Ghostbusters the Video Game Remastered Xbox One Review
Ghostbusters: The Video Game Remastered - Review
The flowers are all the same standing.
Back in 2009 Ghostbusters: The Video Game established itself as a rare exception. Information technology was a flick tie-in of uncommon quality; an hostage and affectionately assembled love letter of the alphabet to fans of the legendary picture show series instead of a low-effort license slap. A decade on, Ghostbusters: The Video Game Remastered is all the same a wonderfully authentic trip back to early on '90s New York and the haunted heyday of these professional paranormal eliminators, simply the list of improvements really begins and ends with a few visual tweaks and a resolution bump. The flaws of the original notwithstanding cursed my playthrough, which meant that while it's a joy to let its authentic slime wash over me once more this remaster feels like a missed opportunity.
Ghostbusters (the game) takes place during Thanksgiving 1991, ii years after the events of Ghostbusters Ii (the film). Prior to confirmation in Jan this year that a straight sequel to Ghostbusters Ii would be released in 2020, Dan Aykroyd had previously referred to the game as substantially beingness the third motion-picture show, and it's easy to see why. It features the likenesses and voices of Neb Murray, Ernie Hudson, Dan Aykroyd, and the belatedly Harold Ramis, and the script was massaged by Aykroyd and Ramis themselves to ensure the dialogue matched the tone of the films. With a fun story linked to the previous exploits of the Ghostbusters – and set in the increasingly afar early '90s – in terms of story, at least, I'm actually struggling to think of ways this upcoming, long-gestating third pic could really exist a better follow-upwards than the game ultimately was (especially with the painful absence of Ramis).
I'thousand really struggling to think of means this upcoming, long-gestating third picture could actually exist a better follow-upwards than the game ultimately was.
I think it's very clever that Ghostbusters casts us a rookie recruit, burdened with spending his Thanksgiving weekend learning on the job as he helps Egon, Ray, Winston, and Peter investigate a recent rise in paranormal activity in the city. The on-the-job tutorials and exposition experience much more than natural when they're being imparted upon a junior 'buster; I don't think learning the nuts would've quite worked as well playing through as i of the existing pros.
Original developer Last Reality'southward utmost delivery to detail is still vividly evident in the remaster and I enjoyed spotting many of the pocket-size touches I appreciated back in 2009 all again. From opting to kick off proceedings with the erstwhile-school Columbia Pictures logo from the '80s to really seat the game in its fourth dimension menstruation, to the way Venkman has a singled-out, laid-back walking animation that sets him apart from the remainder of the team (one that matches the kind of swagger I associate with Murray's portrayal of the grapheme), Final Reality made it abundantly clear that this game was fabricated with genuine passion and respect for Ghostbusters, not by folks who skimmed through a synopsis on Wikipedia.
The Ghostbusters firehouse, in particular, is absolutely filled with fan service – from a huge and apparently still-haunted talking portrait of the previously vanquished Vigo the Carpathian, to a cute explanation regarding Tully'south absence from the story. The library level is also all the same excellent mix of ghost combat and ooky ecology shenanigans, though I won't spoil any of the particulars here for those of you who haven't played the 2009 original. I exercise wish some of the upkeep for this remaster had been allocated to securing more than a stingy 30 seconds of Ray Parker Jr.'south infectious theme song, though.
I'one thousand a big fan of the make clean HUD arroyo, with everything we need to know – health, weapon heat level – displayed on the Rookie'southward Proton Pack, à la Expressionless Space. Occasionally objectives appear as text at the pinnacle of the screen but nigh instructions are verbal, so sometimes I found myself guessing our next motility if I missed a piece of dialogue. This was a criticism I had of the original release and it hasn't been rectified in the remaster.
Similarly, Ghostbusters feels a little creaky by modern standards but trapping ghosts is however a highlight, and at that place hasn't been annihilation like information technology since. Afterwards sapping a ghost's energy with your proton stream you'll need to wrangle them towards your trap, close enough so information technology can suck them in. The spectacle of sizzling ruby-red proton streams and the cone of intense low-cal drawing in ghosts – which distort and stretch as they're slurped into the trap – is a brilliant recreation of how it appears in the film. At that place are other modes to the Proton Pack which emulate more traditional third-person shooter weapons (and they accept imaginative, egghead explanations for the energy-based versions of what essentially equates to a shotgun or an LMG) but I really practice still beloved the classic, crackling proton stream. For mine, it's the part of the game that has dated the least; it's still a glorious cocktail of impressive lighting and sound effects.
What has anile poorly is the occasional cutscene the remaster crew conspicuously couldn't notice the source textile for and had to become with the original version. Aside from the pre-rendered clips, which are a picayune grainy but decent enough, almost of the cutscenes are in-engine ones displayed at upwards to 4K, and so they match the moment-to-moment gameplay. There are a bunch that aren't, however, so occasionally everything takes a dive for a minute or then as everything reverts to its previous-generation appearance. The outcome is a bit of a fractured aesthetic overall, which is a shame. The shoddy lip syncing that was a regular occurrence in the 2009 original is again an issue, also.
It's a bit of a warts-and-all remaster, in that regard. I hugely enjoyed Ghostbusters back in 2009 but if y'all tin can think of something that bugged yous, it's probably going to bug yous again. At nearly 8 hours it's non exactly a marathon, and it probably could've done with slightly shorter levels and more of them, but at that place's not a great deal a remaster can do about that. However, the loading times still seem long, getting impeded by half-broken objects is withal a moderate annoyance, and the frustrating difficulty spike involving those stone cherubs towards the climax is still nowadays. The original's multiplayer component hasn't been included at all, but I don't recall it existence enormously memorable.
The Verdict
Brand no mistake, Ghostbusters: The Video Game is a personal favourite purely for its loving attention to item and volition always rank amid gaming's nearly faithful and memorable movie adaptations – more worthy of being mentioned in the same jiff as The Warriors, Conflicting: Isolation, and The Chronicles of Riddick: Escape from Butcher Bay in that regard. But this marginally prettier and inconsistent remaster doesn't really brand for a profoundly different or improved feel over the 2009 original, and at that place was a lot of room for improvements that could've made it more enjoyable to play through and appreciate all of that fan service.
Okay
Ghostbusters was a great tie-in back in 2009 merely this remaster doesn't really make for a vastly improved experience.
Xbox 1, PlayStation four, Pc, Nintendo Switch
Source: https://nordic.ign.com/ghostbusters-the-video-game-remastered/30116/review/ghostbusters-the-video-game-remastered-review
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