IGN Complaints About The Game


by BradRedfield

15 years, 9 months ago


JamesCGamora;140215
Personally I have to agree with Kingpin on the quick turn function. Like he said the Ghostbusters aren't atheletically built people with lightning reflexes.

That still doesn't mean that they shouldn't have it. It isn't a super-human technique, its turning around quickly. Its something to make navigating and repositioning easier and less tank-like.

I can imagine things getting pretty frustrating without a quick-turn.

As for the rest of IGN's complaints, they are very much valid and I'm glad they are addressing them like this. The rest of these problems seem like something that can be ironed out and make the game better because of it.

by RoyKarrde

15 years, 9 months ago


A few of the things are interesting, a few seem to be things that shouldn't even be listed. I mean seriously is anyone going to hate the game because you cannot spin around quickly to go after the Ghost? Not to mention there seem to be so many controls that there may not be a room for a quick turn. The Cutscene thing seems more because of the build they were playing that actually a problem and seemed to be one of the weakest complaints they had, next to the repetitive voices, which could be any number of reasons including not all of the audio files being included in the build.

The idea of a map seems like something that the Ghostbusters wouldn't realistically have. Yeah Egon could make a sonar device into the PKE meter to create a map but still it just seems like something a generic video game has. Besides as others said there is the PKE meter to nudge you along, plus I doubt the environments will be GTA 4 or Fall Out 3 size, so why not spend a bit of time and enjoy the detail of the level instead of plowing through it. I mean isn't exploring and finding things part of the game? If people wanted to just run from one Ghost bust to the next the game would become horribly repetitive.

I seriously am curious as to what Shanker thinks of this, obviously he probably cannot comment on most of them, but the Cutscene one seems to at least partially deal with him since he worked on many of the models.

by ectoplasmicresidue

15 years, 9 months ago


hi, long time lurker, but first time poster. read the article, and think they probably only have one valid point on the subject and thats the quick turn.

the stream isnt a bullet and shouldnt have bullet physics as some would want it to.

we seen the cut-scenes and they look gorgeous no matter if theyre made by the in-game engine or not. it was TRs decision to do it the way it is now.

can't wait to play multiplayer. they were going for the realistic look for it and think they succeeded. similar in the way they were going for no hud in sp and used the proton pack for it so have no problems how the multiplayer will end up playing out. well my 2 cents worth.

by BradRedfield

15 years, 9 months ago


Roy Karrde;140220
I mean seriously is anyone going to hate the game because you cannot spin around quickly to go after the Ghost?

Would it make me hate the game? Nah. But this is something every third-person shooter needs in order to make things less cumbersome.

This is like pre-Resident Evil 3, where you either have to rotate in place or run in a large curve to re-position yourself. In that short-time frame of three or so seconds, the ghost would have already flown to another area and you'd have to re-position yourself again.

It'll be even worse when there's a group of ghosts.

Not to mention there seem to be so many controls that there may not be a room for a quick turn.

Up + B for a quick turn ala Resident Evil 5. Problem solved.

The idea of a map seems like something that the Ghostbusters wouldn't realistically have, and just something a generic video game has.

Last time I checked this was a video game, not real life. If we were going for realism, then the NES game should be considered realistic. (Running out gas, going to firehouse to get more traps, getting frustrated at climbing twenty-something flights of stairs) I mean, yeah, the game blows chunks but still.

Besides as others said there is the PKE meter to nudge you along, plus I doubt the environments will be GTA 4 or Fall Out 3 size, so why not spend a bit of time and enjoy the detail of the level instead of plowing through it. I mean isn't exploring and finding things part of the game? If people wanted to just run from one Ghost bust to the next the game would become horribly repetitive.

Its one thing to take your time to explore but its another to get lost because the lack of a proper navigational system. It'll take someone out of the experience.

by demonaz

15 years, 9 months ago


I'm pretty sure if they wanted, and if it was doable, to add a small directional feature on the PKE. Or maybe something similar to Dead Space, it just shows you a glowing line towards the next area. Something small like that (but probably not so small to implement!)

by ectoplasmicresidue

15 years, 9 months ago


demonaz;140223
I'm pretty sure if they wanted, and if it was doable, to add a small directional feature on the PKE. Or maybe something similar to Dead Space, it just shows you a glowing line towards the next area. Something small like that (but probably not so small to implement!)
thought they had that, but you used the goggles to see the stream where the ghosts went to find it?!

by Kingpin

15 years, 9 months ago


Brad Redfield;140222
Last time I checked this was a video game, not real life. If we were going for realism, then the NES game should be considered realistic. (Running out gas, going to firehouse to get more traps, getting frustrated at climbing twenty-something flights of stairs) I mean, yeah, the game blows chunks but still.

Its one thing to take your time to explore but its another to get lost because the lack of a proper navigational system. It'll take someone out of the experience.

I think you're adding way too much credability to IGN's questionable concern, Brad. It's not like we're dealing with maps the size of Manhattan Island, or massive free-roamable areas… I imagine that overall the places you can go in the streets are fairly controlled and places like the Sedgewick and Library wouldn't be all easy to get lost in.

demonaz;140223
I'm pretty sure if they wanted, and if it was doable, to add a small directional feature on the PKE. Or maybe something similar to Dead Space, it just shows you a glowing line towards the next area. Something small like that (but probably not so small to implement!)

ectoplasmic residue;140224
thought they had that, but you used the goggles to see the stream where the ghosts went to find it?!

It does, in addition to changing colour the closer you get to a ghost, or special token, the bars shift from left to right to indicate which direction the PKE source is.

As for quick-turn, even though these examples aren't Third Person Shooters, they've managed to operate without a quick turn as far as I'm aware:

Halo
Max Payne
GTA games
Prototype
Iron Man

Now I admit, quick turn is handy in Left 4 Dead, but that's because zombie swarms can come at you from any direction at a moment's notice, I just don't think it's as neccesary in Ghostbusters.

by BradRedfield

15 years, 9 months ago


Kingpin;140228
I think you're adding way too much credability to IGN's questionable concern, Brad. It's not like we're dealing with maps the size of Manhattan Island, or massive free-roamable areas… I imagine that overall the places you can go in the streets are fairly controlled and places like the Sedgewick and Library wouldn't be all easy to get lost in.

I'll concede that the maps don't appear to be that big but it could very well be possible to get lost. Won't know until I play the game.

As for quick-turn, even though these examples aren't Third Person Shooters, they've managed to operate without a quick turn as far as I'm aware:

Halo
Max Payne
GTA games

That's because those games have very different control styles (not to mention different camera systems, which is why quick-turning is necessary in third-person shooters.) than third-person shooters like Ghostbusters, so a quick-turn isn't necessary in those games. Games like Gears of War, Resident Evil 5 and Dead Space would be better suited for comparison since they have a similiar control/camera style as GB:TVG.

Iron Man

Bad example there, man.

Now I admit, quick turn is handy in Left 4 Dead, but that's because zombie swarms can come at you from any direction at a moment's notice, I just don't think it's as neccesary in Ghostbusters.

We'll see in due time.

by JonathanArcher

15 years, 9 months ago


I don't think Quick Turn is necessary either, I mean, its like Kingpin said, these guys aren't athletes, and then there's the fact that they're carrying a 30+* pound backpack on their back that could inhibit that.

*: 30 pounds being drawn from the DVD commentary and then thats not adding the new stuff that Egon adds on either.

by JonXCTrack

15 years, 9 months ago


I played the game at NYCC and I can tell you that Stay-Puft's minions can surround you rather quickly. The quick turn function would help avoid this. I even thought of this myself while I was playing the demo.

As far as the GB's not being athletic - how is it that running is less athletic than turning around?