Intro So,
here stands a title in front of me offering a "free Ghostbusters DVD
for $3.95 Shipping and Handling on the cover. God, that can't be good, I think
to myself. "Ghost Master", I read aloud. Hrm. That dude on the cover
looks eerily like Corey Haim ("The Lost Boys"), I muse as I open
the box and install on my rig. Nah, that's not Corey as I read portions of the
box: "Snap, Crackle, Pop - Mortals Can't Handle This Sparkling Personality".
Jeez, this is going to be a long night. And it was. Except it was a good thing.
Gameplay: 9/10 The premise here is that you are the Ghost
Master (Master of Ghosts, for those of you in the right lane) and your mission,
should you choose to accept it, is to scare the heck out of everyone to get out
of the police department, or cruise ship, or house or whatever the environment
de jour might be. Scare them so much, in fact, that they run screaming out of
the house and never come back. Sounds like fun? It is.You
are given (limited to start, naturally) a choice of haunters to begin your first
mission, "Haunting 101", and you can pick them yourself or have the
program determine what it thinks are your best options (over the course of the
game you'll have over 40 ghosts, ghouls, elementals and more to choose from).
Your haunters are tied to specific objects, people, places or areas which are
called "Fetters" and are placed in various areas throughout the house.
You might have a ghost which is electrical in nature, for example, and can only
be attached to objects such as a microwave, TV, or radio. Other creatures are
tied to specific areas (Indoors, Outdoors, or Entranceways) or perhaps elements,
such as water. You have to strategically place these throughout the environment
in which you are haunting. Perhaps a house has 3 or 4 floors and 4 or 5 rooms
per floor (or more) and you have to determine where you think your bevy of ghouls
will do the most terrifying. Of course, you can relocate on the fly throughout
the scenario and can even place him on the "bench", if you so desire.
Plasma is your energy and you'll need lots of it to have all of your team haunting
at full capacity. This is generated by scaring the occupants, of course, and the
more you have the more creatures you can employ and the more powerful their prowess
becomes. Initially, you are somewhat
limited in what commands you can give to your crew. As you progress through the
game and your ghosts become better trained, you can be more specific in nature.
For example, the ghosts can be commanded to use their powers only when a mortal
is present or to focus on a particular mortal entirely. You can not use powers
at all, use specific powers, or even to roam (if applicable). Time isn't critical
to finishing an area - it is, however, important to generate additional Gold Plasm
which can be used to upgrade specific ghosts, at your choosing, throughout the
game at the end of a completed level. The faster that you finish and the more
screams that you generate, the more Gold Plasm that you'll accumulate. Naturally,
some mortals (people) are easier to scare than others. Some have weaknesses that
you can exploit by using a ghost that excels in that particular area (ie... perhaps
the mortal will be spooked by the kinetics of moving objects) and this will help
you achieve your goals of driving them from the area faster. Also, as you meander
about your surroundings, you'll notice that there are usually one or more ghosts
that are "trapped" in their particular nightmare. If you figure out
how to free them they will ally themselves with you. Some of these can be relatively
simple or more complex multiple steps will be required. You might have to knock
some old bones down a chimney, for example or perhaps figure out how to move a
brick in a hastily constructed wall in your efforts to gain a new friend. At
first, you'll find that many of the scenarios that you encounter will take much
longer than you might have anticipated. Not to worry, you can visit them again
later (at your leisure) to try to improve on your score. The environments are
cleverly named spoofs of well known films, such as "Poultrygeist" or
"Deadfellas", for example. The continuing stories are fun to listen
to and, more importantly, a blast to play.
Graphics: 8/10 You
won't find something that'll show off your hardware's raw horsepower here, but
the design elements of the house are easy to spot and the fetter locations are
intuitively marked so as not to be missed. The ghosts are cleverly rendered and
are fun to watch, up close and personal. You can also see through the ghost's
eyes, so to speak, and watch the horror unfurl before you. Sound:
8/10 The sound elements are both excellent and lacking. Huh? Yeah. The ghost
voices and the supernatural powers that they bear, whether it be spiders crawling
or a siren's song, are sonic perfection. The biggest disappointment is the Sims-babble
that is generated by the mortals whom you are attempting to scare. Unintelligible
gibberish is uttered and this could have been an excellent point to bring in comedic
rants, rumblings, screeches and other sounds in which to marvel. An opportunity
lost. Control: 8/10 This
is the only aspect of the game that could've used a bit more tweaking. Navigating
up or down via the on-screen menu is somewhat tedious. You can only view the interior
of an environment one floor at a time and navigating from the top floor to the
bottom floor and then finding a specific room is a pain. The ghosts' powers and
orders are easily controlled via pop up menus than can be opened via a menu bar
on the left or by double clicking on the ghost. Though the control scheme is mildly
disappointing to use functionally, there doesn't seem to be much of a way to improve
its shortcomings Overall: 9/10
Sometimes the whole outweighs the sum of its parts and Ghost Masters
earns serious kudos points for originality, intelligence, and a reading that's
off the scale on EntDepot's trademarked Fun-O-Meter. A must have for any serious
PC gamer. [
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