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Ghosthunter

Developer: SCEE
Publisher: Namco
Genre: Action / Horror
Players: 1
Similar To: Syphon Filter: The Omega Strain / The Suffering
Rating: Teen
Published: 09 :24 : 04
Reviewed By: Ryan Newman

Overall: 6.5 = Fair

 

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During a murder investigation involving students and a professor at a local high school, Officer Lazarus "Venkman" Jones unwittingly unleashes hundreds of ghosts, and getting himself involved in a story centuries old. Developed by SCEE and published by Namco, Ghosthunter is an action title that tries to be something more. With an emphasis on action, but also with the macabre trappings of a survival-horror title, it ends up coming off as a mixture of Syphon Filter and The Suffering, surprisingly coming off more like the former than the latter.

Upon the release of the ghosts, and the subsequent kidnapping of his partner, Lazarus is greeted by a computer program, made by a previous ghost hunter, which informs him that he must re-capture the escaped spirits to set things right and save his partner; this program will also inform him of his new duties and stay with him throughout the game, occasionally giving him advice on how to proceed. After getting a handy ghost-killing gun, which is recharged by absorbing energy left behind after wounded and captured entities, players will proceed to clean house so that they can use the basement as a hub. From the hub, players will enter portals that take them to the surreal (a ghost town) to the unpleasant (an old prison). Along the way Lazarus will acquire new weapons and discover that he has the power to summon Astral, the spirit of a person involved with the previous ghosthunter. As the spirit, players will be able to fly-though, oddly enough, not through solid objects-charm and possess other spirits, and also smash items and turn solid to flip switches - in short, she is the perfect sidekick: she helps to diversify the puzzle-solving experience while remaining silent, saving gamers from yet another sassy partner. However, she is just one of a few helpful spirits that he will meet along the way.

But even friendly spirits need capturing. Returning spirits requires a fairly simple process involving Lazarus weakening them with firearms and tossing a grenade into them. If not wounded enough, the enemies can shoot the grenade back out or, if its timer runs out before the spirits is sufficiently hurtit will automatically return to Lazarus. This means that a significant












 

portion of the game consists of, strafing and tossing the grenade, also in part because the grenade can also draw in dropped plasma and life from ghosts. That description sounds oversimplified, but there is just isn't much else to it. Due to their not being a lock-on targeting system, aiming is really the only tricky thing. There is a first-person view that requires Lazarus sit still, so it's only rarely useful, and binoculars are given to spot poltergeists and far off enemies, but I never even needed them. There is a bit of Metal Gear Solid flair, though less refined, of him having the ability to sneak around with his back against walls, and being able to peak around and take aimed shots at bad guys. But it isn't as involved as that or kill.switch, since it is only occasional needed - mainly when the sniper ghosts come about. So combat isn't particularly difficult, but it is definitely repetitive.

Aside from combat, Lazarus himself will have to solve a few puzzles; but most of those involve navigating the surroundings and are less involved that those Astral faces. While the game itself is linear, the level design isn't so. During play, I kept imagining myself as the ball in a pinball game, getting knocked around back and forth before finally ending up at the right spot. Progression was made at a decent pace, but getting lost often meant complete confusion as the helpful info found in notes that are kept in case folders and articles found throughout would only point to the end solution, with no help on how to get there.

Even though the game isn't open-ended, it often appeared to be with some pesky dead ends built in several spots. Further compounding confusion were hard-to-spot ladders and climbable objects, along with a troublesome camera and twitchy hot spots made traveling through the levels overly difficult. Whenever near a spot that is special, the game will inform the player that they can hit the action button to perform the necessary task. When this works, it keeps the game going at a smooth pace; however, there were some spots that required a specific position for it to be accessible, a slight half inch to any other side would bring a quick flash and no response from the action key-it was like the console version of pixel hunting. As Astral, the player is given handy clues when she is in first-person mode, with useable items being highlighted for notice, Lazarus, however, doesn't have such luck; so spotting that rotting ladder alongside the rotting shed wall will often lead to backtracking and confusion as it could just as easily mean a clue or cut-scene trigger was missed. Also, like other third-person titles, especially Resident Evil, the camera has a nasty tendency to cause havoc: pressing up to go into one room might make Lazarus go backwards to the previous area because the view switched from behind him to in front; the view might also move to a few feet in front of him, facing him, and only moveable to the sides, not helping to see what is directly before him; or the camera may not be adjustable at all.

There were some control designs that were made that were smart, though. One is that the developers used a combat camera system similar to that in Resident Evil 4: the player can run around in a navigation mode, but once engaged, referred to as hunting mode, the camera pans to the right a little and Lazarus walks slower so have a more accurate aim - this works very well and I'm glad to see it implemented in other titles. A subtle action was also done, one that makes it easier to see the whole screen, and that is that all display icons (health, ammo, etc.) disappear when not in hunting mode; this actually helped a great deal, and it also had the added bonus of letting more room to check out the lovely surroundings.

The environments are definitely Ghosthunter's strongest suit. With spectacular lighting and effects, a ghost town becomes a hazy realm where a blurred sun constantly sets over reflective water and tattered sheds. (Side note: If you play the game and start to get the notion that Louisiana is a place where teeth and brick are a rare commodity. Stop. We have teeth and actual houses, as well as bayous.) An abandoned house becomes lively with a lighted kaleidoscope making star designs on a half-destroyed ceiling, while a giant doll sits in a rocking chair overlooking a chasm walled with bloodied skulls. There are a few downers, like an old military base and an abandoned ship, but a prison filled with hallucinations of a past life in a high-rise apartment fills the quota of freaky locations nicely-well, okay, this part is like The Suffering. Although, on the two televisions I played the game on, horizontal black lines would appear and flicker on the right side of the screen whenever there was a lot on the screen, particularly when wading through water.

Even when a level is a bit run-of-the-mill, its inhabitants tend to be unique. Although the enemies are only a handful and used way too much, meeting scraggly prison guards from a bygone era and British soldiers still on active duty from World War II, complete with a captain whose head can never seem to stay attached to his body, really give the game some charm. (Side note two: Okay, I guess the thick British accents and typical slang evens out the Louisiana thing.) Quite a few of the characters are genuinely funny as well, with the voice actors hitting their quos and adding a real bit of charm to the game. With that in mind, it's a shame that Lazarus can never rise above being annoying; now, I can overlook the fact that I'm controlling someone who strongly resembles a host of a third-rate dating show, but he is so obnoxious and unfunny that I found myself not wanting to be him-with horrible dialogue and a voice too goofy sounding to evoke any true sense of sarcasm, his serving as a wise-talking cop wasn't achieved in the sense of it being entertaining.

Thankfully, Lazarus's voice is about the only time the audio comes across as hokey. Much like the graphics, the audio is used effectively, creating truly tense moments. Classics standbys like children singing are used, and are still effective, as are a few other interesting atmospheric touches, like hearing a preacher give a summon in an abandoned church. Most of the actors deliver their lines on point, and the quality of the audio is very good. The music is decent, if a bit untimely, with it changing to combat tunes whenever fighting is over. There also a few cutscenes where the music drowned out the voices.

The basic problem with Ghosthunter is that it didn't go all out in either the action or the survival-horror direction, with the result of it being great in neither genre, but merely decent. For an action game, it just isn't visceral enough. Despite an earlier comment that guns don't hurt the entities he is hunting, they do. Not only do they, but the shotgun is overly powerful, able to take down the strongest monsters with just a few shots. The other weapons, including a pistol with unlimited ammo and a chargeable rifle and steady stream gun that run off plasma, just don't feel solid. In fact, the guns don't even recoil, something I haven't seen in a first-person view since 1994. Selecting the weapons was done nicely by way of a radial menu, utilizing a shoulder button and analog stick, keeping the menu trudging to a minimum and combat fairly brisk. However, one thing really bugged me: what's up with no reload button? Going into combat with a half-full shotgun isn't fun.

There were some things done right, including some of the most entertaining environments I've gone through in a game. The graphics were also spectacular, technical issues aside, and the sounds where great. The way the radial menu worked, along with the clean window of view and side-view camera angle all worked well. Clocking in at about 20 hours, 2 of which would account for wondering around, Ghosthunter is long enough for what it is. But the fact that camera problems are still plaguing third-person titles, and is an issue that doesn't seem to be going away anytime soon, is enough to drive me insane. The lackluster combat and rough level design didn't help, either. But how cool was that giant boss with the alligator biting his arm?

Overall: 6.5/10
A good summary of the game would be the final boss battle: The player is given a gun with unlimited ammo and can get nearly unlimited health by taking the dropped health from the waves of enemies. The whole ordeal took didn't take but a few minutes, and I only got below half my health once. After defeating the cheesy boss and seeing the equally cheesy ending, you're left thinking: "What the hell was all that for?" Ghosthunter is set up to be either a really cool action title with monsters, or a genuinely scary survival-horror title with enough action to please the gunfight junkies, but, instead, it is neither. It does a decent job balancing the act of being a little of both, but never exceeding its promise. A few days will be all that is needed to get a fill (re: tired) of the combat and to complete it, so it's a rental if anything. While not necessarily a bad game, it's just not a very fulfilling one either.

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