Saturday, June 27, 2009

Ghostbusters the video game review

Yup, it's another video game review... If you find them long and boring to read, here's a drinking game to get you solidly hammered: each time you see the word "ghostbuster" take a shot!

The first Ghostbusters movie was marketed as comedy, but it was so imaginative and well done, is it any wonder it captured the imaginations of adults and children alike? The movie was so successful, it spun off a sequel, a cartoon series (one which anyone who grew up in the 80's and early 90's will no doubt be familiar with) and a plethora of video games. While the cartoon was an unbridled success for most of its run, the video games were absolutely abysmal! I know; i had the first one for the NES (The Angry Video Game Nerd has an entire set of videos dedicated to the awfulness of the old-school ghostbuster games - see them over at www.cinemassacre.com). Given the poor track record of previous games, how does the newly released (and unimaginatively titled) Ghostbusters the video game compare? Well, let's find out.

First off, i played my game on the Wii, but it's available on all systems. Most people seem to prefer the Xbox360 or PS3 versions, but from what i can tell, it's largely based on superficial graphics preferences. Honestly, though, i can't compare since i haven't played the other systems versions (and i probably never will). So this will largely only be a "Ghostbusters the video game for the Wii" review.

Gameplay and Control

The game is set up so that you play as a new recruit for the ghostbusters there to test their equipment and (possibly) expand their team. The other ghostbusters are all there (with Bill Murray, Harold Ramis, Dan Ackyrod and Ernie Hudson even reprising the roles as voice actors), but they largely serve as support characters.

The control for this game is... great! No, really! It uses the wii-mote + nunchuck in the most intuitive possible fashion you can think of. The controls are so obvious that even a child could handle this - and that's how it should always be, people! I'm sick of games that claim challenge because their controls are crippled or difficult to grasp (and invariably poorly explained).

While i'm sure that even a marginally intelligent gamer can figure out the controls without any instruction, the game still provides a few (brief) tutorials on how to use the basics as well as how to switch weapons and equipment. The tutorials are largely done in-game as "explinations of the equipment" from the more experienced ghostbusters and can easily be skipped or even disabled via a menu. This means that you don't have to (unless you choose) watch cut scene after cut scene while replaying levels; it's a welcome addition.

I should also point out that all equipment usage can be done in real time in-game, meaning there's almost no need at all for bringing up the menu, except to pause, read a little backstory or disable/enable unlocks. Finally! A game that understands what a menu should be used for! This does wonders for immersion when you don't have to constantly flip into a menu screen for simple actions.

Gameplay is engrossing and, thanks in part to the interactive control-style of the wii-mote + nunchuck, feels a lot like you are a ghostbuster! Seriously: this is the game that every kid of the 80's has always wanted! Too bad it took more than 20 years to get...

The game is mostly wide open, allowing you (and at times, encouraging you) to destroy almost everything in every room and allowing you to wander the levels mostly unhindered. There are a few distracting game flags (like waiting for another character to open a door for you), but most of the time the limits seem acceptable.

While the ammo is unlimited, the proton pack does overheat from time to time if the stream is used continuously. It's not distracting or anything, but it can happen more times than you want, leaving you running in circles while your proton pack cools down enough to be of use again.

The AI that controls the other ghostbusters also seems to get worse and worse as the game progresses to increase the challenge. This isn't a bad thing, but does make very little sense when you stand back and think about it: how is it that these veteran ghostbusters can't handle a few ghosts without my continuously saving their asses? The harder difficulties (and higher levels) will also see you trying to revive the AI characters more than you care to. Fortunately, if there's more than one, they can revive each other.

Now, according to other reviews i've read, there are some purists out there who insist on controller-style fps (first person shooter, if you're not in the know) controls and thereby conclude that the Wii's controls are "gimmicky" or something; don't listen to these people! Honestly, i liked games like Starwars Battlefront or Goldeneye 64 for fps controls on a controller, but it is by no means "better" than point and click - just a very good adaptation given the tech limitations they had to deal with at the time. Technology has improved since the days of the NES gun, hopefully gamer attitude will improve one day as well. But i'm not going to hold my breath.

Graphics and Music

Graphics... ah, graphics. To the superficial gamer, the Wii's cartoony feel ruins the game. Of course they're wrong and i'll give them no shortage of ridicule as a result. Sure, nice graphics are nice to look at, but they don't enhance gameplay in the slightest nor do they make them more immersive. If you believe otherwise, you're wrong. No, this isn't debatable, nor is it only "my opinion". "Bad graphics" is more an issue of compatibility. When graphics don't suit the "feel" or tone of a game, they're bad (be they realistic 3D models or pixelated nonsense). There are no shortage of games that put graphics above gameplay and suffer as a result. As far as the Wii's version of Ghostbusters is concerned, the cartoony graphics fit the tone to a 'T' and give it a charm all its own.

As for music, it's the music used from the ghostbusters movie. What more could you ask for? It fits the genre and is exactly what the player wants. That's not to say it's perfect: the music repeats ad nauseum to the point it can get droning. Thankfully, it is in the background to the gameplay and story. Suffice it to say, you're more focused on busting the ghosts than listening to the soundtrack.

One last thing: the Ghostbusters theme song! I may be wrong, but i recall the only place it playing was the credits. I mean, i don't expect it to be played everywhere, but really? The credits? You expect me to watch the credits just to hear that awesome music? You bastards!

To the developers credit, they did include a simplistic "catch slimer" mini game that runs during the credits, so you're not just listening. Still, i just missed hearing it more, i guess.

Story

Dan Ackroyd has said that the game is essentially supposed to be a third installment, continuing the story from the 2 movies. In other words, this is a sequel... but good. The script writers make good use of the backstory of the previous movies and exploit the fact that everyone playing the game is intimately familiar with them. That's not to say the story is unfollowable to those who don't know anything about the ghostbusters (do people like that exist?), but it is a lot more gratifying for fans.

While the story does connect to both the previous films, it is more solidly a continuation of the events of the original Ghostbusters film. Gozer's minions seem to be springing back up and it's up to everyone's favourite ghostbusters to find the root cause and put an end to it. While the player character is part of the plot, most of the story is given by the other 4 ghostbusters with sparing references to the player character. Peter Venkman even goes as far as to say he doesn't want to know the players name "just in case". Really, it comes off a lot more charming than it sounds.

As the story progresses, however, the ghostbusters do gradually warm up to the increasingly invaluable "rookie" they've hired (Rookie? Please! I've been playing a ghostbuster since i was 5 years old!). The whole story culminates when, once again, the ghostbusters are forced to cross the streams to defeat absolute evil. Egon, Ray, Peter and Winston start to cross their streams when Ray turns to the player and nods for him/her to join in - this is a team thing, after all! An all but meaningless bit of gameplay follows in which the player (you) must join in with the other 4 in their "heroic sacrifice" and cross the streams... just like a real ghostbuster.

Wow. These guys knew who they were writing the game for!

Yeah, it's not Shakespeare, but it is a lot better written than a lot of mindless action games (particularly those adapted from movies). The humour and creativity of the movies definitely comes through and it's better for it.

Characters

Ray Stanz, Egon Spangler, Peter Venkman and Winston Zedmore are all there, reprised by their respective voice actors. What's more, you can tell the actors actually cared about the roles, giving all the proper inflection you'd expect, even for some of the cornier lines.

I know i downplay voice acting sometimes, but Ghostbusters definitely does it right. The side chatter of the characters is natural and unobtrusive enough that it sounds and feels exactly like what you'd expect the ghostbusters to engage in while on the job.

They are the same characters you're familiar with from the movies and cartoon and the game doesn't disappoint in adaptation. Ray is easily excitable and fun loving, Egon is reserved and thoughtful, Peter is lazy and sarcastic, Winston is eager but practical. The player character is left in the dark for personality (and name!) but it sort of works, allowing the player to sort of insert themselves in the role as they see fit.

The only issue that really comes up is a lack of line adaptations for the male or female player character choices. While most of the time the ghostbusters refer to you with generic "rookie" or "new blood" comments, there are a few points where they will gleefully refer to the player as "he" no matter what. It's a little grating considering how much care they gave the rest of the game. Why didn't they just have identical lines stored with "she" instead? Were the voice actors billing by the word or something?

Final Comments

My one major qualm is the brevity of the game. Sure, they have a few unlocks and scans and art pages to collect as well as a decent co-op mode, but seriously, is that it? They could've provided so much more with very little effort. Why not give a few random "bonus" levels for after the game? Not story driven, just good ol' fashion ghostbustin' (it makes us feel good)! It wouldn't even be that difficult!

Video game developers, take note: make 6 or so random "house" levels (a kitchen, a dining room, a few bedrooms, bathrooms, basement or attic), populate them with a random (catchable) ghost or two from the game and throw in some random minion ghosts for extra fun. You can even have a randomly chosen ghostbuster accompany the player on the mission. There. I just increased replay value and all it would've required was 6 new level designs and a random number generator with everything else just taken from what's already in the game.

As it stands now, there's very little to pull you back into the game other than playing through a few levels on a whim. Replay is definitely very low. However, that being said, this game is by no means bad.

Other reviewers have described Ghostbusters the video game as a "love letter to the fans", and that's exactly what this is. It thrusts the player into the role of "ghostbuster" and allows them to experience what it would probably feel like to be one. Controls are intuitive, gameplay is fun, story is solid and the characters are uncompromised. Non-fans will still find much to enjoy, but this game was clearly made for the 5 year olds inside each of us who remembers fondly the movies or cartoons and the desire to be a real ghostbuster themselves.

It's impossible to review this game without a nostalgia filter because it's so strongly invoked and it's a major part of enjoyment. Ultimately, if bustin' makes you feel good, get this game. I give it an A.

By the way, as for the pic: i was going for "lame". I think it came out well!

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