
The game even tracks the cost of the damage you wreak throughout the game, with an achievement for the taking if you amass more than $3,000,000’s worth. Most crucially, the act of lassoing a spook is just as much a wrestling contest as it looks on the silver screen, with hugely destructive proton steams flying all over the place. In fact, all of the technology feels ‘right’, with the PKE meter and goggles (Accessible via a first-person view) not only directing you to ghosts but also haunted artifacts that can be scanned for money and nuggets of lore. It’s all very much ‘Gears of Buster’, but the slightly lumbering feel invited by the behind-the-shoulder perspective feels appropriate to the movies’ portrayal of the Ghostbusters as nerds and working schlubs rather than action heroes. They go off-book slightly by adding the need to switch to a ‘Capture Stream’ to coax spooks into the trap beam, but it feels appropriate enough to the movies’ tech to pass muster. The one thing a Ghostbusters game needs to get right gameplay-wise is to make the actual act of catching a ghost feel authentic, and Terminal Reality nail the lasso-like whip of the proton streams seen in the movies. Is It Any Good?:It’s surprisingly okay, considering the number of developers making different versions of the game for different platforms (for the sake of simplicity, we’re focusing on the ‘lead’ version developed by Terminal Reality for PC, PS3 and 360) yet at the same time still manages to underachieve.Īt least, it does the job of making ‘busting feel, ahem, good.

take on a new recruit just in time for a new threat to emerge courtesy of the work of Ivo Shandor, the Gozer-worshipping architect who designed Dana’s apartment building in the first movie. The Prem ise: Two years after the events of Ghostbusters II, Venkman and co.
#Ghostcontrol inc wiki software#
Developers: Terminal Reality/Threewave Software (Multiplayer)
