Episode Transcript
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0:00
Hello everybody
0:04
and welcome
0:08
to the
0:10
Canerance podcast
0:13
volume 13, issued by
0:17
the
0:22
Canerance
0:28
podcast volume 13, issued
0:30
620. Today we're going to
0:32
be talking about Ghostbusters
0:35
colon the video game.
0:38
Not to be confused with the Ghostbusters computer
0:41
game that we covered a few
0:43
issues ago. Joining me Leon Cox in
0:45
this one is Brian Edwards.
0:47
Hello. Hello. It's Karmu.
0:50
Hey everyone. And Tony
0:52
Atkins. Hello. Ghostbusters
0:55
the video game is a
0:57
third person supernatural themed action
0:59
game. Yeah. Yep.
1:03
Check it out. Just
1:05
checking. It also in
1:08
some versions has a multiplayer component which we'll talk
1:10
a little bit about a very little bit about
1:12
later on. And it
1:14
was remastered, which we'll also talk about.
1:16
But let's start with our histories. So
1:18
this game is 15 years old. It
1:20
came out initially around
1:22
the time of the original
1:25
movie's 25th anniversary. It
1:27
was initially on PS3 and 360
1:29
chiefly and then a PC version.
1:32
Tony, was this one of
1:34
those that you gobbled
1:36
up eagerly as a 360 player
1:39
in chief back in 2009? I did. But I only
1:41
know that because I went
1:45
back and looked my achievements. Yes. I
1:47
couldn't have told you that I played it
1:49
on launch, but apparently I did. So yeah,
1:51
I must have been eagerly anticipating it. There
1:54
was some buzz around it. I guess
1:56
you were probably podcasting at the time. It
1:58
was the sort of game that people were
2:01
the likes of us were playing to talk
2:03
about? I think
2:06
it's funny when I think about Ghostbusters
2:08
now, because I think obviously it's had
2:11
a number of recent iterations into the
2:13
franchise. Some have been okay, some have been
2:15
great, some have been, eh. Your mileage
2:17
may vary. Yeah, your mileage may vary. But
2:20
I think back in
2:22
2009, the idea of
2:24
anything new Ghostbusters was
2:27
quite a thing, because it had been a
2:29
fairly dormant franchise for a long time. So
2:32
I think the fact that the game was
2:35
due to come out and continue some
2:37
form of a continuation of the Ghostbusters
2:39
franchise, I think actually- Less dormant if
2:42
you're into comics or cartoons, I think.
2:44
But yes, I think that's it.
2:46
Yeah, but I just think that the
2:48
buzz that would have been around it
2:50
then was just the fact that anything,
2:52
I guess more visually, Ghostbusters, and I
2:55
suppose a cartoon comic would be. But
2:57
yeah, a new entry into the franchise,
2:59
and they were almost saying it was
3:01
the kick start of something to
3:04
continue on. And in fact, as we know now, it
3:06
was. So I think there was a lot more buzz
3:08
around it then just to see what they were going
3:10
to do, and it had the original cast and what
3:13
not come back in. So
3:15
yeah, I think probably the reason I picked
3:17
it up straight away was just it
3:19
sounded like a really good final idea
3:21
of a Ghostbusters game that actually visually
3:23
looked like a modern, at
3:26
that point, Ghostbusters game. Yeah.
3:29
And have you managed to go back to it,
3:31
or is this all memories for you? No, no.
3:33
So I went back to the remastered version that
3:35
came out a few years ago. Seemed like the
3:39
more sensible thing to do is to see
3:41
how I knew polished up, looking at the
3:43
best light possible. Relatively
3:45
cheap in one of the sales, I think I brought it.
3:47
So yeah, so
3:50
complete new fresh playthrough,
3:52
some of which I completely remembered some
3:54
of the levels I had completely forgotten
3:56
so always handy to do a replay.
4:00
might actually signal more about the game
4:02
than anything else. But
4:04
I think before going into the remastered,
4:06
I had fairly fun memories of the
4:08
game. Once again
4:10
kind of laced around that.
4:12
No, you don't. No
4:15
spoilers. Pre-entive.
4:18
Not to lace any doubt on it, but I
4:21
remember thinking before the show
4:23
that, no, that was a game that
4:25
I really enjoyed. I really enjoyed Rangling
4:27
Ghosts. There was something there and the
4:29
performance is even the storyline was actually
4:31
relatively good. So I was interested to
4:33
see how it would just stand up in 2024 as a
4:35
2009 game. 360
4:38
games. Oh, I'll say 360. That
4:41
era games have mileage can
4:43
vary as we found out on
4:45
different shows. I
4:47
have history and some new history. Cool. Karl,
4:51
what about yourself? Yes,
4:54
I was a fan, as I'm
4:56
sure many of you were, of Ghostbusters
4:58
when they originally came out of
5:02
the time. I'll say that.
5:05
And I played a
5:07
number of different Ghostbusters games. Some
5:11
of which I enjoyed, some of which I didn't.
5:13
I never felt like any of them really captured
5:15
what I was expecting from Ghostbusters. Obviously
5:18
a few things had been teased in terms of
5:20
getting the whole cast together and that was a
5:22
big deal for this game and I got quite
5:24
excited by it. I actually imported it on the
5:27
Xbox 360 because, well,
5:29
the PS3 always generally seemed
5:31
to have really flaky versions
5:33
of games at the time and I thought, well, I'll
5:35
just import it. I think maybe the PS3 was the
5:37
lead platform for this one, but I'm not so. It
5:41
was a better safe than
5:43
sorry situation and it was relatively
5:45
cheap to import at the time.
5:48
Certainly a lot cheaper than it was in my childhood. I don't know
5:50
that for a fact. And
5:54
there was just something at the time where I thought
5:56
I want to buy some import games because quite
5:58
frankly, I was priced out of so. many of them
6:00
when I was younger and it still had a sense
6:02
of novelty at the time. So
6:05
this seemed to be an amalgamation of all
6:07
the things that I was looking forward to,
6:09
a sense that this might be the best
6:11
representation of the actual
6:14
the Ghostbusters since the
6:16
second film. The fact that
6:18
it was on a console that
6:20
I was playing on the 360 which was thriving
6:23
at the time and it felt
6:26
like reading the previews that actually
6:28
got the essentially the ghost wrangling side
6:30
of things and I thought that that
6:32
sounded really novel so I was
6:34
kind of all in for this I was
6:37
really really excited so yeah that's that's the
6:39
reason why rather than wait I just went
6:41
and jumped to the queue and imported it.
6:44
Cool cool, have you managed to revisit
6:46
it? No I
6:48
actually opted not to. I watched quite
6:51
a lot of the
6:53
the remastered footage when it sort
6:55
of dropped which about five years ago
6:57
now and so
7:01
sometimes you see games and you get a feeling that yeah
7:03
do you know what it'll still be great it'll be really
7:05
interesting to go back to and sometimes you look at stuff
7:07
and go do you know what I'm just gonna
7:09
leave it to what my thoughts were at the time
7:11
and this was one where I thought yeah do you
7:14
know what I'm just gonna leave that as it was
7:16
and it's continually popped up in sale after sale and
7:18
I can't lie I've come close to
7:20
pulling the trigger a few times but I thought no do
7:22
you know what I
7:25
you know I enjoyed my time
7:27
back then I'm going to recall
7:29
it and then see how you
7:31
feel after this show yeah exactly
7:33
yeah no I like I sometimes
7:35
bring that perspective of purely going
7:37
off memories and we'll see
7:39
where that takes us as well. Brian
7:43
you are you a Ghostbusters guy? Yeah
7:47
I would wager to say that Ghostbusters the
7:49
original 1983 movie is probably the film I've
7:51
seen the most. 84. I was
7:54
born 83 that's the that's I just assumed then
7:56
me and Peter Venkman entered the world at the
7:58
same time. Yeah yeah. That's
8:00
probably the movie I've seen the most. I
8:03
was joking before in the proverbial green room
8:05
about my parents being good parents, but they
8:07
did have HBO when I was a young
8:09
age and were not great at filtering what
8:11
I watched. So I saw a
8:13
lot of movies that were watching early. You were watching Oz as
8:15
a 10 year old. Yes. That's
8:18
how you got into the prison service. Yeah,
8:20
exactly. Right. Exactly. There was
8:22
a lot going on. Because it looked so appealing. I mean,
8:24
what else could I do? I mean, I was left to
8:26
my own devices and Oz was on the TV. What was
8:28
I supposed to do? And
8:32
then I also had a really, not to get super nostalgic, I
8:34
had a really magical day once I
8:37
was seven years old and my grandmother took
8:39
me to the movie theater to see two
8:41
movies in one day and it was the
8:43
Tim Burton Batman and Ghostbusters 2, which is
8:45
just about maybe the most legendary day of
8:47
my life as a seven year old. So
8:50
huge Ghostbusters fan. So I was definitely a
8:53
day one purchase for this game, but
8:55
something very unfortunate happened when I bought it. This
8:58
is the game that my launch
9:00
360 Red Ring. So
9:04
I got to the Sedgwick Hotel after the
9:07
kind of the tutorial and I was all
9:09
ready to go. And well, it was quite
9:11
graphically intensive. It probably melted that thermal paste.
9:13
Maybe. I remember like
9:15
seeing what happened. Like I obviously we were well into
9:18
the Red Ring saga at that point. And it was
9:20
like one of those things I just I couldn't believe
9:22
it. So I like I like
9:24
what what could possibly go wrong with my
9:26
Xbox. But so I end up getting another one. I
9:29
played I played it, you know, maybe a month
9:31
or two after launch, after I sent my Xbox
9:33
in and went through that whole process as a
9:35
lot of us did. Yeah.
9:38
So, yeah, I completed it at the time. And
9:41
when the remaster came out, it was one of those things kind
9:43
of like Carl. I didn't wasn't
9:45
sure if I wanted to go back to it or not. Didn't
9:48
want to color kind of my memories of the experience.
9:50
But then leading up to the show,
9:52
I'm like, you know, I really I started watching the
9:54
videos and I realized I did not remember very much
9:56
of it at all. So I'm like, OK, I'm going
9:58
to set aside this week. the week leading
10:00
up to the show to replay the remastered version.
10:03
So I bought it on
10:05
PlayStation 5, the PS4 version on PlayStation
10:07
5. And so I I
10:10
set aside the whole week to play it. And I actually
10:12
finished it in two sessions on Monday and Tuesday of this
10:14
week. So I'm pretty fresh on it now.
10:17
But yes, I've replayed the remastered
10:19
version, obviously, and I played the
10:21
original version around launch minus my
10:23
put my Xbox in a box
10:25
and send it to the state
10:27
of Washington to be repaired. So
10:31
lovely stuff. Yes, so I
10:33
was 12 when the movie came out and went
10:35
to see it the cinema. But it isn't a
10:37
film that I was kind of obsessed with. Like
10:39
some of my friends were crazy about it. I
10:41
really enjoyed it and I loved the concept and
10:43
I had fun with it. But I've
10:45
only ever seen it a few times over the
10:48
years. Never seen Ghostbusters 2. My intention was
10:50
to actually watch that today ahead of recording, because
10:52
it obviously kind of it set released
10:55
and set two years before this game. But
10:57
we had a washing machine related
11:00
issue at home. So I didn't get around to. So
11:03
I've never seen. Yeah, could be
11:05
could be haunted by lint
11:08
and yeah. The
11:10
stuff that clogs up the you know, you know
11:12
how it goes with washing machines. So
11:15
yes, I've still never seen Ghostbusters 2, but
11:17
I've effectively played Ghostbusters 3. I didn't buy
11:19
this at the time. I was keen
11:22
on it. It looked cool. I like
11:24
the concept. I just never got around to it for whatever
11:26
reason. And the first time I owned it,
11:28
I think it was given away on Epic, the
11:31
PC version some years ago. And
11:33
that's it been in my library untouched.
11:36
And then I started playing it for the
11:38
show, basically the remastered version, PS4 remastered, but
11:40
on a PS5. And
11:43
it was on PS Plus. So that
11:45
was cool until the game
11:47
was taken off PS Plus after I'd completed about
11:50
half of it. And so I
11:52
then had to buy it to finish it. I
11:54
could have obviously started again for free on the
11:57
PC version, but I didn't really want
11:59
to. We
12:01
ponied up for the
12:04
PS4 version on PS5 and I played
12:06
it over the last couple of weeks
12:08
or so. Finished it a couple of
12:10
days ago. So
12:12
it was by Terminal Reality, the original version on PS3,
12:14
360 and PC. Not
12:18
a team that I was wildly familiar
12:20
with. Their first game was Terminal Velocity,
12:22
appropriately enough. And the most recent release
12:24
bearing their name was Terminal Velocity Boosted
12:27
Edition. Which was obviously a
12:29
remaster that came out just last year.
12:31
Probably best known for the Blood Rain
12:34
games. And
12:38
other than that they'd done some work
12:41
for things like compiling
12:43
SNK games on PS2 and stuff
12:45
like that. But
12:47
there was some PS1 era
12:49
stuff like off-roading
12:52
games. They did a Blair Witch game.
12:54
Various sort of odds and
12:57
ends. And they
13:00
went on. And I
13:02
hadn't really clocked this until
13:04
researching for the show. A number of the team
13:07
would go on to work on Connect Star Wars.
13:10
The legendary Connect Star Wars from 2012. And
13:14
also the almost equally legendary The
13:16
Walking Dead Survival Instinct in 2013.
13:19
Which was the first person shooter. Not
13:22
to be confused with the rather
13:24
more well regarded Telltale
13:28
adventure game. Various
13:31
studios helped with conversions. And in the
13:33
case of things like the PS2 and
13:35
the Wii game and the DS. They
13:38
were actually quite different
13:40
adaptations of the game. I'm
13:43
suspecting probably none of us has had any experience
13:46
with these. Red Fly Studio took it
13:48
to PS2 and PSP and Wii. War
13:50
Drum Studios made a PS2 version. Wow.
13:53
In 2009. And
13:55
Zen Studios made a DS version. With
13:58
Saber Interactive Handling. the remaster.
14:01
It was Atari Interactive who
14:04
published it back then at the
14:06
time and in that incarnation
14:08
of Atari, a bit different
14:10
to the current Atari. And
14:13
Mad Dog Games published the
14:15
remaster directed by Drew Hawth,
14:19
who was probably best known
14:21
for Blood Rain and Blood Rain 2. Probably
14:24
the biggest news was the
14:26
fact that Dan Aykroyd and
14:29
Harold Ramey's the original creators of the
14:31
Ghostbusters had a hand
14:34
in writing the story. It was at
14:36
least partially based on a
14:38
proposed script for a Ghostbusters 3 that had
14:40
never been made in
14:43
the aftermath of Ghostbusters 2, the
14:45
1989 film. And
14:48
they were supported by a bunch of
14:51
other video, probably more video game savvy
14:53
and aware writers with presumably,
14:55
you know, all the things that you have
14:57
to write for again, the pages
14:59
and pages of extra script and
15:02
things like that to account for all the interactions
15:04
and so on and so forth. Composers,
15:07
well, Kyle Richards and Chris Rickwood
15:09
composed some original music, but you
15:12
will, unlike with the 8-bit game,
15:14
get to hear some of Elmer
15:16
Bernstein's great score,
15:18
famous score. And I
15:21
think you get a little blast of
15:23
the Ray Parker Jr. song here and
15:25
there, but it's not featured quite
15:28
as front and center as it was in the
15:30
8-bit game, right? I think it plays a little
15:32
bit right at the end. Is there a little
15:34
bit at the start as well? I can't remember.
15:36
I think it's like the credits splash screen and
15:38
then the outro credits. Yeah, that's it.
15:40
Yeah. At least it's in
15:42
there. The
15:45
game runs in the Infernal Engine, which
15:47
I think maybe is one of the
15:49
reasons that, I don't know if the
15:52
studio had to, the developer had to
15:54
pitch for it, but actually one
15:57
of the things that particularly on the
16:00
remastered version on the modern systems where it
16:02
runs without a freight any frame hitches
16:04
I don't know about the original. It's actually a
16:06
pretty good kind of it Is
16:09
it a pretty fun physics engine that handles
16:11
a lot of stuff? Whirling around
16:13
the screen in quite an entertaining manner. Is
16:15
that fair to say? Yeah,
16:18
definitely I
16:20
definitely agree with that. It's one that
16:23
your memory call as as somebody who's who played it then
16:25
but not now so I Guess
16:27
we were generally collectively a bit less
16:29
kind of hung up on frame rates
16:31
and stuff in the three six Yeah,
16:34
it was day was definitely not like
16:36
the smoothest experience, but it wasn't awful
16:40
as I suppose it I Don't
16:42
want to say that the frame rates didn't matter as much
16:44
back then because the cost didn't frame we
16:47
were less attuned to Yeah, yeah,
16:49
it's you know, 20 was a quite
16:51
a common our expectation 20 and 30.
16:53
Yeah Absolutely,
16:56
but I remember reading in the previews
16:58
about the sort of the sense of
17:00
the effects But
17:03
you can take that physics and
17:05
stuff these days and talking about the kind of
17:07
the waiting of it and when you you know
17:09
you you You've got your your
17:11
pack on and the things are starting to get
17:13
destroyed around and how impressive that was at the
17:15
time and These were the things that
17:17
really drove me into wanting the game. So when I actually
17:19
got my hands on it and you could actually feel
17:22
and I You know
17:24
again to go with the physics the thing
17:26
that actually surprised me and it's a criticism.
17:29
I've had of many games on
17:31
this podcast is that Quite
17:34
often when we're talking about laser or plasma
17:36
weapons or something is that the feel weightless
17:38
and that there's no Yeah
17:41
Feedback and the fact yeah This actually
17:43
felt like there was weight and power
17:45
behind the stream was another factor that
17:47
really kind of swung the game Yeah,
17:50
and ironically the ghosts had a
17:52
sort of sense of a physicality
17:55
to them. Yeah, exactly. Yeah Which
17:57
you know ties in with the film? Particle
18:00
stuff, or not even particles, the physics
18:02
and kind of the destructible elements of
18:04
the game. I remember at the time
18:07
being pretty impressive, because if anybody was a
18:09
fan of that first movie, I mean basically
18:11
the first stage of this game is the
18:13
hotel scene from the first movie
18:15
where you're chasing Slimer, and there's a very famous
18:17
scene from that movie where Egon just blows up
18:20
an entire bar and just is like, you know,
18:22
just blowing all these bottles off the bar. So
18:24
when you walk into that ballroom, and if you're
18:26
a fan of the movie, the first thing you'd
18:29
want to do is you want to turn your
18:31
proton pack on that bar. And I remember doing
18:33
that and all the bottles exploded, and I just
18:35
remember being like, nice, all right, here we go.
18:39
I feel like a ghostbuster now. So yeah,
18:41
that was definitely one of the things that drew me, and
18:43
I think it's one of those things that it
18:45
trailer quite well, because
18:47
you start wondering, I mean, in this
18:50
era, I mean the post, how do you
18:52
want to say it, the post
18:54
Gears of War third person action game
18:57
era, and the, you know, cameras
18:59
were very specific and you
19:02
started to expect certain things from these games
19:04
that maybe that I didn't personally expect before
19:06
Gears of War. There was a
19:08
new quality to the third person experience,
19:11
the third person shooter experience for,
19:13
especially for me, a console player,
19:15
and the initial impressions of
19:17
this game, the initial footage of
19:19
this game that I saw very much was doing
19:22
the things that I needed to do to get
19:24
me interested in diving in. I
19:27
think, interestingly, though, playing
19:29
the remaster first person now,
19:31
I say, ironically,
19:33
it's probably the best version of this game
19:35
to play because it, I assume, runs it
19:38
feels like it runs at 60 frames a
19:40
second, no hitchups, you know, really crisp picture
19:42
shows off all the assets and
19:44
everything. But actually, back
19:47
to Carl's point, I actually think it
19:49
being like that loses some of its weight
19:51
and inertia. I think
19:53
I know exactly what you're saying. In the actual playing
19:55
because, and I, this
19:58
is a weird one because I do know it was
20:00
we were saying with the free six, we were back
20:02
in that generation, quite often the
20:04
lower frame weight kind of led into
20:06
things feeling like they had a slightly
20:08
heavier weight behind them because things just
20:10
weren't moving around quite so much. Yeah.
20:12
This feels like this is like the
20:14
best version. But at the
20:16
same time, wrangling... Furniture has no weight.
20:18
Yeah, furniture has no weight. You can wrangle
20:21
goes across the screen at, you
20:23
know, super, you know, finite,
20:26
quick succession. But it feels like the
20:29
wrangling's now just super simple and
20:31
easy to do. So it's such
20:34
an odd way to describe it, you know,
20:36
almost like less was more
20:38
back then. Because my reaction to what Karl
20:40
was saying was like, no, I do remember
20:42
the game being like that. And then my
20:44
modern headspace and playing the new version
20:47
of the game is actually a
20:49
lot of that inertia is now gone.
20:52
We know lower frame rates are more
20:54
cinematic, right? Yeah, it's more like a
20:56
movie. There is an argument that they
20:58
should have kept the remaster locked at
21:02
24 mps. No, I don't think they should. Exactly.
21:05
Yeah. Or maybe given the toggle
21:08
or something. But yeah, it's an interesting point.
21:10
And I did have similar feelings. Yeah, and
21:12
we'll get further into it. But it also
21:14
plays into the visual design, like graphically, I
21:16
think, you know, there's
21:18
a there's a Hold on to those. I would.
21:20
But there's a certain look, I think back in
21:22
that era of games. And when you clean it
21:24
up, you're like, Okay. Yeah.
21:28
Yeah. So the game was released first on
21:30
PS2, PS3, DS, Wii, Windows and
21:32
360 June 16
21:40
2009. And the EU
21:43
version arrived of
21:45
in November that
21:47
year. Hence, Carl
21:49
importing. The PS3 version
21:52
has exclusive videos that are
21:54
not present in either 360 or PC
21:56
versions. I don't know what those entail.
21:59
Nothing essential. I would suggest. And
22:02
as of January 2017 the
22:04
original 360 version was made backwards
22:06
compatible on Xbox One. I don't know
22:08
if it has any enhancements
22:10
at all, either frame
22:13
rate or HDR or anything like that, because
22:15
that's not the version I played. So
22:19
I guess this was a case where
22:21
it probably wouldn't have been made available
22:23
as a backwards compatible game had the
22:26
remaster already existed, but it
22:28
predates the remaster by a couple of years. So
22:30
you have the choice of which one to play
22:32
on Xbox. PSP
22:35
version arrived in the autumn of
22:37
2009 and that remaster that we're
22:40
talking about it is on PlayStation
22:42
4, Xbox One and Switch. I
22:45
don't know how that version runs at
22:47
all because that's not the version I played,
22:50
but that arrived October 2019. There's some controversy
22:53
though because
22:55
the multiplayer was not included in the
22:57
remaster. The intention was there, but essentially
22:59
the developer discovered that they would have
23:02
had to, because of the nature of
23:04
online play and so on, they would
23:06
have had to rebuild it from the
23:08
ground up. And I don't think the
23:12
scope of the project and the budget allowed
23:14
for such things. I don't know what the launch
23:16
price of the remaster was. It's
23:19
now I paid £24.99 for
23:21
it on PS4
23:23
for the PS5, which
23:26
was slightly more than I really wanted to pay
23:28
for it. But I expect you can
23:30
get it cheaper. But yeah, there's a
23:32
whole chunk of the game that isn't there.
23:34
I was scratching my head about why
23:37
this got a remaster in, you
23:39
know, specifically. And obviously I understand
23:41
money and I assume it was
23:43
tied in with a release of
23:45
films to earn Ghana a bit
23:47
more money. But it's between
23:49
movies actually. It was between Answer
23:51
the Call and Afterlife,
23:55
but it was on the,
23:57
so five years ago, it was on the 35th anniversary. or
24:00
thereabouts of the movie, the original movie. But
24:03
it does feel a bit... pointless.
24:07
I'm just thinking of so many games that probably,
24:09
you know, need a remaster to be brought back
24:11
into modern time for gamers to play. And this
24:14
one just feels like, yeah, it was a good
24:16
game back in the day. But
24:18
like, who was sitting there going, man, I hope they
24:20
really do Ghostbusters. There was always a market for it.
24:22
And I've got two copies, right? And
24:25
I've played it, you played it, so we paid for it. But
24:28
yeah, there was a point where
24:30
I was like, why did
24:32
this get made? Like just really...
24:34
I suspect you can pick up a
24:36
360 or PS3 copy fairly cheap if
24:38
you have those consoles still around. But
24:40
as we know, only two, well, a
24:42
lot of us like the convenience of
24:44
playing. I know, but there's thousands of
24:46
games that you can do that with.
24:48
So why Ghostbusters? Because
24:51
Ghostbusters. Yeah, I guess. Beloved
24:53
franchise. So I'm
24:55
trying to remember, was the release
24:58
of Ghostbusters Afterlife, the start
25:01
of the newer film franchise, was
25:03
it around the time of the remaster?
25:05
Like two years later. Two years later?
25:07
Okay. So I wasn't sure if I
25:10
didn't do that. I didn't look at it myself, but I
25:12
wasn't sure if it was like coinciding. Hey, we got a
25:14
new film. Let's do this, you know, marketing thing. 2016
25:17
was the answer, the call
25:19
as it's now known, the game, the film
25:22
that was just called Ghostbusters at the time
25:24
with the SNL based female crew and
25:27
Afterlife was the one that
25:29
did have involvement from Aykroyd
25:32
and Murray in us. Yeah.
25:35
And so on. Obviously they
25:37
did actually appear in Answer the Call,
25:39
but in a very confusing way, if
25:41
anyone's ever seen that movie. So
25:44
yeah, it was in another
25:46
dormant phase, unless maybe you were into
25:50
other media. Mm.
25:54
Initial reviews for the PS3 and 360
25:56
versions were pretty decent. Hence the
25:59
positive buzz. with 78
26:01
and 79 on Metacritic. The PC
26:04
version scored slightly lower, not sure if
26:06
that means it was a dodgy PC
26:08
version or if it just wasn't considered
26:10
as interesting because it was on the
26:14
mother of all machines. Probably had
26:16
too many frames. Wii
26:19
version reviewed quite well in
26:22
its own form with a 76% average. PS2 version, less well
26:24
64, DS
26:27
less well 56 and
26:29
PSP less well 54. The
26:32
remaster version has an average review
26:35
score on Open Critic of 69% and
26:39
the other thing of note about the
26:42
remaster is that there is
26:44
a very clunkily inserted tribute
26:47
to the sadly departed late Harold
26:49
Ramius who died in 2014. It's
26:54
not very sensitively done. I mean it's
26:56
not an insult or anything but it's
26:59
so clearly shoehorned in the
27:02
way it slams down this
27:04
in loving tribute or whatever it is
27:06
card in. It just doesn't feel like
27:10
it's been carefully inserted at all but
27:12
it's there. I suppose it's better than not
27:15
acknowledging because obviously he's a big part
27:17
of this game. He possibly has
27:19
more lines than anyone else I think maybe.
27:22
Maybe other than than acroid but and
27:27
yeah I'm still sad about the fact
27:29
that he passed away so yeah. User
27:31
reviews on IMDB which is obviously
27:33
a more movie based place. They
27:36
feel very positively about this game with an
27:38
8.4 out of 10. On
27:40
Purr Square the PlayStation site it has a moderate
27:44
but positive 7.5 out of 10. The
27:46
original version of the game sold over
27:48
3 million copies beyond that in terms
27:50
of anything else as usual. I don't
27:52
know. Don't know about the digital sales.
27:54
Don't know about the remaster but it
27:56
was a good idea. I think it's a good idea.
27:58
I think it's a good idea. healthy enough for
28:00
it to get a remaster, I guess is
28:02
the key thing. Seth
28:05
from our forum says to me this
28:08
is the canonical continuation of this series
28:10
and not any of the live action
28:12
attempts since this which is backed
28:15
up by the fact that this game uses sections
28:17
from the planned Ghostbusters 3 script. While
28:19
it was a retread of the films I enjoyed
28:21
just playing out those moments. I had a lot
28:24
of fun with this and the main disappointment was
28:26
the lack of co-op in the main game. This
28:28
was perfect for that. A lot
28:30
of the level design and environments are dull and
28:32
uninspired and it is just a shooty bang bang
28:34
game underneath the hood. The biggest
28:36
surprise for me was actually the voice
28:38
acting. I was expecting the most board
28:40
sounding phoned in performances especially from Bill
28:42
Murray but everyone gave it the effort
28:45
it needed. But that alone this
28:47
game is worth at least one play
28:49
through. While I enjoy
28:51
Seth's positivity I don't think everyone feels
28:53
the same about Bill Murray's contribution to
28:55
this project. Right?
28:59
Yeah I remember it
29:01
the way Seth wrote it from
29:03
my time playing through back when
29:06
it first came out. I remember being so
29:08
excited that this is a potential Ghostbusters 3 movie.
29:10
All the actors are back and it's going to
29:12
be this romp with all these characters that I
29:14
know and that's the way I felt. That's largely
29:16
the way I remembered it. Having
29:19
replayed the remaster I was quite
29:22
frankly I was shocked at how
29:25
I felt about the voice acting after this.
29:27
It's really a
29:30
dichotomy. There are performances
29:32
in this game that I
29:34
think are wonderful. I'm specifically thinking of Dan
29:37
Aykroyd, Harold Remus and William Atherton who
29:39
plays Peck. I
29:42
think they're just committing in a way
29:44
that I don't expect them to.
29:46
I kind of feel this way about everything Dan
29:48
Aykroyd does. I feel like he doesn't do much
29:51
where he's not fully bought into
29:53
that. That's kind of my impression of him. At least the
29:55
things that I've seen. show.
30:00
He's the one who essentially
30:02
kind of believed all the Ghostbusters
30:04
stuff. Like he gave this comedic
30:07
idea of Ghostbusters being a fourth
30:09
emergency service or like a Renterkill
30:12
is because he at least was fascinated
30:14
in ghosts and supernatural, if not believed in
30:22
it all. Yeah, I thought Harold
30:24
Ramis was great as Egon too. And then you would
30:26
cut to these scenes
30:29
where clearly Venkman is supposed
30:31
to be the comic relief and the
30:34
line reads and the delivery on these lines.
30:36
It was like by the end of
30:38
my playthrough of the remastered, I was I
30:40
was cringing at
30:43
some of his performers like thinking
30:45
like, like, man, he could
30:47
not he could not sound less invested.
30:50
And then and then you
30:52
pair that with his love interest played
30:54
by Alyssa Milano, who I don't have
30:56
anything against. But she just seemed her
30:59
voice acting just seemed out of place like
31:01
like it was recorded in like in
31:04
like a different sounding booth than everyone else.
31:06
Like the way it came through cuts in
31:09
a way. And then to go from them
31:11
back to then acroid and ramus, like it
31:13
just it was like a, you know, breakneck,
31:16
you know, immersion breaking thing where I just
31:18
I went from being like, I can't wait
31:20
to see these lines again to being like,
31:23
oh, this is a mission where I'm only
31:25
with Ray Stance. Perfect. You know, it's just
31:27
Dan Aykroyd giving me directions
31:29
on where to go. I'm in for that. But when when
31:32
I was stuck with Venkman, I never thought I'd say that.
31:34
But boy, it completely changed my
31:36
opinion of this game, playing
31:38
it the second time through. Shoutouts
31:40
to Ernie Hudson and Annie Potts as well
31:42
for giving it, I think, a good a
31:44
good go. Not and not thinking, oh, this
31:46
is video game. I don't have to bother.
31:48
Yeah, Ernie Hudson was great. And then I
31:50
also wanted to point out Max von Seidau
31:52
did the voice of he goes the painting.
31:55
I know. And those line reads, there's not
31:57
many of them. They were hilarious. I
31:59
would stand by that. painting and just spam the button to hear what
32:01
he would say next. I thought they were great. Did
32:03
he voice that character in Ghostbusters? Yes. So
32:06
long story. The the
32:08
German Austrian actor Wilhelm.
32:12
He was in Die Hard and a couple
32:14
other movies who played Vigo. I did the
32:16
face. Yeah. They they replaced his voice lines
32:18
with Max von Seidau, which he
32:20
was pretty famously not very happy
32:23
with. Right. But
32:25
yeah, I can't remember his last name is Wilhelm something. Yeah.
32:28
But yeah. Sure. No worries. But yeah, no. So I
32:30
looked it up. I'm like, that really sounds like Vigo.
32:33
And sure enough, it was it was a
32:35
close to 85 year old Max von
32:37
Seidau doing the doing the lines. So
32:40
yeah, a few years before The Force
32:42
Awakens, one of his last film
32:45
appearances. So so my question then
32:47
is, do you think that it just comes across
32:49
because there's less acting on
32:51
screen like there is less visual?
32:55
I don't know when Bill Murray
32:58
does his kind of smirminess in the actual
33:00
film. There's an element of like, God, he's
33:02
kind of a jerk and
33:04
he thinks he's going to get away with, but everyone can see
33:06
through him. Well, I don't think the game necessarily gets that across
33:10
in its visual representation in the game
33:12
because he just comes across as this
33:14
smirminess and it doesn't and
33:16
that's where it finishes. He just
33:18
seems creepy, but mostly through the game. Mostly
33:20
through the game. I think he I think
33:23
he comes across as creepy in the film.
33:25
Yeah, no, actually, we were
33:27
talking about this on in
33:29
pre-show slack is one of
33:31
the I think one of the I can't remember if we talked about
33:33
this in the previous show, but yeah,
33:36
one of the aspects of the film that I think
33:39
is worst is is
33:41
is the Venkman character being a slime
33:44
ball, basically, especially where women are
33:46
concerned. And in this one, I
33:48
think it's even worse because he basically he kind
33:51
of harasses the Alyssa Milano character in a
33:53
lift. And by the way, I know, you
33:55
know, you can sort of say, well, we
33:57
don't know about ages and stuff, but there's
33:59
like a. 20 something year
34:01
age gap between them. And
34:03
she basically says, get off me, you jerk.
34:06
Not like, get off me physically, but get
34:08
away from me. And then they share a
34:10
good sort of maybe three minutes of cut
34:13
scene screen time before at the end, she's
34:15
kissing him. That is
34:17
their relationship development throughout the movie. Basically,
34:19
he gets the girl because that's what
34:22
happened in movies back then. And he's
34:24
Venkman, who the women can't resist because
34:26
even though he's a bit creepy, he's
34:29
devilishly funny. So yeah,
34:31
I think it's, again, you can sort
34:33
of, you can hand wave it the fact that
34:35
this game is still set in 1991 when such
34:39
behaviors were more
34:41
accepted for
34:44
want of a better word. But
34:47
yeah, I think that's actually one of the elements
34:49
and they combine that with Murray's sort of rather
34:53
lazy delivery. And yeah, I don't think he comes
34:55
out of this terribly well, slightly
34:57
better than he comes out of certain
35:01
stories from the
35:03
sets of other movies in Hollywood. Yeah, it's
35:06
an odd one with him, right? I mean, his whole
35:08
kind of fame and character
35:10
was built upon characters just like that.
35:12
Whether you look back at that late
35:14
80s or I mean, mid 80s to
35:17
early 90s kind of, kind
35:19
of, yeah, casserole. I mean,
35:21
even in the movie that I think you'd
35:23
be as beloved for as anything else would
35:26
be Groundhog Day. He
35:28
turns out to be a great guy, but
35:30
it's only because he has to live for
35:32
however many years in repeat as a scumbag
35:34
to learn how to be a good guy.
35:37
So his whole humor stance, which I have
35:39
loved for years, obviously big fan of that.
35:41
Yeah, we're not here just to crap on
35:44
building. Right, but it's
35:46
certainly built on the no doesn't mean
35:48
no type of character, which is like
35:50
now, like looking back at it,
35:52
like you said, it's just you can you can explain
35:54
it away however you want, but like it's like, wow,
35:56
like this is really wearing it on its sleeve, you
35:58
know, and And yeah, it
36:00
can definitely a put off for sure. He
36:03
didn't write. It's wild how proud the lead has
36:05
changed, isn't it? In what was 90s humor
36:08
to now, I mean, Bill
36:10
Murray's obviously he's got his legacy. And the thing with
36:12
Bill Murray is it goes the stories.
36:15
There's more stories about Bill Murray than movies
36:17
about Bill Murray at this point. Right. And
36:19
they always seem to range from one extreme
36:21
to the other. Like it's the coolest story
36:23
you'll ever hear. Or it's him being an
36:25
absolute douchebag. And it's like both things can
36:28
be true. Yeah. And I
36:30
think, you know, you look at his
36:32
lead and then, you know, another actor
36:34
that's very much of the same milk
36:36
would be Chevy Chase. Right. Like also
36:38
very similar lead that never says no.
36:41
And then it's I mean, I would.
36:43
He's almost exclusively horrendous. But by all
36:45
means, yeah. I'm
36:48
not sure he's had quite the same accusations
36:50
of inappropriateness with female costars and stuff like
36:53
that. So much as more is just like
36:55
a bully and a difficult. I
36:57
am glad he's in the game, though, because
36:59
it would have felt weird. Yeah. Oh, yeah.
37:01
Yeah. It could have been Lorenzo
37:03
Music, who who did his voice in in
37:06
the real Ghostbusters cartoon, of course. But then he would
37:08
have sounded like Garfield. It's funny to see in the
37:10
notes that he demanded like the
37:13
same amount of screen time as everyone
37:15
else in the game. Supposedly. Because according
37:17
to Moby Games, he only agreed to
37:19
reprise his role under the one condition
37:21
that each Ghostbusters would receive equal screen
37:23
time or presumably number of lines. But
37:25
that's clearly not the case. I
37:28
mean, I don't know. I don't know. It doesn't feel like it,
37:30
does it? Because, yeah, Dan Aykroy seems
37:33
to be like the main driver of everything.
37:35
But OK. Well, of course, the follow up
37:37
to that is that Murray
37:39
reportedly did two days on the
37:41
game. This is there's
37:46
a chat show interview with
37:48
him around the time. And he said, Oh, yeah, that was fun.
37:50
I did two days. So but
37:53
according to people who worked in the
37:55
game, that two days did not include
37:57
him actually recording all of the. lines
38:00
that were scripted for him, so presumably
38:02
other characters took up his slack, which
38:05
does rather talk to the idea that
38:07
he wasn't fully invested in it.
38:09
That said, he was the only one out
38:11
of the entire cast to be nominated for
38:13
an award at the Spike Video Game Awards
38:16
for Best Performance. How Bill Murray
38:18
is that? I think I would
38:20
wager to say how Jeff Keighley is that,
38:22
putting the biggest celebrities in your category in
38:25
hopes that they show up. Who do I
38:27
want to meet most? Yes, exactly. I'd have
38:29
absolutely wanted to meet Aykroyd or Raimis over
38:31
Bill Murray. But there
38:34
you go. Now probably
38:36
also relevant is
38:39
that, so Alyssa Milano was a reasonably
38:41
big name at the time, having done
38:43
Charmed and stuff. Also an actor with
38:45
some controversy surrounding her, as I didn't
38:47
really, wasn't really aware of this, but
38:49
in researching her I've seen, but I don't,
38:52
yeah, there's a lot of tittle tattle anyway.
38:55
Dana Barrett was originally in the script, of course,
38:58
but Sigurdi Weaver turned down the offer to play
39:00
the role. I'm not sure she's ever done a
39:02
video game and maybe, you know,
39:04
I don't get the vibe that she's somebody who'd
39:06
be particularly into that kind of thing.
39:08
I could be wrong. However, she
39:10
changed her mind about doing the game
39:12
when the rest of the film's cast,
39:14
including Murray, signed on. However,
39:16
by the time Dana had been written out
39:19
and the part had been rewritten as Dr.
39:21
Alyssa Selwyn, played by Alyssa
39:24
Milano. Anyway, the
39:26
story, written by Aqroyd and Ramis, takes place
39:28
in 91, two years after Ghostbusters vanquished
39:32
Vigo, preventing
39:34
him from taking over the world. Since then
39:36
the Ghostbusters have been overrun by the increasing
39:38
number of spirits appearing in the city and
39:40
have decided to add a fifth member to
39:42
the team. This is where the
39:44
player will step in, taking the place of the
39:47
nameless new cadet or rookie of
39:49
the Ghostbusters hired to test Egon's
39:51
new experimental equipment. Just
39:53
as the rookie is being initiated into the Ghostbusters,
39:55
all hell breaks loose in the city as a
39:57
massive amount of spirit energy has threatened to New
40:00
York apart and it's up to the
40:02
player along with his new employers to
40:04
stop a familiar menace. Yeah,
40:07
I think it's fair to say that while this
40:09
does go deeper into the law, some of which
40:12
was explored later in
40:14
Afterlife with the, what's
40:17
the name of the architect, Shando?
40:19
Evil Shandor. Evil Shandor, that's
40:22
it. I
40:24
think largely, virtually everything here is
40:26
an excuse to revisit iconic locations
40:29
from the films and play them
40:31
yourself. Yeah.
40:35
Kind of makes you wonder why they, well not why, maybe
40:38
a different pitch for
40:40
like a game that followed the
40:43
actual events of the first movie, but it
40:45
would be difficult to put you in a protagonist
40:48
that wasn't there before, right? You know, keep talking
40:50
about the tenderfoot and the rookie coming along for
40:52
these things, but it definitely felt like they were
40:54
playing a bit of a greatest hits tape at
40:56
the beginning of here. Let's show you these things
40:59
that you clearly recognize. And
41:01
then that very much changes by
41:04
the end to where all of
41:06
a sudden you're fighting giant spider
41:08
women and you're on mystical
41:11
islands and such. But yeah,
41:13
it was interesting to see because as you
41:15
said, Leanne, in Afterlife, the
41:18
kind of grander plans of the architect, Evil
41:20
Shandor, was the central plot of that movie.
41:22
So I wasn't sure how much of that
41:24
actually, that through line came into the
41:27
movies. But yeah, it was certainly
41:29
a choice. And I think that,
41:32
you know, you don't get the Stay Puft marshmallow man on the front of
41:34
the box if you don't put him in the game. Yeah.
41:39
And it's easy enough because the whole concept
41:41
is comedic nonsense anyway. You
41:43
can do whatever you want. It's just
41:45
whether it's like, I mean, actually the
41:47
use of Stay Puft in this film
41:49
is arguably less egregious than
41:51
it is in the Afterlife movie
41:53
where there are just random mini
41:55
Stay Pufts because they're cute. Like
41:57
there's clearly no justification for them.
42:00
being there other than this will be
42:02
a cute CGI sequence. And it was, but
42:05
yeah. It's
42:07
kind of a shame, I think, for the third one
42:09
that they didn't kind of, you
42:12
know, go somewhere different, but also I
42:14
totally get it for the 2009 video
42:16
game. Of course, you're going
42:18
to revisit certain famous locations and concepts
42:20
from the film. It would,
42:22
yeah. So it feels more
42:26
like the Return of the Jedi of a
42:28
third entry rather
42:30
than something completely other. Yeah.
42:34
Was everyone else happy? I mean, yeah,
42:37
I don't even know if you remember the
42:39
story after all this time. It's
42:42
pretty much kind of, it goes as you'd expect.
42:45
Yeah, it's pretty standard
42:47
Ghostbusters fare, isn't it? I mean,
42:49
it's pretty traditional to kind
42:52
of wackiness of the
42:54
movies, which, you know, that's
42:57
one of the reasons it appealed to me.
42:59
I don't remember the story beats as per
43:01
your immediate guess given that both Tony and
43:03
Brian's ever seen things. Yeah, yeah.
43:05
I just finished it. And no,
43:07
I think they at least
43:10
harken back. There's a knowing tone to the
43:12
whole procedure, knowing that they're kind
43:14
of just going around. It's like, you think
43:16
all these things are linked almost like the
43:19
first time we did this. It's like, you
43:21
think? It's like, yeah. But as Brian says,
43:23
they kind of wander off into their
43:25
own lane towards the back end of the game and
43:27
arguably that's the worst, worst,
43:30
you know, when they try to do their own thing,
43:32
it comes off as a bit more kind of like,
43:34
eh, is this great? Probably
43:36
not. But yeah, overall, I
43:39
think it was a perfectly good
43:41
attempt to kind of just continuation of
43:43
something that kind of come dormant in
43:45
Ghostbusters lore. So although, but
43:47
sounds like there's probably plenty of comic
43:49
book stroke animated stuff
43:52
that probably they could have picked up the reins from and
43:54
made it like a bit more deeper. But as you
43:56
said, it's a it's a video game at the time.
44:00
Evil Ninja Phil from our forum says as a
44:02
child of the 80s I'm one of those people
44:04
who watched the original, probably a bit too young,
44:06
but was enthralled by the scientific buffoodery of the
44:09
Ghostbusters. Video game versions and arguably
44:11
most of the films that followed never seemed to quite
44:13
capture the vibe of the first film, but
44:15
I think this game got the closest.
44:17
What really shows this is the opening
44:19
of the game that recycles the old
44:21
Columbia Pictures logo that opened the original
44:23
film. I can't quite put my
44:26
finger on why this stands out to me
44:28
so much, but I think using that says
44:30
a lot about how the game sees the
44:32
original film. It really is a sequel in
44:34
both spirit and intent that rides that line
44:36
between playful nostalgia and all-out wallowing. The music
44:38
is also a standout, the original film gets
44:40
remembered for all the catchy songs, but that
44:42
overshadows the fact that Elmer Bernstein's original score
44:45
for the 1984 film is an all-timer. That
44:49
the game leans into this reusing the score
44:51
is borderline genius and really helps the atmosphere
44:54
of the game. Yeah,
44:57
I agree. I think the
45:00
presentation's nice. It's the menus
45:02
like outside the firehouse
45:04
with text on the side of
45:06
the walls, which was quite a trend at this
45:09
point. Playing
45:12
that little piano riff from the score.
45:16
Talking about the visuals, we talked a
45:18
little bit about the engine there. The
45:20
thing I really wanted to praise the
45:22
dev team and the art team is
45:25
the proton packs themselves. They knew that
45:27
the player was going to be looking
45:29
at these for the duration
45:31
of the experience, which may last you between five
45:33
and six or maybe eight or nine
45:36
hours, depending on how you play and how much you want to
45:39
find and collect. But you are looking
45:42
at the proton packs the entire time. Now,
45:44
character animations are all pretty okay, I think,
45:46
certainly for the time, but it's
45:48
the detail on the proton pack and the lights and
45:50
the way it actually tells you what mode
45:53
you've got selected and all that stuff. And
45:55
the beams coming out of it that look
45:58
just like the ones from the film probably. better than the
46:00
ones from the 1984 film in fact,
46:02
because they're more, they look
46:04
less like they've been, you know, slapped over the
46:06
top kind of thing. I
46:08
think that's the stand up for me
46:11
along with the PK meter view, which
46:13
I think the way that they got the animation
46:16
on the little arms on the PK meter to
46:18
slide up and down in tandem with the audio
46:20
on that, I just thought that was really, really
46:22
cool. Yeah,
46:25
it's the proton pack for me is
46:27
the one real stand out. I mean,
46:30
with that period in cinema and the cult
46:32
following, there's the little things that fans are
46:35
really going to latch onto, right? And you
46:37
know, you're entirely right. You're kind of looking
46:39
at the proton pack the whole time that
46:41
you're playing. It's quite close to the camera,
46:44
but it's the way that it's, it
46:47
doesn't feel static in that I
46:49
remember that the library level, for example, there's quite
46:52
a lot of light and dark and you lose
46:54
the details, but you see the lights lighting up
46:56
in that believable way from the movie and
46:58
the way that it would light up as soon
47:01
as you start firing off with
47:03
your beam. And it's for
47:05
me, they're absolutely get that kind of stuff. The PK
47:07
meter is cool as well as sounds, but yeah,
47:10
the proton pack, I absolutely adored because even
47:12
though, even when you're kind of in a
47:14
fight, you see the way that it's reacting,
47:16
the way that you're venting it, and it's
47:18
all happening kind of out the corner of
47:21
your eye because you're looking at
47:23
obviously the beam and the ghost itself,
47:25
but you can see it's all going on
47:27
and it feels really authentic
47:30
to the Ghostbusters experience.
47:33
And you know, it's like,
47:35
for this, this is important as getting like
47:38
the sound of like an X-Wing right in
47:40
Star Wars or the sound of a lightsaber
47:42
or that kind of look, you know what
47:44
I mean? It's something that belongs to that
47:46
franchise. It is absolutely intrinsically linked
47:48
to the experience of Ghostbusters and it's
47:50
where some of the stuff has fallen
47:53
flat, you know, before
47:55
in games and actually since
47:57
in games, looking at them.
48:00
I feel for this they absolutely kind
48:02
of nailed the aesthetic in that regard. Do
48:05
you know what? One of the reasons I think it
48:07
would maybe slightly easier on the story is because the
48:09
way they introduce new things for that proton pack is
48:11
because you'll get to a point, the level and they're
48:13
like, what we need is this.
48:16
And suddenly it would just appear as
48:18
an extra gadget on your protein pack from
48:20
nowhere. Like you're three out, you know, three
48:22
quarters of the way through a level and
48:24
you go on and somebody's got like, oh,
48:26
I've now given you slime. And
48:29
here is a bolt onto the side for all
48:31
of you. I read somewhere having not seen two,
48:33
despite my intentions, isn't isn't
48:35
there slime shooters in that
48:37
movie? Yes. Yeah.
48:40
Yes. Okay. So
48:42
so that that that one thing is and obviously the
48:44
the capture beam and the wrangling beam. Yeah.
48:47
Is is is but there's other things as various
48:49
other kinds of weapons as it were that are
48:52
pretty much unique to the game. I
48:55
was going to specifically the part of the proton
48:57
pack that impressed me the most aside from the
49:00
venting when you vent, you overheat and you vent
49:02
and those four cores like jump out of the
49:04
program. It looks awesome every time. But
49:07
when they gave you slime, I'm like, oh, well, how's
49:09
that going to work? Because in me being the Ghostbusters
49:11
nerd, as I'm sliding my glasses back up my nose
49:14
saying, you know, they had a different nozzle to shoot
49:16
the slime. And then I look at the bottom of
49:18
the gun. I'm like, well, look at that. They put
49:20
it on there. Like Grant and Tony said it just
49:22
appeared three quarters of the way through the level. But
49:25
it was it was visually accurate for the
49:28
for the you know, the slime sprayers they
49:30
used in Ghostbusters 2. And I'm
49:32
like, man, that that type of attention to detail
49:34
is for me as
49:36
kind of like a pretty enthusiastic fan
49:38
of those first two movies. Those
49:41
are the types of details and stuff that will get
49:43
me to look past some of the warts and push
49:45
through. You know what I mean? Like, oh, that's cool.
49:47
I wonder what that will add next. I wonder what
49:49
the next reference will be. And you know, so if
49:51
you're if you're already trading in
49:54
nostalgia, those things become more and
49:56
more important to keep the player engaged, I think.
49:58
And that worked for me. were very
50:00
specifically the first time through. The second time through,
50:03
as we'll talk about in a bit, I think the
50:05
shine had worn off a little bit, but it was
50:07
those details, like you said with the pack, like Carl
50:09
mentioned and Tony too, it just, there's
50:12
something about the recognition of you're going to
50:15
be staring at this the entire time you
50:17
play the game, we better get this right,
50:19
and I think they got it right. Yeah,
50:21
exactly, yeah, exactly. Tony, you wanted
50:23
to mention, and this is something that
50:25
Darren and I have been talking
50:27
about as we're playing Perfect Dark Zero
50:29
in the run-up to that podcast, the
50:32
look of games of this era. Now Perfect
50:34
Dark Zero, I would say, is even more
50:37
shiny. Of this, even more shiny.
50:39
It was four years earlier, first generation Xbox 360 and
50:41
so on. Here
50:44
we are a few years into the that
50:46
generation, PS3 and 360, and
50:48
obviously we've been playing a remaster as well,
50:50
which I think both, yeah, as
50:55
I think you alluded to, helps in some
50:57
ways, obviously higher resolutions and frame rates, but
51:00
also perhaps shows up some of the shortcomings
51:02
of the assets and the textures. Yeah, it's
51:06
very difficult for any game, so the game I've been playing
51:09
prior to this was Dragon's Dogma 2,
51:11
which is obviously vastly different in style
51:13
and scope and the way that you
51:15
interact with the world, and quite often
51:17
I feel like, we
51:19
talk about, oh, we're bored of that kind of open
51:21
world, blah, blah, blah, but there's games that come along
51:23
and they kind of redefine that. Going
51:26
back to a game like this, I
51:29
have hugely fond memories
51:31
of the generation, the 360
51:33
PlayStation 3 generation, of
51:35
very tight, self-contained areas where there's
51:37
a lot of detail in the
51:40
actual environments because they're dealing with
51:42
very narrow scope of
51:44
what happens in those environments. And
51:47
I think for the most part, I think Ghostbusters gets
51:49
it pretty spot on in the way that it, like
51:52
I said, the packs look and
51:54
the hotel looks like it, it feels like it's something
51:57
out of the film. But I think
51:59
the problem with someone like the... with a
52:01
remaster and we've seen this in
52:03
certainly earlier games, N64 games that
52:05
have been upres. The moment
52:07
you upres these things, the
52:10
hidden lines suddenly appear, like the
52:12
seams in the architecture
52:14
start to appear. You start to see things
52:16
that have been very, very square boxy rather
52:18
than slightly edged
52:21
off through just the fidelity of not
52:23
being there in the original design. They
52:25
knew that they would be delivering
52:28
a certain image, say 720p to the player
52:32
primarily on a 360 or a PlayStation
52:34
3. So that's
52:36
what they were working with. The moment you take a remaster
52:39
and you make it look 4K
52:42
and you just see every single thing. I don't
52:44
think it's 4K. I
52:46
think the remaster might be 1080. But
52:48
it feels very clinical. The point remains.
52:50
It feels really clinical. And in some
52:52
regards, I love it because it just
52:54
shows the detail in the art assets
52:56
that are there. And on the other
52:58
half, it loses a little bit of
53:00
grounding because it shows every detail that
53:02
is there. It's almost like having that
53:04
film grain effect when you're watching a
53:06
film in a cinema versus having a
53:08
4K presentation. It's why
53:10
we particularly have, particularly like Chris
53:13
O'Regan and Michiel, who are advocates
53:15
of playing on original hardware, because
53:17
there is something to be said for a
53:19
game's presentation being so tied to both the
53:22
hardware it was made on and the type
53:24
of screen on which it was designed to
53:26
be shown in the same way that pixel
53:28
games can look less
53:30
effective without a CRT filter. We've now got
53:32
that experience with 2009 games being remastered for
53:36
2019, being played on 2020 hardware,
53:40
and so on and so on. So yeah, I'm
53:42
not sure what the actual optimal way
53:44
to play is. Certainly I was conscious the whole
53:46
time I was playing it of the
53:49
aforementioned thing about
53:51
the frame rate almost being too
53:53
good. And
53:55
exactly as you say, the
53:59
fact that everything kind of so crisp.
54:02
Yeah, it kind of shows the
54:05
multitude of sins that were previously hidden
54:07
and now front and center. Same as
54:09
when you play an N64 game with
54:11
the folks turned off, that kind of
54:13
thing. Yeah. It's all part of
54:15
the art direction, isn't it? The art direction
54:18
is different to the art quality and
54:21
building the art direction around what
54:23
were fundamentally flaws and
54:25
difficulties with developing on the
54:27
PlayStation 3 and the Xbox
54:29
360 with things like high
54:31
areas of blur, low field of
54:34
views, the 720 resolution, the
54:36
motion blur on movements, all
54:38
these kinds of effects that
54:40
actually paid into giving you
54:42
the overall look. There
54:44
is a stylized look to PlayStation 3
54:46
and Xbox 360 era games. Tony mentioned
54:48
things like the box rooms, but things
54:51
look big and chunky. You know, I
54:53
think when we covered Condemned and how
54:55
big and chunky that world was, Gears
54:58
of War and Ghostbusters
55:00
is actually very, very similar. But when
55:03
you actually take essentially those little cheats,
55:05
those little things that they've put in to
55:08
be able to manufacture and get this game
55:10
running on that hardware, things like the blur
55:13
and actually that's removed, it loses
55:15
the feel of what the actual experience
55:17
was. And it's something that happened on
55:19
PC for years and years and years,
55:21
right, where you would just get this
55:23
higher resolution game and you go, this
55:25
looks really sharp, but it's
55:27
lost all its cinematic appeal. And
55:30
that's kind of what you get with the remasters.
55:32
And there's only, it gets to a certain point
55:34
where, and to get into
55:36
the discussion of remaster versus remake, right, there's
55:38
only so much you can get back out
55:40
of a remaster before the
55:43
hardware supersedes what the effect was
55:45
so much before you
55:47
kind of need to remake it and get
55:49
that look like, you know, Resident Evil 1 on
55:53
PlayStation 1 versus Resident Evil on
55:55
GameCube or Resident Evil 2, those
55:57
remakes are probably a little less than that. in
56:00
that regard, because that was such a broad period
56:02
of time. But there's a reason why you
56:04
get the remake, because you get
56:06
to put new artistic effects, new
56:09
creativity. I mean, Dead Space is
56:11
probably a better example, right? Because
56:13
the new one represents
56:15
what we remember the original looking
56:17
like, because that's how that hardware
56:19
replaced it. But because it wasn't
56:21
just an upscaled version of that
56:23
game with a higher frame rate
56:26
and a higher resolution,
56:28
it would still, it would not
56:30
look as good. It would
56:32
look sharper, but it would lose its appeal.
56:35
But the remake allowed them to implement new
56:37
technologies in terms of the way that reflections
56:40
and sparks and particles and stuff fly around
56:42
the screen so that you get that feeling,
56:44
that sensation of what it actually felt like
56:46
the first time. And sometimes when you get
56:48
the remasters, particularly around this era, kind of
56:50
the 10 year push, you
56:53
lose what you
56:55
once had, and it's not
56:58
always a positive thing. Even
57:00
though you get the higher resolution, it's
57:02
not necessarily beneficial to the experience. Yeah,
57:04
and I think there's an element of
57:07
game design, obviously progressing over this period
57:09
of time, just because I feel like
57:12
I'm playing this and the stay path
57:14
fight, for instance, should be this
57:16
big dramatic moment. But
57:19
really is just moving around the screen, trying
57:22
to not get hit by stay path. And
57:24
game design has probably come along, has
57:27
come along, big chunks and leaps and bounds
57:29
between that. I feel like if a modern
57:32
game approached that fight, it would feel very
57:34
different. So it just, I
57:37
imagine playing the game upon
57:39
release, and that's probably like, oh, wow, look, I
57:41
get to see stay path as this great big
57:43
monster right in front of my eyes. And even
57:46
though I'm just avoiding it, that's quite impressive, where
57:48
now it just felt like, huh, they could
57:50
have done a lot more with stay path in
57:52
this scenario. And
57:55
I think just some of the fact that with
57:57
the remaster, as much as I did really well,
58:00
enjoyed just playing through the game and it's a nice way
58:02
to see it kind of in a really cleaned up form.
58:06
The fact that it feels like it's just, it
58:08
probably is more than that up res because I'm sure there
58:10
is some work going in there. But it
58:12
feels like then they should have done a lot
58:14
more with the particles effects a bit more with
58:16
the physical nature of what's happening on the screen.
58:18
Just feel to up that ante of like, okay,
58:20
this is what if this
58:22
the scope that we have, we could make it this
58:25
much more dramatic and sell it a bit
58:27
more. But like you say, budgets, who
58:29
is this game for at that point? That's why
58:31
it came back into my earlier discussion like, did
58:33
we really need a remaster of Ghostbusters if it
58:35
was just an up res version of Ghostbusters other
58:37
than just to sell it to a few people
58:39
and then kind of go, oh, okay. But
58:43
what I will say, the one error I do love
58:45
for the remaster is the
58:49
the the Firehouse,
58:53
which is like, in the game,
58:55
you don't really do anything. No,
58:59
I realized I described it as a hub,
59:01
but that's a pretty grand title. It's more
59:03
like just an interactive semi interactive play room.
59:05
Yeah, you just wonder it's just it's just
59:08
there that feels like there's so much more
59:10
that could have happened in that firehouse. But
59:12
it is. Yeah, but the fact when it
59:14
looks as good as it does in this
59:16
new release, I found myself just walking around,
59:18
you can see all the details, which I
59:20
don't really remember from from the original game.
59:22
Yeah, you can play arcade games. You
59:24
can, but you can't actually play them. Yeah,
59:27
that that to me
59:29
is really annoying. I have a keyboard machine
59:31
there. Plenty of license keyboard machine. Just let
59:34
me play keyboard. We all know that I'm
59:36
going to play the first level, nod and
59:38
smile and then quit. Like we know that.
59:40
But like, yeah, I
59:42
mean, I even have I have another version
59:44
of Cuba installed on the same console. But
59:47
that's not the point. If you put a keyboard
59:49
machine in an interactive area in a game, obviously
59:52
I want to play it, not having pretend to
59:54
play it anyway. Yeah,
59:56
so as I say, I described it as
59:59
a hub, but really all it is. is
1:00:01
some story
1:00:04
exposition happens. And then
1:00:06
when you wanna start the next level, you go to
1:00:08
the Ecto-1. Which is beautiful rendering
1:00:10
of Ecto-1. I walked around, I looked
1:00:12
in that car, and they even make
1:00:14
a quip in the game about, hey, maybe we should let
1:00:17
the rookie drive. Nah.
1:00:19
Nah. I'm like, come on, that
1:00:21
would be crazy. But obviously. I
1:00:23
guess they, yeah. I feel like they had that before.
1:00:25
I was wondering about that. I was coming, yeah. When
1:00:29
they did that gag, I was wondering, was
1:00:31
there an intention to be
1:00:34
a player-controlled driving
1:00:38
section? And then
1:00:40
they basically couldn't make it good or couldn't
1:00:43
make it work or run out of time.
1:00:46
I did find some evidence
1:00:49
of sections that
1:00:51
were, as with all games, there
1:00:53
were sections proposed that didn't
1:00:55
make it. And then there was a Macy's Thanksgiving Parade
1:00:57
level. It's referenced, it's
1:00:59
actually referenced in the game, in the
1:01:02
script. Basically
1:01:04
the mayor, who's played by Bill Murray's brother,
1:01:06
going, why did you ruin my parade? Like,
1:01:08
well, I didn't, did I? And
1:01:12
so they moved the cut scenes from those levels
1:01:14
into the library level. And
1:01:16
there is actually some footage out there of a
1:01:18
crowd tech demo, which looks really impressive for the
1:01:21
time. I have to say, it looks
1:01:23
more like next gen Assassin's Creed in terms
1:01:25
of numbers of NPCs
1:01:28
on screen. But for
1:01:30
whatever reason, they couldn't actually make it fun, I
1:01:32
guess, or they couldn't finish it to
1:01:35
the standard. I wanted a diehard trilogy
1:01:37
game. I wanted a driving section. I
1:01:40
wanted a shooter section. Yeah. They
1:01:44
also, in the remaster, I don't know if it was
1:01:46
in the original, but I don't think it was. There's
1:01:48
an advert for the Blu-ray release of the film, but
1:01:50
there's also the, which they, at the time
1:01:52
they re-furbed
1:01:54
the original car prop.
1:01:58
And there's a video of the going... through that, which
1:02:01
is completely unrelated to the game really, but
1:02:04
it's worth watching. Yeah,
1:02:07
so I'm just trying to think of my thoughts
1:02:09
just going through this. I think that there was more scope
1:02:12
that they could have achieved for this game and it is
1:02:14
actually when you really boil it down,
1:02:16
you talk about those ideas that could have
1:02:18
been there. It is very much level
1:02:21
to level, rinse
1:02:23
and repeat. There feels like there should
1:02:25
be a bit more scope of what they actually achieved. Or
1:02:30
is that just me? No,
1:02:33
I agree. I think it
1:02:35
makes you wonder, and Liany already referenced it,
1:02:37
every game has sections that were designed and
1:02:40
sometimes fully built that were cut for whatever
1:02:42
reason that we just won't know about. But
1:02:44
you look at all that detail in the Firehouse,
1:02:46
you look at all that detail in the Ecto
1:02:48
1 and it seems like they make jokes about it,
1:02:51
but it leaves you
1:02:53
wanting some more from the
1:02:55
game. I'm
1:02:58
not sure if they were maybe starting to set up, they thought they
1:03:00
were going to make another one. I can imagine probably not. I mean,
1:03:02
who knows. You'd
1:03:05
be set up for all these different sections, but
1:03:07
then all the levels essentially become rehashed
1:03:09
versions of the same thing. And
1:03:11
a room, take care of ghosts,
1:03:13
or there might be little smaller creatures that you don't
1:03:16
need to actually capture. And then you capture and you
1:03:18
move on. And sometimes there's some hidden items to find.
1:03:20
But each level moment to moment,
1:03:22
there's not a lot that differentiates
1:03:25
one from the other. And I wonder
1:03:29
if the scope of the game maybe
1:03:31
was bigger at the
1:03:33
beginning and then was pared down to this
1:03:36
experience due to time constraints, money,
1:03:38
whatever, whatever troubles
1:03:40
they came across. But it definitely seems like a
1:03:43
game that might have had bigger ideas. Now, I
1:03:45
can't confirm that just the way it feels playing
1:03:47
through it. But it's tantalizing because the visual imagery
1:03:49
of the someone like the Echo One, you're like,
1:03:52
oh, that just you just do want even if I
1:03:54
could just get inside it and play with it inside
1:03:56
the firehouse, that would be that would be something. Yeah.
1:04:00
sound effects that are so
1:04:03
prevalent throughout the game. There's elements
1:04:05
there that are just, I
1:04:07
think maybe it was just playing in a
1:04:10
modern headspace. I did feel coming off it
1:04:12
like, okay, yeah, I'm
1:04:14
just wandering off this again. Yeah, that was
1:04:16
exactly what I expected it to be, nothing
1:04:18
more, nothing less. It'd be
1:04:21
hard to imagine them making a back to the future
1:04:23
video game where you don't get to drive the DeLorean,
1:04:25
right? So making a ghostbusters game and having that they're
1:04:27
not being able to interact with it at all is
1:04:29
a bit teasy. And I wonder if
1:04:32
that was not necessarily
1:04:34
by design, but I guess that's
1:04:36
pure speculation. Yeah, I haven't looked
1:04:38
at really properly at any
1:04:40
of the more recent Ghostbusters games, ones
1:04:42
that seem to tie into
1:04:45
the recent crop of movies, which obviously
1:04:47
the, I think the Ecto one, thanks to
1:04:50
the advent of CG, they've been able to kind
1:04:52
of do some pretty crazy chase sequences and stuff
1:04:54
with it. And it's got like a Gunner's chair
1:04:57
and all this stuff. I would imagine that recent
1:04:59
Ghostbusters games are probably doing more with the Ecto
1:05:01
one, but I don't really know. You
1:05:04
mentioned the audio there, Tony. The only issue I
1:05:06
had was that, and this is a kind of
1:05:08
common remaster problem is that the levels seem to
1:05:10
be all over the shop, but obviously you can
1:05:13
tweak them. I ended up kind
1:05:15
of dialing down the speech and dialing up
1:05:17
the sound effects. So I could get the
1:05:19
sound of that proton pack, thrumming away
1:05:22
and blasting. But yeah,
1:05:24
I thought the audio overall was pretty good. Obviously there's a
1:05:26
lot of banter, a lot of chatter, not
1:05:28
too much repetition a little bit, but
1:05:30
actually not compared to other games of
1:05:32
this type when you're constantly surrounded by
1:05:34
characters. There wasn't quite as much as
1:05:36
I was perhaps dreading. And
1:05:39
it even deals at times a
1:05:41
tad bit the creepiness of Ghostbusters. There
1:05:44
is one or two, only one or
1:05:46
two areas where you go in where
1:05:48
I'm thinking of the child's playroom where
1:05:51
you've got the fairly eerie
1:05:54
kids, ghostly
1:05:56
kids noise coming from there. I
1:05:58
guess knowing they were audience they
1:06:00
didn't want to make it too spooky but there
1:06:02
is one or two moments where if you go out your
1:06:04
way searching for some of the more kind of hidden
1:06:09
artifacts etc and they have sound
1:06:11
effects you know linked in with the
1:06:13
actual item that can be a little
1:06:15
unsettling. But
1:06:18
yeah I mean audio wise I mean
1:06:20
they they hit all the key things
1:06:22
they need to as we've said before
1:06:24
the proton factors sounds amazing echo one
1:06:26
sounds you know as absolutely it should
1:06:29
that the theme tunes are in there.
1:06:32
Yeah the music's all present and correct it
1:06:35
it definitely has that kind of sense of place
1:06:39
in its world within the
1:06:41
actual franchise. I'm really
1:06:44
shocked how much of that original soundtrack
1:06:46
they relied on for so many
1:06:48
of those moments worked really
1:06:50
well for me. The music in the
1:06:52
library section matching the the music in
1:06:54
the opening scene of the original ghostbusters
1:06:56
it was was a huge moment for
1:06:58
me that that like even replaying
1:07:01
it now and even feeling the way that I felt
1:07:03
kind of about the game as a whole there there
1:07:05
was nothing that could contain my smile in
1:07:08
that segment where you're chasing the librarian and
1:07:10
and and that music's playing and the books
1:07:12
are stacked you know no human was stacked
1:07:14
books like that it's just like all those
1:07:16
things it's um it they
1:07:18
really do tap it again once again tap into
1:07:21
that nostalgia I think I think not to get
1:07:23
to to our general
1:07:25
feelings too early but I think there
1:07:27
really is a lot here for a
1:07:29
ghostbusters fan um and I think the
1:07:31
audio is maybe one of
1:07:33
if not the biggest part of that um
1:07:35
like you said you've already mentioned the just
1:07:37
the sound of the trap opening um the
1:07:39
sound of the proton pack and and the
1:07:41
banter like you mentioned leon I laughed
1:07:43
when you said there wasn't much repetition I wasn't
1:07:46
laughing because I thought you were wrong there was one section on
1:07:48
shandor island where you have to you
1:07:50
have to let the ghostbusters out of
1:07:52
pods but I didn't know what those
1:07:55
pods looked like so it was just for a while
1:07:57
it was just ray just saying the exact same thing
1:07:59
to me over and over and over again. I
1:08:01
couldn't find him. Eventually I figured it out. But,
1:08:05
but yeah, it could, this
1:08:07
could have easily slipped into the too
1:08:12
talky territory. And
1:08:14
while it was very talky and had heavy
1:08:16
dialogue during the mission, it never got grating
1:08:18
to me. And I was wondering with
1:08:20
your guys experience, is that me just being a
1:08:23
little bit too much of a Ghostbusters fan
1:08:25
or was, or was it done well and
1:08:28
implementable? Sounds like maybe not, not
1:08:30
any of us had too big of a problem with that. Cause it
1:08:32
certainly didn't bother me the way that I was expecting it to. Now
1:08:36
there are a few little box that got
1:08:38
said maybe a couple of too many times,
1:08:40
but overall it felt like every
1:08:43
sort of every new section, every
1:08:46
new combat encounter would open a
1:08:48
new little set of chats,
1:08:53
you know, perhaps some of the, you know,
1:08:55
it's above you, it's behind you, whatever, all that kind of stuff
1:08:57
gets a little bit old, but also it, you
1:08:59
know, it's fine. It's helpful at least it's not,
1:09:02
I'd rather have repeated box of,
1:09:05
you know, to your
1:09:07
right than the
1:09:09
same gag, like repeated 18 times in a
1:09:12
row or something like that. So yeah, yeah,
1:09:14
no, no problems with that aspect really. There
1:09:17
was, there's maybe one too many times of be careful not
1:09:20
to cross the streams. I heard that a number of times.
1:09:22
Okay, now I get it. Until you, until you have to.
1:09:24
That's a joke, I get it, it's fine. Yeah,
1:09:27
yeah. Did anyone play on
1:09:30
any of the, any of the try out
1:09:33
any of the different difficulty settings or
1:09:35
did you like play on higher ones
1:09:37
for achievements, Tony? Or, cause I elected
1:09:39
to play this on casual because I had
1:09:41
no interest in this game being difficult
1:09:43
for me. I just
1:09:45
wanted to see it, play it and complete it
1:09:47
and make sure I did that. And actually there
1:09:49
were, I did still get knocked
1:09:52
out a few times along the way, partly
1:09:55
because I completely forgot
1:09:58
about the upgrade mechanics. because it
1:10:00
never tells you. Oh my God. After it
1:10:02
introduces the items at the
1:10:05
start of the game, I got to
1:10:07
literally the last level, and
1:10:10
I'd upgraded nothing because I was playing on
1:10:13
casual, I guess. I mean, it
1:10:15
was not a wild, cool game. And
1:10:17
then it was
1:10:20
that section with the two gates and the cherubs,
1:10:22
these stone cherubs come flying down, and they can
1:10:24
take you out really quickly. And
1:10:27
you're supposed to slime tether them to the locks.
1:10:29
And it's a little bit like some of the
1:10:31
areas I'd say it's yeah, and it's a little
1:10:33
bit confusing and unclear as to what you're actually
1:10:36
supposed to be doing. Anyway, I got knocked out
1:10:38
multiple times on that. So I
1:10:40
went into the menus and suddenly
1:10:43
noticed that I could upgrade literally everything
1:10:46
that I had and
1:10:48
had the money to do it. So I did
1:10:50
that and then came back out and then still
1:10:52
lost to the cherubs a couple of more times
1:10:55
before I worked out what was going on. But
1:10:58
yeah, actually, so
1:11:00
I only really got half a level where
1:11:02
I was playing with the full set of
1:11:04
gear. But yeah,
1:11:07
back to my original question, which may or
1:11:09
may not relate to this, did
1:11:12
anyone play on experienced or professional?
1:11:18
No. I definitely didn't do the
1:11:20
hardest difficulty. I know that I didn't do
1:11:22
the hardest difficulty because I remember having frustrations
1:11:24
playing the game like it goes down that
1:11:26
Lost Planet route of you being staggered and
1:11:28
knocked to the floor like a
1:11:30
lot. And I found really frustrating.
1:11:32
So I thought, well, I'll go and do it twice. You
1:11:35
know, the only achievements that way. And then I just
1:11:37
never did. I did the sort of the one and
1:11:39
done through. And I know having
1:11:41
looked at it that definitely didn't do the
1:11:43
hardest difficulty because there are a few
1:11:46
moments where it's quite tricky and a few moments
1:11:48
where you don't necessarily feel like
1:11:50
you're in full control, which I
1:11:53
guess is by design. It's kind of that
1:11:56
strange two factor thing where,
1:11:59
you know, by one hand. What
1:16:00
am I? How do I get this fence open?
1:16:02
And even though they're explicitly telling you what to
1:16:04
do, I'm still trying to get what? I need
1:16:06
to grab the cherubs and
1:16:08
then what? Like, so I was
1:16:11
just smashing the cherubs on the ground going,
1:16:13
uh-huh, uh-huh. Oh, on the
1:16:15
locks that, okay, that makes sense. And like now, you
1:16:17
know, I couldn't really imagine if I was trying to
1:16:19
do it on professional difficulty, not knowing exactly how to
1:16:21
do that would be a nightmare. But
1:16:25
it's, yeah, I, I
1:16:28
enjoyed the wrangling of the ghosts, um,
1:16:30
certainly in the first few areas, because I think that
1:16:32
is just, you know, that's everything that we know about
1:16:35
Ghostbusters and that comes across so well. But actually, as
1:16:37
you get further through the game, when
1:16:39
you're trying to deal with the enemies that
1:16:41
are just swarming at you, and you've got
1:16:43
the ghost that you're trying to wrangle, I
1:16:45
was getting frustrated with the ghost I'm trying
1:16:47
to wrangle because I'm like, that's, yeah, I'm
1:16:49
trying to get you into a trap whilst
1:16:51
also being attacked by little minion guys in
1:16:53
my feet. And I can't do both
1:16:55
at once. So I need to take these little guys
1:16:57
out before I deal with the guys in the trap.
1:16:59
But like, there was a bit just a bit too
1:17:01
much like, when it was just individualized
1:17:03
of one and then the other. I
1:17:06
think it just played a little bit more fun when
1:17:09
it was just trying to like, sort the chaos out
1:17:12
between everything it just it was just like, okay, I'm just
1:17:14
feel like I'm just now just playing it. I know this
1:17:16
sounds weird, just playing a game, you
1:17:18
know, just, just ticking off the box rather
1:17:21
than living the the ghost bustery experience. And
1:17:23
there's some weird levels as well, when you think about the
1:17:26
one where you go into the different
1:17:28
dimension in the library having to kind
1:17:30
of wrangle the environment around
1:17:32
going through multiple doors, not necessarily knowing
1:17:34
if that's the direction you're meant to,
1:17:36
of course, it's a maze that would
1:17:39
make sense. But at the same time,
1:17:42
am I going the right way? Like,
1:17:44
yeah, once or twice I found myself
1:17:47
universally backtracking to an area in the
1:17:49
cemetery just because I was like, Yeah,
1:17:51
yeah, have I done this area? No,
1:17:53
no, got well, then and it was
1:17:56
like, Oh, you haven't scanned a wall
1:17:58
to your left. As I'm Okay.
1:18:03
But, you know, that's just game design.
1:18:05
Sometimes it makes sense straight away. Other
1:18:07
times, you know, you get caught up
1:18:09
in these things and, you know, nothing egregious.
1:18:11
There wasn't, and I, unlike other games,
1:18:14
there wasn't a boss fight in particular
1:18:16
where I'm just sat there bashing my head against
1:18:18
the wall going, this is fundamentally
1:18:20
unfair. It was more
1:18:22
a case of, okay, I just need to get myself out
1:18:24
of the way of, you know, project
1:18:26
droids or, you know, use
1:18:29
the right piece of equipment to actually
1:18:31
deal more damage and listen to the
1:18:33
game level design, which I
1:18:36
appreciated because it really could have turned into just
1:18:38
a, you know, a case of attrition because
1:18:41
there's plenty of boss fights to be had in here. Yeah,
1:18:45
it's one of those things where that was where
1:18:47
an item description actually helped me. When
1:18:49
you read the description of the slime, it's like, you
1:18:52
know, whatever it says, you know, getting wear down ghosts.
1:18:54
And then the very last line says, can also make
1:18:56
things that don't appear in our world visible. And I
1:18:58
was like, well, that's odd. That's an odd description. Then
1:19:00
all of a sudden a wall shows up, like you
1:19:02
said, where you have to slime it down in order
1:19:05
to make it disappear. It's like, okay. But if I
1:19:07
didn't, if I didn't catch that one line of text,
1:19:09
I would have been sitting there for, you know, forever.
1:19:11
And it doesn't, much like Leon said before, it doesn't
1:19:14
guide you in certain areas where you feel
1:19:16
like you would definitely need some guidance.
1:19:18
And then it holds your hand in other areas,
1:19:20
like waiting for Venkman to kick open the door
1:19:22
that you know you have to go through or
1:19:25
things like that. Like again, very design
1:19:28
elements from the time. But
1:19:31
yeah, it's not an even
1:19:33
experience in that regard. There
1:19:35
was a fireplace bar,
1:19:38
like a door that you had to
1:19:40
open up via like your levitate ability.
1:19:43
And I got, I got there. And
1:19:45
it was like, we probably need
1:19:48
to levitate this. And I just sat there and go,
1:19:50
I can't remember how to do this after like 10
1:19:52
minutes, just like pressing every button
1:19:54
and completely forgot is a combination
1:19:56
of by pressing the right trigger, and then
1:19:58
the left bumper. activate that particular
1:20:01
one. Yeah, it's a bit of a
1:20:03
fingerful, that whole mechanic. I found that
1:20:06
during the main ghost fights, although helpfully
1:20:11
your main beam sort of automatically transitions
1:20:13
to the capture beam when you need it to, so it's
1:20:15
easy to forget. And then if you're trying to slam them
1:20:17
with L2 as well, or the left trigger,
1:20:19
there's a little bit of Tony
1:20:22
Hawk style knuckle
1:20:25
cracking going on. With the slime gun, one of
1:20:27
the really great ones is if you wear them
1:20:29
down, you can just slime tether
1:20:31
them straight into a trap from across
1:20:33
the room, which is really cool. Yeah, there's a
1:20:35
trophy for that, which I didn't get. Yeah.
1:20:39
Speaking of the slime tether though, the
1:20:41
slime tether is also, I think,
1:20:43
maybe the culprit of one of
1:20:45
the more egregious puzzle solving elements
1:20:47
of the game. Well, the
1:20:50
balls? Yeah, exactly. You gotta
1:20:52
slowly bring down those chains.
1:20:54
Oh my goodness. Some
1:20:57
of that stuff was just enough to drive
1:20:59
me mad. And then I couldn't get another
1:21:01
slime tether attached in the right area. Oh
1:21:03
man. Stuff like that, where I'm just
1:21:05
like, let's, I mean, for
1:21:07
a game that's pretty short, like I was kind of,
1:21:09
all right, come on, let's go. Like, let's get
1:21:12
this. Zach, same as you. I slime tethered it.
1:21:14
It's like, we need to stop those balls from
1:21:16
rising. Okay. Slime tethered the ball to the ground.
1:21:18
Ball still rises. And I'm like, well, that's because
1:21:20
it's like obviously string, you
1:21:22
know, three slime. So I do a second one
1:21:25
and the ball stops. I'm like, well,
1:21:27
the ball isn't rising anymore. So I'm walking around like
1:21:29
for two or three minutes, like just shooting other balls,
1:21:31
trying to get them all to be in the same
1:21:33
place at once. Randomly then did
1:21:36
the same ball for the third time and it
1:21:38
blew up. And I was like, exactly.
1:21:40
Oh, why three? I know that's
1:21:43
video game logic for three times,
1:21:45
but why, why three? Why not
1:21:47
one, two? Fine. But
1:21:49
it's fine. You know, you work for those, those
1:21:51
things. Yeah. The one
1:21:53
that I got actually stuck on to the point
1:21:55
of looking it up in a walk through was
1:21:57
the one in the hedge maze where you have
1:22:00
have to first go
1:22:03
down some steps that you've never really been
1:22:05
shown and then you have to use
1:22:08
some slime tethers in a certain
1:22:10
particular way. There's some quite fun attempts
1:22:12
at physics puzzles
1:22:14
in there. It's just that they come out the blue
1:22:16
and sometimes the actual
1:22:19
supposed physics that are being utilised
1:22:21
don't seem to quite add
1:22:23
up. But I appreciated the attempts
1:22:25
at variety. It's better than like
1:22:28
an on-rails
1:22:30
turret section or something that a
1:22:32
lot of games were doing at
1:22:34
that point. And I
1:22:36
did enjoy the PK meter scanning
1:22:38
and trying to fill your Tobin
1:22:40
spirit guide with ghosts. The
1:22:42
only disappointment is that in... So
1:22:44
this obviously was after some
1:22:47
of the Project Zero Fatal Frame games.
1:22:49
It was after Bioshock's intriguing use of
1:22:51
camera. It's a kind of a
1:22:53
shame I think that beyond capturing...
1:22:56
Maybe I
1:22:59
misunderstood, but beyond basically getting a
1:23:01
snap of each ghost to scan,
1:23:03
there was nothing more to it
1:23:05
than that. I would have liked
1:23:07
it if there was more depth,
1:23:09
I suppose, to the scanning
1:23:14
of the ghosts. Yeah, where
1:23:16
it gave you more backstory
1:23:18
and more ways of dealing
1:23:20
with them. When actually the main strategy
1:23:22
of my game is because you're... I
1:23:25
think one thing we haven't really made clear,
1:23:27
because this game isn't co-op, unlike
1:23:30
Gears of War, you are essentially
1:23:32
spending the vast majority of
1:23:34
your time with between one and four AI
1:23:38
and PC companions. And
1:23:40
the way that you know which weapon
1:23:43
is most effective against particular ghosts
1:23:45
is by watching what your companions
1:23:48
do and copying them, which is
1:23:50
not highly strategic. that
1:24:00
you have to hit with a blue shock beam.
1:24:04
A lot of the ghosts you can continue
1:24:07
with any weapon and it will eventually wear
1:24:09
them down just depends how fast you knock
1:24:11
them down. Including
1:24:14
the absolutely necessary proton
1:24:16
machine gun you get towards the end. Or
1:24:18
you can just like, do, do,
1:24:20
do, do, do, do, do, do, you know, it's, yeah,
1:24:23
you would have thought there'd be a little bit
1:24:25
more variety there in how to capture them. I
1:24:27
actually, it's hard not to make this comparison. I
1:24:30
know that they share a
1:24:32
lot of lineage, not gameplay wise obviously, but
1:24:34
like, like clearly the people who
1:24:36
designed Luigi's Mansion had watched Ghostbusters and
1:24:38
you know, there was, you know, there's the
1:24:40
idea of trapping the
1:24:42
idea of the first Luigi's Mansion out
1:24:44
and contain them. But even in something
1:24:47
like Luigi's Mansion where like different ghosts
1:24:49
would require different strategies to, and it
1:24:51
created more of a puzzle aspect to
1:24:53
solving how to capture each individual ghost.
1:24:55
I feel like this game could have
1:24:57
leaned into that a bit more because
1:24:59
as you said, Tony, like aside from
1:25:02
maybe one or two very specific cases,
1:25:04
it was like, if you really just
1:25:06
wanted to use your base proton beam and just
1:25:08
wear these ghosts down, you could, there was nothing
1:25:10
stopping you from doing that. Certain
1:25:13
other tactics
1:25:15
might expedite the process, but you're
1:25:17
gonna get to the same result
1:25:19
normally without much resistance, which
1:25:22
is something, again, I don't
1:25:24
necessarily think is a negative, but if
1:25:26
you could have given those combat encounters so
1:25:29
a little bit more variety, maybe make the
1:25:31
combat itself more of a puzzle, you might
1:25:33
have a reason to engage with
1:25:35
more of it or to want to fill out
1:25:37
that spirit guide, like you said, Leon, but
1:25:39
without any real consequence to it or any real
1:25:41
benefit from doing it, it just became something that,
1:25:44
unless you were just particularly inspired to
1:25:46
see all the enemy descriptions and
1:25:49
to see all this stuff, there wasn't a
1:25:51
tangible in-game reason to do so. It also
1:25:53
doesn't help that when you bring up the
1:25:55
PK scanner to
1:25:57
scan these things, it takes the entirety of your
1:25:59
screen and... and you get pelted by everything around
1:26:01
you because you're so busy looking through this thing
1:26:04
that you can't then interact with beyond just
1:26:06
trying to take this one perfect capture shot.
1:26:08
Now, I feel like there's a thousand
1:26:10
games that have done that. And actually, I just feel
1:26:12
like, and you can use your PK scanner just out
1:26:15
and about and get a general direction of something in
1:26:17
the area that you're heading towards. It feels like it
1:26:20
prompts you quite blatantly
1:26:23
when you need to do it as well.
1:26:26
It's not very subtle. I feel like there's a
1:26:28
nicer way to have done both those elements where
1:26:30
you could be using it to capture without being
1:26:32
taken out of the game almost. But, you know,
1:26:34
whatever it's, it's. One of the power-ups that I
1:26:37
got with half a level to go is the
1:26:39
you can move faster with the PK screen
1:26:41
out. So yeah. But
1:26:44
I actually kind of felt it sort of was
1:26:46
felt right kind of creeping around with the PK
1:26:48
meter out because that's what they do in the
1:26:50
films and that's what the NPCs do. It didn't
1:26:52
seem right sort of hairing down corridors with the
1:26:55
PK meter out somehow. So I'm
1:26:57
going to say I was just role playing. Role
1:27:00
playing, not gamification. Exactly. Psycho Hype
1:27:02
from the Forum says, what I
1:27:04
remember most about the Ghostbusters video
1:27:06
game was deciding to play on
1:27:08
the professional difficulty setting and having
1:27:10
my progress bottlenecked more than once
1:27:13
by a few particularly challenging boss
1:27:15
fights. At the time I'd not
1:27:17
yet played Gears of War. So I didn't quite realize
1:27:19
how so many of the gameplay mechanics came
1:27:22
from that series. Each boss fight felt like
1:27:24
this tense battle of attrition. I
1:27:26
remember having to constantly scurry around the
1:27:28
battlefield in order to revive my fellow
1:27:30
Ghostbusters who kept dropping like flies, lest
1:27:32
we all go down at the same
1:27:34
time and game over. I'll
1:27:37
never forget when I finally beat the
1:27:39
final boss after numerous failed attempts, an
1:27:41
achievement popped up on the screen. It said, are
1:27:44
you a guard? It took me
1:27:46
a second to recognize the quote from the end
1:27:48
of the first Ghostbusters film, but as soon as
1:27:50
I placed it, I had a huge smile on
1:27:52
my face. That was a satisfying moment. I'll tell
1:27:54
you about my comment of war of attrition and
1:27:56
bosses then, but apparently on professional
1:27:58
difficulty that is the case. Yeah,
1:28:01
yeah. So
1:28:04
yeah, achievement, I think the
1:28:07
achievement sets for the remaster and much the same. I don't
1:28:09
know if were there any multiplayer based achievements in the original
1:28:11
rooms? There was, yeah. Yes. Oh,
1:28:13
okay. And I
1:28:15
guess are they attainable now? No.
1:28:18
No. I think the free, if I look at it, the
1:28:20
360 stuff is still
1:28:22
up and active. I know the PlayStation
1:28:24
free servers have been taken down. So
1:28:26
that's not a root you can. The
1:28:29
Wii obviously has its offline stuff. But from what I can
1:28:31
see, the 360 stuff, there's
1:28:33
some weird kind of like glitchy discontinued
1:28:35
stuff, but you might there is recent
1:28:37
winners of it. So wherever you can
1:28:39
be done. So I guess it's
1:28:42
still and I did play some of the multiplayer stuff.
1:28:45
Not hugely, but it was it was good. It was fun
1:28:47
enough. Yeah, fun
1:28:49
enough. Didn't last long, I guess in
1:28:51
with all the so
1:28:54
much competition for your attention at the
1:28:56
time. So many. Well,
1:28:59
I mean, it's so many games
1:29:01
had, you know, quote, tacked
1:29:03
on multiplayer. And it became a real
1:29:05
frustration and a bugbear a lot of
1:29:07
the time. And now actually, for
1:29:10
me personally, I really kind of missed the time
1:29:12
on multiplayer that you sometimes get with certain games.
1:29:15
You know, I've had some really good experiences. I
1:29:17
quite enjoyed the multiplayer of this. Like Bioshock 2
1:29:19
was another one I thought I'd really go. Oh,
1:29:21
yeah. But people loved it. But
1:29:23
yeah, it's just, yeah, you also used to
1:29:25
often. Yeah, it felt like it oftentimes it
1:29:27
was a back of the box
1:29:30
ticking exercise. And a lot of times you
1:29:32
just ended up feeling sad for all the
1:29:34
developers time and effort that had gone into these
1:29:36
modes that then you just ignored or the
1:29:39
wider community was just ignoring. It reminds me
1:29:41
of the conversation we had on the condemned
1:29:43
two episode about that. It's
1:29:45
like, it's like, man, this game that really didn't need
1:29:47
that. But but like you said, back to the back
1:29:49
of the box, retail stores,
1:29:51
physical media, if a grandparent picks up that
1:29:53
game turns around and says, can he play
1:29:55
it with his brother? You know, that's a
1:29:57
that was a bigger deal back then for sure. remember
1:30:00
it, do you just play through like each
1:30:02
of the campaign levels? No,
1:30:04
no, no, no, it's not campaigns, it's
1:30:06
jobs. So you get
1:30:09
sent out and yeah,
1:30:11
so I guess
1:30:14
they're based on, obviously the assets will have been
1:30:16
reused and things like that from the main game.
1:30:19
But yeah, you couldn't play the campaign
1:30:21
in co-op, it was very
1:30:23
much like a separate entity
1:30:26
of co-op ghost busting. And
1:30:28
yes, looking at the achievements now, you
1:30:30
know, trap over 50 ghosts in your
1:30:32
Xbox Live ghost busting career. I
1:30:35
almost wonder if... So the end of the game and
1:30:37
one of the things I quite liked about
1:30:39
the way that this almost tied back to
1:30:41
the original computer
1:30:44
game that we've talked about is they
1:30:46
kind of went big on the franchise idea,
1:30:48
the idea that Ghostbusters was going to become
1:30:51
a city city by city franchise. And
1:30:53
you would be a franchisee and you would finance
1:30:55
your own Ghostbusters setup in order to make profits,
1:30:57
you'd be allowed to use the livery and that
1:30:59
kind of thing. In the
1:31:02
end game credits, Venkman's
1:31:04
sort of saying, you know, are you going
1:31:07
to try Chicago or wherever, where are you
1:31:09
going to open your franchise kind of thing?
1:31:11
Maybe, I mean, I guess maybe some of these
1:31:14
levels were set in New York still, but
1:31:17
I think the idea was that you
1:31:19
would play and make money. Yeah, I'm
1:31:21
reading now. You had like survival, so
1:31:23
you had, you know, basically survive waves,
1:31:26
destruction, do the most destruction within an
1:31:28
area, protection, protector tower, thief
1:31:30
you need to get come out with relics and not
1:31:32
be cured. Yeah, so yeah, definitely like little elements of
1:31:35
individualized ideas versus playing for
1:31:37
the campaign, which I assume
1:31:39
most people probably wanted to do, which was,
1:31:42
you know, being able to play with three other friends through the
1:31:44
main game. Yeah. But
1:31:47
yeah, I think overall, obviously, you've got
1:31:49
some fairly rudimentary achievements and
1:31:51
trophies for progress and story, but
1:31:53
they actually did put in some
1:31:55
fun ones for playing around with
1:31:58
the mechanics and finding secrets. and
1:32:01
obviously filling your spirit guide and
1:32:03
all that kind of thing. I
1:32:05
would say it's probably the remaster
1:32:08
is probably quite an achievable platinum
1:32:10
looking at the ones I didn't get, for example. If
1:32:13
that's your thing, most of the
1:32:15
trophies and achievements are named
1:32:17
for quotes from the original
1:32:19
movie as Psycho
1:32:21
Hype attested to there. Yeah,
1:32:25
so the PS3 and 360 versions feature that
1:32:27
multiplayer mode. Players can play online with up
1:32:29
to three others in a variety of missions
1:32:32
outside the main storyline. Missions include, as we
1:32:34
just said, capturing as many ghosts as possible
1:32:36
in a limited period of time or attempting
1:32:38
to defend ghost disruptors as they are charged
1:32:41
up. Yes, the
1:32:43
PS3 version had its own servers
1:32:45
which were shut down even before PSN
1:32:47
went offline. Or
1:32:49
PS3 servers back in December
1:32:51
2012, so this was only
1:32:53
active for three years. The way you
1:32:56
describe that multiplayer definitely feels
1:32:58
like a conversation that's being had in a
1:33:00
boardroom right now. We're like, all right, so
1:33:02
there's four ghostbusters and we're going to have
1:33:04
a haunting pass, so it'll be
1:33:06
free to play. And then they're going to set
1:33:08
up their own ghostbusters franchise and then we'll set
1:33:11
up these different battle passes. Different games. Yeah, exactly.
1:33:13
So if you get the gold ghost, then you
1:33:15
get gold ghost tokens. You may
1:33:17
literally be describing the current or most recent
1:33:19
ghostbusters. I might be. I genuinely
1:33:22
don't know. Exactly. That
1:33:24
feels like a modern games
1:33:26
as a service idea tucked away in a
1:33:28
small multiplayer section of a game from 15
1:33:31
years ago. It's wild. The
1:33:34
Wii version is the only platform to feature
1:33:36
offline multiplayer with the entire single player campaign
1:33:38
playable by two players in a split screen
1:33:40
mode. See, the Wii was
1:33:43
nice in a lot of ways. An
1:33:45
adversarial multiplayer suite was advertised for the
1:33:47
Wii version as well, but wasn't in
1:33:49
the final release. The
1:33:52
PC version, even if the
1:33:54
original release, didn't have a multiplayer component or
1:33:58
any online features, however, That's
1:38:00
a good question. Because
1:38:02
there was a PSVR 2 Ghostbusters game
1:38:05
released relatively recently
1:38:07
that I keep looking at and
1:38:09
going, do I just buy it?
1:38:11
This was. Because it
1:38:13
feels perfect for VR, right? This
1:38:16
is listed as by... Oh yeah,
1:38:18
sorry. This was the
1:38:20
reason I did actually highlight this one is
1:38:22
because Ernie
1:38:24
Hudson talked about it in an
1:38:26
interview some years ago saying there's going to be
1:38:29
another video game and
1:38:31
it's by this Illphonic studio for
1:38:33
Nighthawk Interactive. So this came out
1:38:35
in 2022 for Xbox Series
1:38:38
X, PlayStation 5 and 4, Xbox One
1:38:40
and PC. It has an average
1:38:42
review score of 71. So
1:38:45
in that sort of range of most
1:38:47
people probably wouldn't bother with it, even
1:38:49
though that's actually a reasonably respectable score.
1:38:53
67 reviews, yeah, recommended
1:38:56
by 51% of critics. And
1:38:58
yet I don't think until the
1:39:01
run up to this podcast I'd thought about
1:39:03
it or been made aware of it or
1:39:07
yeah, whatever. Whether it's like
1:39:09
the one that Brian was sort of
1:39:12
imagining there in his boardroom fever dream
1:39:14
with microtransactions and stuff, I couldn't
1:39:17
tell you. Yeah,
1:39:20
the PSVR 2 ones, Ghostbusters Rise of the
1:39:23
Ghost Lord, which was the end of 2023.
1:39:27
So that's even more recent. This
1:39:29
was an asymmetrical multiplayer game. Yeah.
1:39:35
Oh, yes. Now I do remember this now. Not
1:39:37
that this just sounds like a bunch of people
1:39:39
sitting around a table. Oh yeah, that thing. But
1:39:42
I remember, if I remember
1:39:44
correctly, there was a pretty sizable presence for
1:39:46
the game on the kind of funny website
1:39:50
that I remember watching a bit of.
1:39:52
Yeah, Asynchronous multiplayer. I believe certain players
1:39:54
got to play it as the ghosts.
1:39:57
There you go. So it's one of those like in that. What
1:40:00
are the, is it like Dead by
1:40:03
Daylight type of... Dead by Daylight, Friday
1:40:05
the... And all the movie spin-off that
1:40:07
they've done, they've done Jason and... I
1:40:11
always wanted to play the Evil Dead one, I heard that was good,
1:40:13
but I think it's shuttered now. That's
1:40:15
right. I might be wrong, but yeah. Yeah.
1:40:19
But actually, this Spirit's Unleashed
1:40:21
got a spread of review scores
1:40:23
in that 71 average. There
1:40:26
were some strong notices in there from people
1:40:28
who had a good time with it, so...
1:40:31
Fair play. But yes, we're not covering that one
1:40:34
on this podcast or any other podcast.
1:40:36
I just thought I'd mention it. And yes, there's
1:40:38
a VR one. Do you know how
1:40:41
well did that do critically, the VR one that you
1:40:43
mentioned, Carl? I
1:40:46
think it seems to fall
1:40:48
down that trap of the
1:40:51
average of around seven in the 70% like all
1:40:54
the other... Ghostbusters games seem to.
1:40:56
Right. Except
1:40:59
the 2016 one, which
1:41:02
I assume came out in
1:41:04
the wake of the then movie, which
1:41:08
has a 30% recommended by 0% of critics, which I don't...
1:41:14
Painful. Again, don't know what kind
1:41:17
of game it was. So
1:41:19
yeah, utterly useless podcasting. However...
1:41:22
Yeah. Rise of the Ghost Lords
1:41:24
is currently set at around 64. Okay.
1:41:27
But I guess your mileage may vary
1:41:29
dependent on your enjoyment of VR.
1:41:32
Whereas it sounds like the 2016 game that
1:41:34
is just called Ghostbusters, probably your mileage
1:41:36
won't vary based on the fact that
1:41:38
not one critic said this is any
1:41:40
kind of fun at all. You
1:41:43
know, but you may be the outlier. Anyway,
1:41:45
so that's just a little look in at
1:41:47
some other Ghostbusters video games that have happened.
1:41:50
But I think I'm still going to say I'm going to
1:41:52
stick to my guns and say I think we've looked at
1:41:54
the right ones. Yeah. As
1:41:56
I say, there are some
1:41:58
others that are... worth checking out
1:42:00
but I'm sure mega Ghostbusters fans will be
1:42:03
aware of all those. Evil
1:42:06
Ninja Phil from the forum says, Overall, I had
1:42:08
a great time with Ghostbusters, the video game. Both
1:42:10
as a fan of the old media and coming
1:42:12
to it as a new game, the way it
1:42:15
ties into the original film makes sense, and all
1:42:17
the nods, winks and easter eggs are great. It
1:42:20
overstretches itself in parts and gets somewhat
1:42:22
repetitive but that doesn't negate the fact
1:42:24
that busting always makes you feel good.
1:42:29
Well, let's see how this goes. Three word reviews as well.
1:42:33
Eddie Van Helgen says, Bored
1:42:35
Bill Murray. Alex 79.
1:42:37
I prefer David. Sean
1:42:40
Thomas says, Surprisingly good story.
1:42:43
Andy Nill, A better final.
1:42:45
Or is it better finale? Yeah, it's
1:42:47
a better finale, I think referring to
1:42:50
the movies that came after. And
1:42:54
Brendan Agnew says, Solid Ghostbusters 3.
1:42:57
Okay, thanks everybody. Just
1:43:00
to summarize then, I think we'll start
1:43:02
with Carla's simply it's been the longest
1:43:04
since he played it plus his throat
1:43:07
is knackered. Thank
1:43:09
you very much. Yeah,
1:43:12
I think my
1:43:14
thoughts looking back and hearing the stories
1:43:16
of you guys have been played through
1:43:18
it and having done my research prior
1:43:20
to the show and my own memories
1:43:23
of the experience is
1:43:25
that I do think it is a game
1:43:28
of two halves and the first half is the
1:43:30
stronger. I feel like the
1:43:32
second half of the game is a little
1:43:34
bit too gamified and away from what is
1:43:36
the the the ghost
1:43:39
busting experience. If you will, I feel
1:43:41
that the first few levels absolutely
1:43:43
nail, especially the Sedgwick
1:43:46
Hotel, which a
1:43:49
little aside, I was actually going to go and stay in.
1:43:52
But I got the holiday cancelled due
1:43:54
to COVID in 2020. So yeah, that's
1:43:56
the Millennium built. I was actually going
1:43:58
to go to the tour. to
1:48:00
play this. You may have it in your Epic
1:48:02
account if you add the free games as I
1:48:04
do every week if you want to play
1:48:06
it on PC. Otherwise, yes, if
1:48:09
you really love the original Ghostbusters movie
1:48:11
or movies, the first couple, then I think you
1:48:13
kind of have to play this if you like
1:48:15
video games. So I'd recommend
1:48:18
kind of, yeah, grab it in a sale or
1:48:20
whatever and see where Aquod and Raimis were at
1:48:22
least sort of
1:48:24
partly thinking of heading the story. But
1:48:27
yeah, don't go out
1:48:29
of your way necessarily if you haven't by
1:48:31
this point played it. But
1:48:33
it was a really interesting one to see and
1:48:35
talk about. Tony.
1:48:38
Yeah, I think for me, it's a classic case of some
1:48:41
of its parts are probably better than the
1:48:44
whole as a gaming experience. I think if
1:48:46
you look back in 2009, the idea that
1:48:48
it just re-kick start
1:48:51
in the franchise that had, you know,
1:48:54
had had a troubled history after
1:48:56
the Ghostbusters 2 to kind of become
1:48:58
more culturally relevant. And I remember it
1:49:01
upon its release, there was a bit of
1:49:03
hype around, I guess from people like me
1:49:06
that loved the original franchise and wanted to
1:49:08
see more. I think probably the
1:49:10
issue of playing in 2024 is it feels
1:49:12
very much like a game of its time.
1:49:14
It sticks very close to a pattern. I
1:49:17
tried and tested pattern. It
1:49:19
doesn't really break any new grounds, although what it does
1:49:21
is perfectly fun. And certainly,
1:49:24
as Carl said, I think the start of
1:49:26
the game is a lot stronger on the
1:49:28
back of the game. I was thinking, you
1:49:30
know, about the final boss battle and how
1:49:32
that's more of a case of just, you
1:49:35
know, whittling down a piece of health and
1:49:37
bottleblowing some crystals around the outer ring. It
1:49:39
feels like that could been from any game,
1:49:41
but rather than a Ghostbusters experience. And
1:49:45
yeah, as other people have said, you
1:49:47
know, I'd imagine a modern day Ghostbusters
1:49:49
with, you know, the power of the
1:49:52
new generation behind even the particles and
1:49:54
the special effects. And I could
1:49:56
just see the lights bounce off the wall,
1:49:58
could be something truly spectacular. but
1:50:00
then as we've seen with a
1:50:02
lot of the media
1:50:05
from that era, you know, we all like it,
1:50:07
but there's a new generation it's probably not worth
1:50:09
putting the money towards to see it kind of
1:50:12
come to fruition, which is sad, but you know,
1:50:14
you could have worked with what you got and
1:50:16
I think, as
1:50:19
it was five, six hours long, I played
1:50:21
through the remaster and I kind of just
1:50:23
got to anything and think, well, yeah, that was
1:50:25
fun enough, which, you know,
1:50:28
it's an odd thing to kind of come here, like it
1:50:30
didn't really insult me and I
1:50:32
probably preferred it more in 2009, just because it was kind
1:50:34
of maybe a bit more grounded for them but
1:50:38
in 2024, yeah, it
1:50:40
passed a couple of evenings just enjoying
1:50:44
busting some ghosts, but not a lot more than that so
1:50:47
for me, yeah, it's fun enough,
1:50:49
worth a play if you're into Ghostbusters or
1:50:51
just want to, maybe your kids want to
1:50:54
experience what a Ghostbusters game is but
1:50:56
also looking in 2025, there's
1:50:58
a number of elements I do wish it could have
1:51:00
expanded upon and it isn't
1:51:03
quite maybe the cultural piece
1:51:05
I remember it being from them, so this
1:51:09
game probably slightly less troublesome
1:51:12
for showing to children than the original film
1:51:14
as well less
1:51:16
smoking, less swearing and
1:51:20
less scenes involving Dan
1:51:23
Aykroyd having his trousers removed by a
1:51:25
spectral button It would be interesting
1:51:27
to actually see how the new Indiana Jones
1:51:29
does in the modern era as well, to
1:51:32
a young man similar
1:51:34
themes Let's
1:51:37
wrap up with our biggest Ghostbusters fan, although he
1:51:39
hasn't read the comics, Brian Ah
1:51:42
yeah, I've been exposed Yeah,
1:51:47
it's hard to summarize this game because I think
1:51:49
everything that all three of you said is completely
1:51:51
accurate I don't know if
1:51:53
I can say that this is a pretty, this is
1:51:55
a good video game I
1:51:58
enjoyed playing through the remaster over a couple of days couple nights.
1:52:01
I believe it's still on sale for something like 30 or 40
1:52:04
dollars. It's pretty steep. If
1:52:06
you didn't already have it I would say both
1:52:08
in the time that you'll get out of it and the quality of the
1:52:11
experience you'll get. The thing that makes me both
1:52:13
happy and sad about this game and recording
1:52:16
this episode is that it
1:52:18
makes me happy that this game exists because it's
1:52:20
a nice historical like kind of piece
1:52:23
about what could have been with the next Ghostbusters
1:52:25
movie. If you're a fan you get to see
1:52:27
some things that you wouldn't have got to see
1:52:29
otherwise you get to hear some performances by actors
1:52:32
that you loved in
1:52:34
those original movies. But it's also sad
1:52:36
because these types of video games
1:52:38
used to come out all the time particularly
1:52:41
in the PS2 and the PS3 and then
1:52:43
the Xbox 360 era where like a like
1:52:45
a like a six or seven out of
1:52:47
ten licensed video game would just drop like
1:52:50
once a year and if you liked that
1:52:52
license if you like that property you'd play
1:52:54
through it because you like that thing and
1:52:56
if you didn't like it you'd probably just
1:52:59
pass it by or whatever it was a
1:53:01
it was a nondescript inoffensive video game and
1:53:04
all I can think about and all I
1:53:06
can think about when replaying this game I have I
1:53:08
have like two pages of notes that I took for
1:53:10
playing this game for the show and only about half
1:53:12
a page was about things about the game itself.
1:53:15
The other page in half was just about how
1:53:18
a game like this would never get made now
1:53:20
like just a kind of a throw not throw
1:53:22
away a lot of people worked really hard on
1:53:24
this game and they got a lot of money
1:53:26
probably bringing that talent to come in and record
1:53:28
these voice lines but like a
1:53:30
licensed video game that wasn't either
1:53:33
a service game or this gigantic
1:53:35
quadruple a four hundred million
1:53:37
dollar spider-man game like no
1:53:39
the the middling a game
1:53:42
that you know going into it is gonna be kind
1:53:44
of a middle of the road that dare
1:53:47
we use the term double a video game they
1:53:49
just don't there's not really a space for
1:53:51
them I think
1:53:53
very fortunately we have indie games now which which
1:53:55
occupy a lot of the void of those releases
1:53:57
but it's sad to me
1:53:59
that we're not gonna get a like halfway
1:54:01
crappy transformer game comes out this year you
1:54:03
know what I mean like like cuz even
1:54:05
though those would have been charged and wouldn't
1:54:07
like get like the number one on Metacritic
1:54:10
or Open Critic whatever like those games still
1:54:12
served a very important purpose for me when
1:54:14
I was growing up playing hey you got
1:54:16
a road and not this year would you
1:54:18
mind that yeah that's
1:54:20
true and that's still exactly you
1:54:23
you know reality though right Tony you
1:54:25
just you just like threw the softball
1:54:27
up in the air because my next
1:54:29
point and I have it underlined on
1:54:31
my notes is Robocop Rogue City I
1:54:34
played the game last year I loved it
1:54:36
and that game is exactly what it is
1:54:38
it's an homage to a movie it's a
1:54:40
it's like a really narrow scope of who
1:54:43
that is gonna appeal to right and
1:54:45
I think like this game somewhere sits in there
1:54:48
if you're a Ghostbusters fan who has not played
1:54:50
this game it's a 100% recommend if you're just
1:54:53
a video game player I don't know
1:54:55
if I can recommend this game it's not it's not the
1:54:58
it's if you were just coming in cold
1:55:00
having never seen anything Ghostbusters just fringe heard
1:55:02
of it I don't think I can recommend
1:55:04
this game but if you're a
1:55:06
Ghostbusters fan you should absolutely play this thing it's
1:55:09
it's it's weird and it's different and it fails
1:55:11
more than it succeeds in certain areas but it's
1:55:14
I was like pointing at the screen
1:55:16
saying hey look at that or like making a note
1:55:18
thing and pressing all the buttons in the fire house
1:55:21
a million times because I'm cuz I like Ghostbusters and
1:55:23
that's who this game is for in my opinion so
1:55:25
so yeah I had a blast playing through it and
1:55:27
if I can tell
1:55:29
you next week any of the
1:55:31
main story beats from the game that will be
1:55:33
longer than I expect to remember it so there's
1:55:36
nothing wrong to me with a
1:55:39
popcorn movie with an inoffensive just
1:55:42
stare at the screen turn your brain off and
1:55:44
enjoy yourself for a while and I think this
1:55:46
game fills that void the thing that makes me
1:55:48
sad is that I don't know how many more
1:55:50
games will get like that but it's games like
1:55:52
RoboCop Rogue City that that make me excited
1:55:54
for the potential of what could come so so
1:55:56
yeah check it out if you're so inclined and
1:55:58
if not You listen to this
1:56:00
show, so you probably got enough out
1:56:02
of that anyway. Perfect.
1:56:05
Thanks, Brian. Just remains
1:56:07
for me, Leon, to thank Brian once
1:56:09
again, Carl, Tony, editor Jay, all of
1:56:12
our correspondence. And of course you for
1:56:14
listening. One extra little thing.
1:56:17
Just want to tell you all
1:56:19
that after a long hiatus, our
1:56:21
merch store is open once more
1:56:24
at spreadshirt, myspreadshop.co.uk search for Cain
1:56:26
and Rinse. It's not just
1:56:28
t-shirts and hoodies, although yet we got
1:56:30
those. You can also get snapback caps,
1:56:32
tote bags, water bottles, mugs, and
1:56:35
thermal mugs. If you want
1:56:37
to support the show, but aren't up for
1:56:39
our $2 a month bargain Patreon, you can
1:56:41
do that as well. Uh,
1:56:43
but yeah, go and get yourself
1:56:46
something nice and shiny with the Cain and
1:56:48
Rinse wordage on it. And then you
1:56:50
can spend the rest of your life explaining to people
1:56:53
what it is. And then
1:56:55
tweeting us to ask why
1:56:58
we're called Cain and Rinse. So
1:57:01
enjoy next time in issue 621, torment tides of Numen
1:57:03
era. Yeah.
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