Ghostbusters.net Crew Room


by Addiemonster

15 years, 6 months ago


Hullo! How's everyone been? :3

by numskull_210

15 years, 3 months ago


New to the site, where is everyne at?

by JamesCGamora

15 years, 3 months ago


Level 80 and farming Frost Lotus in Icecrown…oh wait….

by BigMac

15 years, 1 month ago


Random Question:

About 6 months ago I bought a pair of workout/running pants and on the bottom of each leg there is a zipper that zips up about 9 inches. I notice that lots of athletic pants (such as mine) have zippers or buttons at the bottom of each leg piece.

But why? What's the point of that? Unzipping the bottom sides of each leg a little seems pointless to me. Plus the zippers make noise if they tap against stair steps or whatever when you walk around.

by Thesite2

14 years ago


“spam spam spam spam” … “I DON'T LIKE SPAM!!”

by jassmine12

13 years, 11 months ago


I really like to watch movies a lot.

by newrecruit1

13 years, 4 months ago




by newrecruit1

13 years, 4 months ago


this game is a masterpiece.

But the beam shouldn't be flexible; the ghost captured in it should be fighting against the character's mobility instead, in a try to escape, making the person turn, pulling on the arms and legs, obligating the person in random and dangerous directions, changing the view angles, decreasing their “endurance meter” which makes it more difficult to hold on the particle thrower, depending of the strenght that the entity puts into it.

The teamwork could take another interesting approach, the position of each person becoming a key to prevent the ghost from moving in a direction. Still there's always the way up or down and the “in between angles” space left, each movement draining the endurance, while using supernatural abilites. I don't believe in the “ghost smash”, I prefer a sudden surge of energy in the particle beam which would shock the ghost the same way during a second. It could give nice visual effects. To give the ghost the same option, a sudden increase of strenght, could add to the challenge. The option to shorten the stream could be nice to.

The slime on the floor has no effects on our steps, this is missing. A ghost which would use a slime tether like ability could be interesting. Standing near negative slime could lower the endurance, if the endurance option was to be created.

The pke is not realy working. It's more interractive when the scenario triggers it. Same for the goggles. Anyway it's good for the first game concept but if another was to be made, a real use / need, and built with / for unpredictable situations would be great. But the pke should be keep to short / medium range and the goggles to see the invisible very clearly in short range only.

The character's movements in the first game need to be adjusted to look more realistic; it's to fast. Slimer's movements and reactions aren't fast enough, he doesn't look even scared of the beam. The meson collider can be left on the shelve.

A capture limit per trap, perhaps; it could add a new perspective to multiplayer mode, depending of the concept.

In the Ds, we can consider that the trap litteraly kills the ghost by draining the slime out, making the containment unit not needed. Not realy a good idea. The ds is nice at some point, but the scenes seem not always linked; it cuts quickly and it removes the atmosphere. The ending is even disapointing because of this. The “freeplay” mode is nice for the Ds but they did a good thing to not include it for 360 and ps3. But thumbs up for the ecto1.

I could only try the demo for sanctum of slime. I take it as a Ds remake. The trapping option missing isn't good. Even if some won't agree, the psychiatric level wasn't needed. A scene happening in a school, where the ghost of a teacher comes to scream at kids, asking them to stay quiet and to behave, would have been funnier than exploiting again the wrong turn that some existences have found themselve experiencing in their life.

If they can throw us a game like “sanctum of slime”, they should do the same for the sequel of “Ghostbusters: the videogame”, which would have similar quality, new gameplay, new environments, with a small scenario where the concept is freeplay; after capturing a “key” ghost, you get a cutscene and you continu to play until the ending. Similar to the Ds concept but without a story mode in parallel. You can then wander in a part of the city, responding to phonecalls or searching for paranormal activity; “Slimer” ghost type would offer an arcade style of gameplay while “Specters” would offer a simulation where the players will need to be attentive and cautious. The phonecalls inform when it's a “main objective”, letting the players to choose between going after the “key” ghost or to wander in the city. It's gives more gameplay than the original game, brings back its quality, doesn't need to contain the original characters and great cutscenes (I still would like someting good for the ending). It leaves the place to the rookie with his franchise and new team, offers the possibilities to drive. If you don't want kids to start playing this like a GTA (driving ecto1 into people) just make most of the citizens evacuate this restricted part of town, while keeping a few for a specific type of encounter. People simply wants a game.

As for GB3, if it needs to happen without Bill, just give Venkman's desk to Ray and place a picture of Peter on the wall behind, showing him having a good time in whatever other place, with “happy retirement” written on it. Add Bill in the credits for the fun of it. I'm sure he's gonna be happy to receive 25cent for each scene where it shows him. Or, even better, just make a scene where Ray say that Peter is busy attending to a ceremony and show the footage where he's wearing the pack for the Scream Awards.

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It is strange that I wrote this subject about life, where we're travelling, as a soul, from destination to destination (existences), following an evolution, with others souls similar to us… almost the same way that Egon explained about the “bus” in the videogame. I did this in a little poem where I describe this “voyage” like if we were traveling in a bus, the word “bus” is even included in the title.

When I played the videogame on 360 the first time, in front of this elevator scene, I became fascinated when Egon explained this. My finished version was made in 2007, I think I started it the same year, I instantly rushed to see when I wrote this to compared with the date release of the game. They say it was released in 2009? but when was this idea originally created?!! I'm not a “hey-I-wrote-this-first” type of guy here who is after money or copyright thing, anyway this type of concept about spiritual evolution exist since a long time but under other images, I mean just saying that we have a spiritual evolution is like a poetry describing a voyage, I'm not the first one to write this I'm sure, it's just that it is just fascinating that find this bus exemple. It is fascinating because it teach us that if life wants to send a message or create a vibration, it will take its way through anything or anyone to send it, in many different places / ways at same time. Then it could almost means that what we think we understand could also contains a completly different and / or deeper meaning.

The funny thing is, I have the ps2 version since it came out. But I never woke up until I played the 360 years later. I guess the elevator scene contains there a very good atmosphere. Was still able to try the 360 version before but, at 2$ for half to one hour of play in the videostore, you don't have time to concentrate on the cutscenes and what is said.

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I ve been living a few negative years. This game came out like an antistress specially made to help at passing through it. But, realy, I must admit that one day I suddenly started to see this ghostbusters symbol like a number 13, with some other things and events that I considered
'positive'. I even stoped viewing some comedy series on tv because negative events followed instantly in our surrounding, like if it was a result for feeling positive. And it became even more weird as each GB figures came out, because when I was going ‘yay’ then something negative almost instantly followed. It's been 8 years now for a few things, and more years about other things, but I feel like if I'm still living one very long year. When this game came out, realy, it felt nice. Later I found this deal on 360 250mb model at 130$, brand new, but the events took a surprising turn; when I was returning for info after leaving, to ask if they could keep me a model when they'll receive their next delivery, because there wasn't any on the floor, the store found in the computer a few 4gb in their backstore; they asked me if I wanted to know the price, I said ‘yes’ even if I knew it was too high, but for this they then needed to scan one, I wanted to save them the trouble of going there but they refused and came back with one anyway. Surprise, it was at the same price, 130$, from an old deal, they discovered. Oh happy I was and the day after it's my mother who surprised me with the ghostbusters game. I considered all this like a gift, after going through all this negativity. I guess that's why my perception still keeps a step back, when negative events want to make it believe that it is like a number 13. I still tried to break into pieces my proton pack, before that, after sending to garbage a couple of other things (not Gb related), but lol was kinda more resistent than I thought, even if the lights doesn't work anymore. I still don't watch those comedy series, my GB stuff are in the closet in a box, I still play sometimes that videogame, can laugh a few times, and, strangely, some of the negative events that has been happening (ex: my sister and her boyfriend) seem to have took a break. It's perhaps a non sense for you; the gb products are not a number 13; but when you're living this, this absurdity contains a strange feeling of logic. But I'm still not crazy… yet. I'm kidding. Things will eventualy become better…. It cannot be like moving out twice, in two years, to still find a similar negative situation that we've been trying to escape. Geez, if only I could now remember the funny explanation that I had about Louis always locked out of his appartment.

Realy, a big thank for all those who put efforts into making this game amd movies, and for the creators of the original idea who entertained us with this great concept capable of calming a kid from the fear of having nightmares, monsters in the closet, even the dark, while teaching us, by the maturity of its characters, what true friendship is, then the reasons to consider anyone who could be standing next to us.

-

Oh, and I had a dream yesterday where hundred of tiny spiders where flowing out from the “tears channel” of my eye. Happy halloween lol

by newrecruit1

13 years, 4 months ago


Can't believe it took me almost six hours to just write this

by Kingpin

13 years, 4 months ago


That post pretty much sums up (and I'm afraid to say I didn't read all the way through) the likely reasons why they went with the system they implemented: your ideas and requests would just make it too damn complicated.

You might find it too simplistic, but the game was geared for a universal market, and it had to be playable for people ranging for hardcore gamers to amateurs… this explanation and variations of them were posted countering your remarks back when the game first came out, I'm not sure what provoked you to compile this essay now that we're two years after the game was released.


As a sidebar, if you have to include a photo that pushes the text count of a post over the limit, please consider splitting the text so that some of it accompanies the image, rather than reducing one post to only containing a graphic.

Edit

Having now read the majority of that waffling and meandering post… I think I can conclude that at best, you're a little bit nuts.