OXM Ghostbusters Game Article


by newrecruit1

16 years, 5 months ago


It just won't feel right to suddenly play basketball with the entity in order to send it in the hoop… err I mean trap.
robbritton
You don't slam the ghost INTO the trap, you bash it around to weaken it and then the trap can suck it in.

You seem to think you have to bounce the ghosts into the traps somehow - like it's some bouncy game of chance you have to keep at until the ghost flops into a waiting trap

I'm sorry to hear that my joke confused things here.

to turn the ghost into “nothingness”, in a “slamming action”, just to give the player a chance, is pretty weak

Let's do a picture: you're holding the ghost in the beam, the entity is very strong and you do everything to work against its strength/actions/attack/etc. The strenght/actions/attack/etc (attributes) represent the life in the entity. It just doesn't feel right to “interrupt” these attributes suddenly, in a “slamming action”, to put luck on your side. And the “slamming action” doesn't even look natural compared to the movie!

I know that we don't bounce the opponent in the trap. I know that we need to bash him around to weaken it. I'm only saying that the “slamming action” is bad. They can do something better to weaken the ennemy!

Pretty much the way they bust slimer in the first movie, only with direct player interface to weaken them rather than the ghosts just wearing themselves out.

I prefer to throw a surcharge of energy in the particle stream, to weaken the ghost that I'm holding, and see the proton pack shutdown in return, during a couple sec, because it's overheating, pushing me to play with strategy, rather than throwing the entity in the environment, to get the above in the fight, simply because the game devellopers weren't able to find something more original!

It's a ghost! If by any chance you're able to do him a piledriver on the floor, table, chair, etc, you'll soon discover that it'll have no effect; the “ectoplasmic kiss” will follow and you'll be out 1-2-3 :p :-)

by Kingpin

16 years, 5 months ago


Isn't it even remotely possible that maybe they didn't want to involve too much strategy in the capture? Strategy has never really been a very important part of the trapping in the films, most of the time it's a simple case of hold the ghost/s in the particle beams until they're over the Trap and then switch off as soon as it's open.

I don't think you're being fair to the game developers, saying that they “couldn't find something more original”. Having to beat the ghost senseless is a new development, granted, and introduces something that wasn't previously seen in the films, but it seems a less drastic divergence from the movie then having to set off a Protonic charge that shuts down the Proton Pack every time you want to Trap something. That, if anything, overcomplicates the matter of trapping a ghost.

Either way, how it's been portrayed in the videos we've seen is likely how it's gonna be done in the final game… and as much as you dislike it, you're just going to accept it.

by newrecruit1

16 years, 5 months ago


Isn't it even remotely possible that maybe they didn't want to involve too much strategy in the capture?

My suggestion is far from being complicated, it only replace one action by another. It's one of the best option in the simulation department. :p

Strategy has never really been a very important part of the trapping in the films

I get your point.

most of the time it's a simple case of hold the ghost/s in the particle beams until they're over the Trap and then switch off as soon as it's open.

And it'll be too simple for the gameplay… well, not if the teamwork, ai, and challenge are well done (*janine)

I don't think you're being fair to the game developers, saying that they “couldn't find something more original”.

I don't like the concept. It's not original. It doesn't fit well versus a paranormal entity.

Having to beat the ghost senseless is a new development, granted, and introduces something that wasn't previously seen in the films, but it seems a less drastic divergence from the movie then having to set off a Protonic charge that shuts down the Proton Pack every time you want to Trap something. That, if anything, overcomplicates the matter of trapping a ghost.

It's far from complicating things; you don't need to use the “energy boost” each time you want to trap a ghost; you already have the particle stream, far from being weak, enough to challenge the enemy; the “booster” is only a strategical option, like the “slamming action”, that you can use in order to weaken the entity, with the advantage of being more down to earth versus a paranormal enemy, compared to the “slamming action”.

It's not also an obligation to shutdown the proton pack, each time the booster is used; just let the player control the discharge with the button sensitive option on the controler; when the booster is too much used, the equipment needs to cool down: it shuts down, or the booster is simply not available for a moment, or the particle stream becomes weaker for a short period.

-It adds to the impression of controlling the particle thrower,

-the player receives more thrill,

-and the screen gives more light effects, as the booster affects the intensity of the stream.

Either way, how it's been portrayed in the videos we've seen is likely how it's gonna be done in the final game…

yeah -> “…” I hope they will change or add the booster too! (*egon)

and as much as you dislike it, you're just going to accept it.

♪♪I pUt A sPell On yOu ♪♪ :-)

by robbritton

16 years, 5 months ago


meh. i like the slamming - more opportunity for comedy. the streams were a comedy effect in the first place, so a bit of a roustabout with the ghosts suits me fine.

by misfit1

16 years, 5 months ago


I would rather focus my attention on the puzzles and plot twists the game is going to throw at me. Making the actual busting of the ghosts too taxing and repetative will start to make the players dread the busts, when really, that's just a secondary aspect of the game.

by mdp872105

16 years, 5 months ago


I don't think the throwing thing will be to big of a problem if its done lightly. (IF that makes any sense). In ghostbusters 1 & 2 the ghost in the battles were not a simple grap and move it did take some effort to move them where the trap was. So what I think the slam is going to provide the gamer is a way to help make catching the ghost easier but not make it a required means to beat the ghost. Kind of like a fighting game you can't go right up to a oppent and use a combo on them very easily but if you punch them a couple of time and get them off guard you can get a combo move in with little effort. Expect here the ghost will be trying to move away from the trap like in the video of the game play footage, and in the ovies, but with a little effort and a throw here and there you will be able to confuse the ghost enough to move him to the trap with a little more ease. So maybe the phrase weaking them has been miss used and that you are more or less confusing them to the point that they don't know where there going or whats happening and you can use that aspect to take control and trap them.

by JamesCGamora

16 years, 5 months ago


I was under the impression that the Player didn't have to slam the ghost around to capture it….doing so just made the bust easier by weaking the ghost. I am sure thats not the cause…but that was my impression…

by DanElektro

16 years, 5 months ago


JamesCGamora
I was under the impression that the Player didn't have to slam the ghost around to capture it….doing so just made the bust easier by weaking the ghost. I am sure thats not the cause…but that was my impression…

That's pretty much it. You grab it, and if you can't pull it into the trap (because it does pull away and fight you – as the article says, “fishing upside-down”), you have the option of slamming it and stunning it, then guiding it over to the trap with less struggle.

The developer also said that you can use the slam move to put a ghost directly into an open trap, with practice. This is optional.

By the way, for anybody who didn't see the mag, the OXM US article is now available in its entirety on OXM's website. That's why we don't want scans – obviously we want you to read it, but at least if we post it on the site, we make ad revenue and can stay in business. I hope that's seen as reasonable.

In addition to the feature, there's a short Q&A with Mark Randel, most of which was not run in the magazine.

by newrecruit1

16 years, 5 months ago


Hey do you know anything about the system requirement needed to activate our proton pack?! (^_^)

:p If it's not clear, then:

do you know anything about the system requirement needed for PC?

by Kingpin

16 years, 5 months ago


DanElektro
JamesCGamora
I was under the impression that the Player didn't have to slam the ghost around to capture it….doing so just made the bust easier by weaking the ghost. I am sure thats not the cause…but that was my impression…

That's pretty much it. You grab it, and if you can't pull it into the trap (because it does pull away and fight you – as the article says, “fishing upside-down”), you have the option of slamming it and stunning it, then guiding it over to the trap with less struggle.

The developer also said that you can use the slam move to put a ghost directly into an open trap, with practice. This is optional.

By the way, for anybody who didn't see the mag, the OXM US article is now available in its entirety on OXM's website. That's why we don't want scans – obviously we want you to read it, but at least if we post it on the site, we make ad revenue and can stay in business. I hope that's seen as reasonable.

In addition to the feature, there's a short Q&A with Mark Randel, most of which was not run in the magazine.


Welcome to GBN, Dan. Thanks for the heads up on posting the article.