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For a while, Ghostbusters wasn't just a hit film and a misfire of
a sequel; it was more, surely, than a series of increasingly abstracted
cartoon iterations and a line of cheaply manufactured toys. Some
compound of innocence and awe made Ghostbusters rise from its unassuming
roots to represent something greater than its predictably enfranchised
parts; if only for a brief moment in time a quarter of a century
ago, it became a true cultural touchstone.
Adults
and children of that era alike will remember the Ghostbusters fondly.
Most of us, I'm sure, can reel off the names of at least three of
the four brave New York souls who took down the diabolical Stay
Puft Marshmallow Man. And like poor Peter Venkman, we'll never forget
Slimer, that icky, ectoplasmic mass who became as iconic as the
bold no-ghosts motif that adorns the Ecto-1. But with the twenty-fifth
anniversary of the Ghostbusters' game-changing first outing on the
big screen upon us - and so soon - these are distant memories, made
vague by the years and now near-hopelessly abstracted from the actuality
of our experiences. What are we to make of Ghostbusters in the Twenty-First
Century? It cannot be to us now as it was so long ago - it stands,
surely, a better chance of sullying all that we loved about it -
but perhaps this so-called relaunch can capture something of the
spirit of the original; perhaps it can do justice to the unforgettable
characters, to the world that the Ghostbusters inhabited so effortlessly.
God knows, if it could, it could be something very special - but
we've been made fools of so often before. The videogame tie-in is
not, you might say, a genre known for its perfectionist streak,
and given the quick turn-around on the development of Ghostbusters:
The Video Game, pitched only after the deliberate leak of a hopeful
third party's Ghostbusters game drew a surprising clamour of fans
from the message-board woodwork, you'd be smart to be wary.
On
the other hand, the odds weren't all so stacked against Ghostbusters:
The Video Game. Nearly all of the acting talent who brought the
films to life in the first place return to voice their characters
in developer Terminal Reality's almost official second sequel -
Rick Moranis and Sigourney Weaver are gone, but with the core cast
intact, easily enough forgotten - and though the shameless claim
that Dan Aykroyd and Harold Ramis once again "wrote" the whole of
its story was quickly discredited, the franchise's original creators
have certainly assisted in its genesis, if in no more of a capacity
than as script-doctors with an unmatched knowledge of the universe.
None of which is to mention the hype; the finely tuned rhetoric,
the previews, the interviews, the day-and-date release of the films
on Blu-ray. All this has made frenzied Ghostbusters fans of polite
admirers who hadn't thought of Ray, Peter, Egon and Winston in dog-years.
The
good news is that Ghostbusters: The Video Game does not, in any
significant way, disappoint. It's no Ghostbusters 3 - if the strangely
pitched puff pieces have you believing it is then a step back and
a little less F5 could do you the world of good - but neither does
it squander the goodwill that most players will approach the six
to eight hour experience with. A worthwhile Ghostbusters game might
have been a long time coming, but given its hurried development
cycle and the limited quantity of quality assets a studio can produce
on such a limited timescale, Terminal Reality are wise not to have
Ghostbusters: The Video Game overstay its welcome. It represents
a few nostalgic evenings well spent; a few hearty laughs and a rollicking
ride is all you could ask of such a thing, and it is thankfully
without the grandiose delusions that its publicity would entreat
you to indulge in. The single most impressive feat of Ghostbusters:
The Video Game is that it never attempts to reinvent the wheel.
Its narrative, to begin with, picks up just two years after the
events of the Ghostbusters II; the dead space between then and now,
in which the fearsome foursome were so far from the cultural consciousness,
is done away with. It's 1991 all over again and Manhattan's new
mayor, elected in part because of his support of the Ghostbusters,
has hired an overseer to be sure that his charges do not tax the
insurance companies any more than is absolutely necessary - but
just as the team are coming to grips with this restrictive new arrangement,
a mushroom-cloud of paranormal energy blossoms over their great
city, threatening to upset everything, not least their tidy civil-service
pensions. Luckily, the Ghostbusters have lately taken on an apprentice
and, from the outset, your predictably mute player character is
involved in every hijinx and hunt; ostensibly to play the guinea-pig
during the onsite testing of a variety of new proton-powered equipment,
the rookie is largely an observer, smartly leaving the practiced
cut scene acts to the professional players - who reprise their roles
faithfully, if not particularly enthusiastically - but his presence
during the gameplay, in the actual thick of it, is absolutely crucial.
Either
it's poor partner AI or the intervening years have not been kind
to the Ghostbusters, but you'll find their aim obscenely off and
their occasional hits so powerless that, were it not for their regular
comedic asides, you'd be better off going it alone against Gozer
and the vile spirits that threaten to take New York for themselves.
For all intents and purposes, you see, Ghostbusters: The Video Game
is a third person shooter. Terminal Reality have described it as
Gears of War-lite
in the past, and their assertions, hopeful though you might think
them, are not so far from the mark - you can revive teammates, Roadie
Run™ and everything! An obviously inspired control scheme sees you
stalking through the sparse, fan-serving selection of environments
with ease, whipping out your PK meter from time to time to scan
your surroundings in a neat, Metroid-esque
hunt for haunted collectables and tongue-in-cheek entries to add
to Tobin's Spirit Guide (a bestiary with a sense of humour). Most
of your time with Ghostbusters: The Video Game, however, will be
spent doing just what it says there on the tin. With your experimental
proton pack, the experience of busting ghosts can be broken down
into three interlinked mechanics; as Ray explains in the Firehouse
tutorial, before any spectres of note can be truly defeated, you
have to "sap 'em, cap 'em and trap 'em," which is to say, you have
to aim your reticule appropriately and fire a stream of lovingly
rendered energy their way before throwing out a trap and wrangling
your ethereal target into its confines like an unwilling animal
into its cage. The mechanic works and it's just as well, because
you are rarely tasked with anything more complex; there are no puzzles
to solve and no sandbox environments to navigate through, no RPG
accoutrements to keep you occupied. Sometimes you have to hold your
proton stream over a ghost longer than usual and sometimes you have
to dodge when a ghost makes like it might attack the safe spot you've
been standing in for the last few moments, but sometimes you start
to wish there was a little more to ghostbusting than Ghostbusters:
The Video Game lets on.
Still,
the experience is in large part a satisfying one, and with such
a short lifespan, all the sweeter for its diminutiveness. The familiar
environments are a joy to romp around - the Hotel Sedgwick, the
Natural History Museum, an inter-dimensional Central Park - and
their destructible environments are ripe for wrecking or respecting,
as you prefer. An otherwise inexplicable little tally on the HUD
keeps count of how much damage you've been responsible for in your
brief career but on the PS3, trophies reward you regardless of which
tack you've taken. Some arrangement of the team is with you through
almost the entirety of the game, bantering away during exploratory
follow-the-leader sequences or standing stiff as boards, waiting
for you to trigger their next chitchat. Much to the surprise of
some, Ghostbusters: The Video Game is a mostly pleasant experience,
positively dripping in nostalgia and packed with neat, rewarding
little nods to long time fans, but it's marred, sadly, by enough
technical hitches to leave a bittersweet taste in your mouth after
the last of the escaped ghosts have been returned to the routinely
unreliable containment unit in the Firehouse basement. The frame
rate is not what it could be and an encounter with everyone's favourite
Marshmallow Man left me reminiscing fondly over the humble-but-reliable
performance of videotape. A spook prowling the lower floors of the
New York public library, who announced her arrival with a particularly
flashy bloom of mist, repeatedly halted the drawing capabilities
of Terminal Reality's graphics engine, as well as my own progress
with it. As for the Ghostbusters themselves, from time to time you'll
find them so stuck in their idiotic idling routines that you'll
very likely have to reload your last checkpoint just to get on with
things. The difficulty curve, too, proves incredibly unbalanced;
run-ins with some of the least significant enemies can be tough
enough that the extraordinarily long load screens between quick-fire
deaths really start to grate, while fights with a few key ghosts
are uninspired pushovers by comparison.
Aesthetically,
Ghostbusters: The Video Game is at least sufficient. There's been
a whole lot of fuss made over the PS3 version's comparatively low
native resolution as opposed to the full 720p supported by the Xbox
360 port that Sony has kindly held up over here in the UK, but the
graphics are perfectly serviceable in either case. Colourful and
fun, the look of Ghostbusters: The Video Game on PlayStation 3 is
contiguous enough with the universe that a few flat textures are
of no real consequence. The sound is equally authentic and while
the performances aren't exactly pitch-perfect - some of the fun
that made the franchise so appealing seems to have been lost in
translation, along with all of its innocence - the script is witty
enough to keep things ticking over, and the voice actors make what
they can of it. The technology in turn and considering its limitations
does respectably in replicating the beats of the original film's
classic comedy. The familiar strains of Ray Parker Junior's iconic
theme are present and correct, and the game makes fair use, too,
of the remainder of Ghostbusters' original score.
If
you have any sort of enthusiasm for Ghostbusters: The Video Game
then you can be sure that Terminal Reality have done nothing so
wrong that you should be in the least discouraged from checking
it out. It looks good enough, it sounds very fine indeed, and for
its short lifespan it plays through in entertaining fashion. There
are problems and technical shortcomings, but the overall experience
is satisfying enough that it will not likely disappoint. As the
famous music winds up and the bold red-and-white motif fades to
black, all that's left to ask yourself is the obvious. Who you gonna
call?
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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