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Ghostbusters: The Videogame
Published by: Atari |
Ghostbusters: The Videogame - Game Review (XB360)
By Paguba Florin
Published: June 22, 2009
Print The action takes place two years after the events of Ghostbusters 2 in a New York City infested by unearthly apparitions, unleashed by a strange event occurring at a museum that hosts the Gozer exhibit. When these ghosts start to create havoc in the metropolitan area, the mayor has no other option but to call for the Ghostbusters, the only team qualified for the job. This is when the whole story kicks off, and you start blasting, trapping and chasing slippery spirits, determined to evade your proton beam and serve their concealed master.
You play as a new recruit who doesn't even have a name and is often referred to as rookie, but whose impressive skills quickly convince the veterans that he has the potential to evolve. Initially destined to be just a disposable member for testing the new weapons, you character has all the attributes of a true ghostbuster, bringing you closer than you could ever hope for to this role. Having a partner beside you for most of the campaign set further enhances the feeling that you're an essential part of the team and that your contribution to the cause is substantial.
During the 10 hours campaign you'll be hunting ghosts in familiar locations such as the library or the Sedgewick Hotel and face recognizable villains including Stay Puft or the library ghost. Chasing the elusive mastermind will also lead you through eerie places, populated by new spirits, you've got virtually no knowledge of. It is only fair to say that Terminal Reality did a great job in integrating the new foes in the established Ghostbusters world, providing the much needed variety and making sure that wrangling and trapping spirits will never grow into a tedious activity.
I've had some mixed feeling about the scenery, not because the settings were uninspiring but due to the way action unfolds in some areas. You are seemingly allowed to explore freely and make decisions of your own, but in fact you must strictly follow a predefined path where every important action is triggered by an event. You can open some doors by yourself after reaching an invisible checkpoint, while others are only accessible to your teammates and this goes for elevators too. This is a rather primitive way to keep you on the right track, but since you don't have a map and some areas are like dark mazes where you can easily get lost, I guess it's an acceptable compromise.
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