In today’s session, I get into what are clearly the last few scenes before the finale. The goods and bads of before continue: some nice fights and some decent story corrupted by some terrible agency choices and near-absent feedback. And the game reaches a new low on savepoint design. Spoilers within.
Ghostbusters Day#6 – The Return of Bad Feedback
What’s that story about the scorpion and the frog? Well, if the frog was clear, competent feedback and the scorpion was Ghostbusters, you pretty much have this session down. There’s quite good stuff in today’s play, including some good fights and one beautiful level, but the designers simply cannot make the gameplay easy-to-follow. Grrr. Spoilers and ranting to follow.
Posted in Hardcore.
– September 6, 2009
Ghostbusters Day#5 – A Minor Quibble, but the Game Stays Solid
Ghostbusters continues to be okay. I’m past the halfway point now, and am happy to report that the game has found its groove in getting the combat difficulty right and keeping the narrative solid enough to not make me cringe. Overall, I’m happy to keep playing. Spoilers within.
Posted in Hardcore.
– September 5, 2009
Ghostbusters Day#4 – Busting Actually Makes Me Feel Good
The game impresses me today by actually coming into its own and finding the right difficult level. The feedback issues and weird narrative moves continue, but busting has found a rhythm that makes it just plain fun to do, and does anyone honestly need more than that? Spoilers within.
Posted in Hardcore.
– September 4, 2009
Ghostbusters Day#3 – Wait, was that actually creepy?
In Day#3, the game actually gets pretty creepy. Savepoints improve, but I keep hitting five-death-in-a-row snags. And someone obviously played Psychonauts here. Have to admit that the game is improving, even if it stubbornly keeps doing stupid, stupid things. Spoilers within.
Posted in Hardcore.
– September 3, 2009
Stochastic Thoughts: What Not to Do in an FPS (Thanks, Ghostbusters!)
– Don’t forget a radar. Nothing more annoying than an NPC telling you to follow them and you having no idea where they are. Play the Times Square scene and see how easy you find it to keep track of Ray by sight.
Posted in Game Design, Rant.
– September 2, 2009
Ghostbusters Day#2: Busting Lessons Learned
My second day on Ghostbusters. Another hour of play, another ten deaths. But I learned some lessons about how to play Ghostbusters, and what not to do in FPS games. Spoilers within.
Posted in Hardcore.
– September 2, 2009
Ghostbusters Day#1 – Who You Gonna Call?
My first day with Ghostbusters. It’s not what I expected in a lot of ways. The narrative is better than I expected, and I am not really groaning at all. On the other hand, the difficulty curve is way off for a normal level, and there are serious feedback and savepoint problems. Jury’s still out. Spoilers within.
Posted in Hardcore.
– September 1, 2009