it has everything you would want; the original cast, the catchy music, the dry sense of humour, a spooky story that's loaded with fan service and is still as close to Ghostbusters 3 as we'll probably ever get, sorry Ghostbusters: Afterlife. It lets you strap on a pack and throw Proton streams at ghosts, which is something most people have probably wanted, let alone Ghostbusters fans, just as most people have probably wanted to swing a lightsaber at some point. But if you're not the biggest fan of Ghostbusters and are coming at this as a game, your experience will be quite different. It's clear that the majority of the passion and polish went into its story and characters, which is entirely respectable when you're dealing with the goddammed Ghostbusters, but it comes at the expense of a refined and polished gameplay experience, because this game often bounces across the spectral spectrum from some of the most fun you can have in a game to so infuriating that you'll never want to play it again.
For every couple of moments of pure magic as you maul a ghost into a trap, there's a moment of pure frustration as the game throws a sudden and sharp difficulty spike at you, one that's unfairly tough in spite of your impressively sized and wonderfully realised assortment of Ghostbusting gadgets. This is a rare situation then where I'm left not knowing how to recommend it, as this game seems uniquely inaccessible to people outside of its target audience, kind of like the 2016 film but in a good way, and unlike that film, it at least knows where its target audience is, and it isn't on Twitter. As a game, it's alright, not too special, and occasionally intolerable, but as a follow up to Ghostbusters and its sequel, it really is something special, and I'd say it's worth playing.
No comments:
Post a Comment