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15 years, 3 months ago
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15 years, 3 months ago
Ayame Ex_Goddess;153304
Does anyone else think that elaboration on the story as it related to the Ghostbusters when they weren't ‘on the job’ might have helped carry this premise better? Now don't get me wrong, I stand by my love of GBTVG, but one of the things that has been bugging me lately, and indeed bugged me all along about the game, is that we never really see what the Ghostbusters are doing when they're not out battling ghosts. I realize that the presentation of an idea differs by medium, and you have to keep gamers shooting things, but really, I think it would help this sort of title move past just being good.
Some of the scenes that stand out the most for me from both movies in terms of pure storytelling are the parts when the GB are out of uniform (so to speak) like when Peter is inspecting Dana's apartment for the first time, or the scene where Ray and Winston are driving across the bridge discussing the existence of God.
I've been thinking on this for awhile now, and I can't help but wonder if it might have improved the story of the GBTVG game. They do this a bit in Metal Gear Solid (especially Guns of the Patriots), and I think it would have been especially good to see here.
-edit- Don't think this means I want to see them sitting around watching TV or doing laundry, just that a break from the action to develop the plot when not surrounded by a dozen ghosts would have been a welcome addition.
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15 years, 3 months ago
StayinPuft;153305
That would have required actual writing though… For us to see what the GBs do in their off time they would have had to spent time doing an accurate design of the firehouse and progaming things with actual depth instead of just little “artifacts” that do the same thing over and over again and “interaction” functions that are more than just pressing x and seeing a little animation. Some of the reviews that came out right before the game released talked about how cool it was to “hang out with the other GBs in the firehouse between missions”. That, more than anything else, got me really excited about this game. Too bad they didn't deliver on any of those expectations! The only things you can do with the GBs at the firehouse is walk up to them and listen to them while they say their little schpele and that's it. Wow, isn't that fun.
I was kind of hoping that the GBs would be roaming around the firehouse doing random things and saying random things. Maybe they'd come and play a game of pool with you. Maybe there would be other in-game games that you could play with them. Maybe you could actually play the Qbit or pinball games. Maybe you could actually help them solve the narrative of the game by completing puzzles or by utilizing the PKE scans by doing some sort of research on them. Why couldn't they have made it so that before you get to run off to the next level, you have to solve part of the story/mystery first? Why, why, why, why.
It all comes down to what I've been saying all along. This game was way over hyped and suffers from ambitous, but lazy, programming. It doesn't help that all the GB heads out there don't want to look at the game from a critical standpoint. They just want to express how happy they are that someone finally came along and gave them another chapter in the GB universe.
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15 years, 3 months ago
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15 years, 3 months ago
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15 years, 3 months ago
JamesCGamora;153307
Don't be Hatin.
But seriously, you try and program a game and see if you don't try to find shortcuts when possible.
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15 years, 3 months ago
StayinPuft;153305
That would have required actual writing though… For us to see what the GBs do in their off time they would have had to spent time doing an accurate design of the firehouse and progaming things with actual depth instead of just little “artifacts” that do the same thing over and over again and “interaction” functions that are more than just pressing x and seeing a little animation.
Ayame Ex_Goddess;153313
I have, and I have. Nothing nearly so ambitious which is why I say that I still love the game despite what I mentioned above.
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15 years, 3 months ago
JamesCGamora;153307
Don't be Hatin.
But seriously, you try and program a game and see if you don't try to find shortcuts when possible.
The only thing that really bugged me about the game was at the begining of each level (minus 1) they would leave the firehouse and then arrive at the destination…but nothing inbetween. Some narrative and scenes in the commute would have been nice….but that's just me.
::edit::
I would also like to point out that I am almost positive (since I do not have any connections to TR as much as I wished I did) that there was more stuff that was cut out over the course of development that would have helped make the narrative more cohesive in that manner.
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15 years, 3 months ago
StayinPuft;153305buahahaha!
…but lazy, programming.
StayinPuft;153327
I have also said (to much dismay from other members) that I believe the decision to push the release of the game 8 months back to June was purely for marketing reasons. Sony wanted the game to release with the Blu Ray on the 25th anniversary so they could market both concurrently. Hell, it worked on me! I bought the game and the Blu Ray on the same day! Maybe the game did need an extra month or two for “polishing” but in no way do I believe that there is an EXTRA 8 months worth of work in this game. It's like they finished it in November, put it on a shelf and brought it out for the media tours…
Ayame Ex_Goddess;153313
I have, and I have. Nothing nearly so ambitious which is why I say that I still love the game despite what I mentioned above. Thing is, one of the things in my mind when I wrote this was that scene from GB2 where the guys go to examine the Vigo painting. All the GBs are in uniform except Peter which I think is a small touch that helps flesh out his character (I _still_ wonder why Peter went to the museum party dressed in his GB uniform when he was supposed to be semi incognito). Of course, to do that scene for the game would have required a separate concept sheet, turnaround, character model, texture map, etc which translates into hundreds of extra hours of manpower which results in a higher cost and longer wait time. Also, as mentioned, exposition when you're not actively involved pulls a player out of the gameplay experience. Its a fine line to walk here, because it's a movie-tie in, and decent narrative is usually a point where those sorts of games fall flat.
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15 years, 3 months ago