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by newrecruit1

16 years, 9 months ago


Some transparency and light effect on the library ghost would be cool… I hope to see that in all ghosts.

I also hope to see visual effect equal to this scene



by bhunji

16 years, 9 months ago


That fishing clip above seems wrong with the arching beams, also to me the ghostbuster seems too stationary.

I'm hoping for more of a Luigi's mansion spin off, being able to run around the room and toss out a trap once the health bar is depleted or a certain amount of hit points attained. or maybe something that indicates they are firmly held by the beam and a trap should be tossed.

by newrecruit1

16 years, 9 months ago


That fishing clip above seems wrong with the arching beams, also to me the ghostbuster seems too stationary.

I'm hoping for more of a Luigi's mansion spin off, being able to run around the room

Don't forget that the clip is a montage that I made, your character move where you want it.

If we look at GB1, each time they use the neutrona thrower, the pressure of the beam keeps them from moving. They are shaking under its power. I think it'd be a good idea to do the same: you can barely move when you shoot the particle beam and its control movement is slowed under the pressure, add a “stability effect” (when you hold the fire button too long: your characters cannot move anymore and the beam is harder to control) and we have the ideal emulator. We need to feel that pressure effect.

and toss out a trap once the health bar is depleted or a certain amount of hit points attained. or maybe something that indicates they are firmly held by the beam and a trap should be tossed.

I don't like that, an indicator or health bar/hp will give an arcade style to the game. In GB1, the trap is used when the ghost is stunned/weak. I prefer to see how the ghost will react rather than having the game saying “it's time, use your trap!”. You can throw the trap when you want but it wion't work if the ghost is still able to move; that is a + for the teamwork and the necessity to hold the ghost above the trap during a certain period of time. Add a blinding light effect when you open the trap, like a flash during a second or two, to make you wonder if the trap will work, hoping that the ghost is not targeting you, and it's done!

-

The beam doesn't look good enough, it doesn't have enough “electricity” around it.

by bhunji

16 years, 9 months ago


NewRecruit
That fishing clip above seems wrong with the arching beams, also to me the ghostbuster seems too stationary.

I'm hoping for more of a Luigi's mansion spin off, being able to run around the room

Don't forget that the clip is a montage that I made, your character move where you want it.

If we look at GB1, each time they use the neutrona thrower, the pressure of the beam keeps them from moving. They are shaking under its power. I think it'd be a good idea to do the same: you can barely move when you shoot the particle beam and its control movement is slowed under the pressure, add a “stability effect” (when you hold the fire button too long: your characters cannot move anymore and the beam is harder to control) and we have the ideal emulator. We need to feel that pressure effect.

Okay that makes sense, but they should be able to pivot slowly and change where they are blasting. no?

I hope it doesn't look like a fishing game when they're done making it.

I don't like how the guy is clearly pointing at the ceiling and the stream is still attached to the ghost. If I remember right(Please correct if I'm wrong), the stream(for the most part) went in the direction the ghostbuster was aiming, with the most deviance being at and around the ghost.

In that montage it looks like the beam is dragging the ghost rather than the ghost trying to get away…

NewRecruit
and toss out a trap once the health bar is depleted or a certain amount of hit points attained. or maybe something that indicates they are firmly held by the beam and a trap should be tossed.

I don't like that, an indicator or health bar/hp will give an arcade style to the game. In GB1, the trap is used when the ghost is stunned/weak. I prefer to see how the ghost will react rather than having the game saying “it's time, use your trap!”. You can throw the trap when you want but it wion't work if the ghost is still able to move; that is a + for the teamwork and the necessity to hold the ghost above the trap during a certain period of time. Add a blinding light effect when you open the trap, like a flash during a second or two, to make you wonder if the trap will work, hoping that the ghost is not targeting you, and it's done!

-

The beam doesn't look good enough, it doesn't have enough “electricity” around it.

I like the sound of that.

by newrecruit1

16 years, 9 months ago


but they should be able to pivot slowly and change where they are blasting. no?

Yes, but hardly the waist, as the whole body seems to be holding the pressure. The strategy is to fire when you think it's ok, but the beam is unpredictable. If the ghost flies behind you, you need to release the button to perform a quick turn.

I don't like how the guy is clearly pointing at the ceiling and the stream is still attached to the ghost.

That's why I made the montage. It's like they edited a program made for a fishing game. The beam seems like a fishing line and the ghost seems like in a invisible water environment; the character pulls the line, which is like an elastic, and drags the “object”.

If I'm right, the beam is supposed to hold/move the ghost without stretching. When the ghost pulls/pushes, it's the person's body who receives the effect. It can even drag the character, if the ghost is strong enough. With the neutrona thrower, the player needs to counter, in the opposite direction, each movements made by the ghost, to keep it in the beam. It need more strategy to weaken/trap a ghost, alone. But it's a + for teamwork.

And, also, like Egon said, it is the player who is supposed to increase or diminishe the beam, not the ghost: “Venkman, shorten your stream! I don't want my face burned off!”

In the clip, the beam doesn't have its strength on the ghost, maybe, but it's completly different when it touches objects. The chairs react correctly. The tables can fly under the pressure, but the beam is also supposed to burn through them (like for the bar), without making them bounce everywhere each time. The chandelier definitly need more weight!

But I must say they did a great job!

If I remember right(Please correct if I'm wrong), the stream(for the most part) went in the direction the ghostbuster was aiming, with the most deviance being at and around the ghost.

I need to watch the movie again to answer correctly, but if I'm right, part of its deviance comes from its own energy, the moving body of its user, and the element that it enter in contact.

by newrecruit1

16 years, 9 months ago


I wonder what will happen after completing a mission.
Do you thnk the game will let the player load the trap in the containment unit for fun? It can be interesting…

(I edited my idea about the game concept in the last msg also)

by bhunji

16 years, 9 months ago


NewRecruit
I wonder what will happen after completing a mission.
Do you thnk the game will let the player load the trap in the containment unit for fun? It can be interesting…

(I edited my idea about the game concept in the last msg also)

I think if they do include putting the ghost(s) into the containment unit after a mission, it will just be a quick cut scene, possibly as the game auto saves.

that makes me kinda wonder if Walter Peck or someone from the EPA will return and foolishily shut the power off to the containment unit again. Or if some other disaster causes the power to go out, and any backup generaters the unit may have, fail…

by Kingpin

16 years, 9 months ago


Peck is set to return. such was mentioned in the early announcements about the game.

I hope there isn't a Containment Breach, we've already been there and done that and got the lousy T-Shirt.

by Kalonthar

16 years, 9 months ago


Well, with the Scoleri Bros. out, there might just be a containment breach.

by newrecruit1

16 years, 9 months ago


The containment unit didn't explode in gb2. They still have a lot of “people” in there, it will be interesting to see what will happen.

At the end, the best thing is to throw what's inside through the portal (if there will be any); can't save the day and sleep after close to a nightmare in the box!