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Review
Ghost
Master
Developer:
Sick Puppies
Publisher: Vivendi
ESRB Rating: T(een)
Genre: Adventure/Strategy
Release Date: September 2003
Platform:

Review by Vicky Indrawan
September 23, 2003
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This past month two unique
games were released that have similar objectives but different
implementations: Neighbors from Hell and
Ghost Master. Both have similar objectives
- although Ghost
Master has more variation in its scenarios – as
you attempt to disturb the tenant(s) of a place until they become
crazy or scared. But there
are also differences as in Neighbors
from Hell, you control one person to perform all the actions
and in Ghost Master you control multiple ghosts to do the jobs. You
also have
to deal with numerous statistics in Ghost Master on top of the timing
and camera control. These differences result in a far more complicated
control system than is present in Neighbors From Hell. Now let’s
hold our breath and see if we can survive this complicated process
to set up and train our ghost squad.
Ghost Master implements
numerous RPG elements as you have to build your ghost squad, or
haunters - their official name in the game – and
master their different haunting skills. Ghosts can progress up to
eight different levels and the more you use a haunter, the more training
he achieves. At the beginning of the game you have only few gold
plasm - the official currency of the ghost master - to purchase your
haunters and train them, but can, of course, earn more.
Haunters are divided
into six classes: Sprites, Disturbances, Elementals, Vapours, Frighteners,
and Horrors. There are up to forty-seven
different types of ghosts spread across these six classes. Frighteners
and
Horrors cost the most plasm and are also the most difficult to
train; especially in the beginning levels. There are also fifteen
different
types of fetters – a fetter is the only place where you can
place your ghost for a haunting. For example, each ghost has a special
fetter - Gremlins and Wraiths can only be placed near electric-based
items like a television - so you can not place a ghost anywhere you
like.
Each human also has his
or her own phobia. So a Poltergeist or Sandman might work well
for a child, but not for adults. To complicate
matters
further, each human has their own terror, belief, and madness
level so haunters will have difficulties frightening a human
with low
belief level. You, as a Ghost Master, must build this belief
level until
your victim is convinced that ghosts do exist. The higher you
can build the terror and madness level, the quicker your victim
will
flee. This is called will power and is indicated by a white
portion on the bar.
So basically, instead
of doing a go-straight to the things you want to do like in Neighbors
From Hell, you have to manage
your
haunters’ squad
to do the job. A team has to be chosen based on the amount of your
gold plasm and you have to be careful to not choose too many expensive
haunters powers that could exhaust your plasm resources. Haunters
must be placed in a specific area in the mortal worlds and you also
need to recognize when to reposition your ghost during the haunting
experience as needed. And finally you have to make sure that you
explicitly follow the objectives of the task because your mission
might fail if you accidentally frighten the wrong people.
This actually brings
the game to a screeching halt though as there is not a mid-scenario
save game feature available.
Though
most
scenarios can be finished in thirty-minutes, this is quite
an annoyance as
you have to redo everything again if the mission fails
for any reason at all. This could happen when you have no more
plasm
or have over-extended
it (you have a short period of time to rebalance the plasm
before your squad is ejected from the mortal world), not
met your objectives,
or if an outside power, such as exorcism, banishes your
haunters.
The worst part is when
you have to re-position your haunters in real time. This can be
very frustrating and negates
a lot of the
fun part
of the game. To ensure that your task is successful,
you need to reposition a couple haunters to keep your victim
in constant
fear.
While it is easy to reposition one or two haunters, trying
to do the same for four or five haunters definitely tests
your patience
as it has to be done in real time. For example, if the
victim gets
scared and runs to a certain room, you need to reposition
the haunters to that room before your victim reaches
it.
The camera control also
makes it difficult to finish some of the missions. It works well
during the area screening
at the
beginning
of each missions but not during the re-positioning
of your
haunters in the middle of a mission. It is quite difficult
to focus your
camera angle while moving your haunters around at real-time.
In all fairness,
maybe this problem was restricted to me as I am not
used to The Sims genre of games.
After all of the negative
things outlined, you might be wondering if Ghost Master is worth
playing. Don’t be afraid, Ghost Master still offers plenty of positive aspects. The fourteen scenarios have
quite a bit variation. In one scenario titled Calamityville Horror,
you must, instead of scaring the tenants away – instead help
them discover hidden bodies. Another scenario requires you to convince
a mob boss to believe in ghosts and another has you assisting students
with their occult rites. Unfortunately, most of the scenarios are
the garden-variety scare-the-tenants missions.
The other interesting
things are the sub-quests in each mission. Usually it deals with
releasing a captured
ghost
that could
join your squad on the next mission. Sometime it
is as easy as cutting
a chain to release the ghost. But some are really
complicated and require multiple steps, such as
creating a tremor
or clearing some
bees, to free the ghosts. You need to pay careful
attention to the clues that are given by the captured
ghosts
or other characters/items
within the area.
There is a place called
Ghoul Room where you can train your ghosts using your available
gold plasm
in between
scenarios.
The quicker
your mission is finished, the more gold plasm
you are awarded (You can also earn more plasm by scaring
more
people).
This training room actually resembles the character
builder from
an RPG.
The graphics are bright
and colorful but will not leave a lasting impression. On the other
hand,
the sounds
are excellent;
especially
if you have a soundcard that support the EAX
capability. They can actually give you the
chills
if you are
playing alone in
a dark
room.
If you like Real Time
Strategy games that require your ability to deal with these type
of details,
then Ghost
Master is
the perfect game for you. But if, like me,
you want a no frills
attached straight
to the action approach, you might find Ghost
Master boring after a few hours. Scaring
the bejeebers
out of unsuspecting
people
is fun for a while, but soon becomes numbingly
repetitive. Having played
numerous RPGs that have gazillions of character
details, I still think Ghost Master is bit
too cumbersome
and this negates
what
should have been the most important part
of the game – the fun factor.
Ghost Master is a great concept whose implementation falls short.
Final Grade: C+
You can download a playable
demo or
trailer at the official Ghost
Master website.
System Requirements:
- Windows XP/ME/2000/98
- PIII 500 or equivalent
- 128 MB RAM
- 4X CDROM/DVD-ROM Drive
- 700 MB Free HD space
- 16MB Direct 3D-cpable
video card
- 16 bit Direct X 8.1
sound card
- Keyboard
- Mouse
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