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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On the good side, having at least one of the veterans beside you the whole time is a great thing, but sadly you'll only fully realize that when getting stranded in the sewers. You'll be missing the way they used to sprint into the right direction even if you were running towards a wall, or choose the best weapon to kill each type of ghost. While contemplating all these minor inconveniences and trying to stay alert, knowing there won't be anyone near to revive me if I get knocked out, I've just got something close to a revelation.
It's nothing short of amazing how the atmosphere changes when you are deprived by a ghostbuster's company and you are forced to deal with the threat alone. The witty one liners, the accurate remarks regarding the ghosts' position and even the mute presence of another proton beam targeting a foe, completely alters the mood. It puts things into perspective and makes you realize that despite the goofy looks of the ghosts and the mild hostility of their attacks, Terminal Reality brilliantly succeeded in creating a conceivable menacing universe.
One of most useful items in your inventory is the PKE meter, a gadget that can be used both as a navigation tool and a scanner that instantly finds the weakness in every spirit and adds the foe to the Tobin's Spirit Guide. This is virtually a short encyclopedia containing just a bit over 50 ghosts, with additional information about their background and behavior, which can prove quite useful on the long run when you are fighting various spirits at the same time. You can check the archive to find out which weapon best suits the job by learning more about each spirit scanned, but the easiest way to deal with the restless ghosts is simply to watch your teammates.
The others will quickly switch between the four guns available and annihilate the threat faster by using the weapon the ghosts are most vulnerable to. Basically the proton stream is the best tool in dealing with ghosts, previously weaken by the alternate fire for this weapon: the Boson Dart, while the Shock Blast and the Meson Collider have limited use. The forth weapon is the Slime Blower which is an essential tool not only in dissolving black slime which blocks your way, but also in drawing objects together with the Slime Tether. It's an indispensable instrument in solving the few puzzles the game has to offer but can sometimes be used offensively as well, by those who are eager for a challenge.
Cornering ghosts in confined rooms, wrangling them with the proton stream and slamming them into the trap are the highlights of the game, but there are other things to do while playing Ghostbusters: The Videogame. Searching for hidden artifacts with the PKE meter will allow you to build an impressive collection at the firehouse and admire them whenever you like. There are of course financial rewards for gathering these items, allowing you to upgrade your gear and purchase better guns, but just reading the story connected to them is rewarding enough to keep you going.
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Conclusion:
It's very easy to dismiss Ghostbusters: The Videogame as a game for kids, due to the ludicrous narration, lack of violence and rather goofy ghosts, but the truth is that this title is fully treasured only by those old enough to remember the original movie. Fast paced action and plenty of different ghosts to capture will keep the player fully immersed, while the amusing remarks of the Ghostbusters and the tales behind each scanned ghost and collected artifact will further increase the fun factor.
Gameplay: 83
This is one exciting game to play, being just as challenging to preserve the interest intact, without becoming frustratingly difficult or causing multiple restarts. Wrangling ghosts and slamming them into traps is fun and never gets old and the sheer destruction you create while fighting the evil spirits, you see you waiting anxiously for the next encounter.
Graphics: 81
Character models are properly detailed and the resemblance with the actors featuring in Ghostbusters movie is uncanny, while the other persons you briefly interact with look just as well. The environments are particularly impressive, especially the flashy interiors of the Sedgewick Hotel and their troublesome inhabitants are nicely crafted too. Weapons look just as good as they function and inflicting collateral damage is quite rewarding in terms of visual effects, and virtually everything comes down crumbling under the proton stream.
Sounds: 84
Voice acting is stellar just as expected and having the original actors lending their voices to the characters was a fundamental ingredient for Ghostbusters: The videogame's success. Sound effects are equally impressive, and wondering through the Sedgewick's corridors or the library's bookshelves would have been less exciting without the faint, creepy whispers. Music is another highlight of this title and the main theme, easily recognizable from the movie will accompany you throughout the entire campaign.
Multiplayer: 83
Most of the players completing the singleplayer will return to uncover some more hidden items, but eventually they'll turn their eyes on the multiplayer as well, and fortunately this is a great idea. There are no less then 6 modes: Survival, Containment, Destruction, Protection, Slime Dunk and Thief, with names that speak for themselves and with the latter being the most entertaining. The first four modes are more conservative ones, while Thief is a more elaborated "capture the flag" game and Slime Dunk sees up to four players competing into a slam-dunk contest with ghosts.