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Reviewed: October 10, 2003
Publisher
Developer
Released: August 19, 2003
Recommended System
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![]() It’s interesting to see how seasons and holidays can spawn unique titles. In the past Halloween has launched titles such as Nocturn and the Blair Witch trilogy. This year haunting holiday gives us Ghost Master, a new strategy game from a relatively new studio that promises to innovate the genre or at least give it enough of a twist to keep jaded strategy gamers busy between parties and trick-or-treating. Ghost Master is one of those games that slipped under my E3 radar this year, so when it arrived for review I had absolutely no idea what it was about or what to expect. After a quick install I sat back and watched one of the most beautiful and charming opening movies of any game this year. Imagine a wild mix of Ghost Busters, Scooby Doo, and Animal House then throw in some Monsters Inc. quality graphics and you just begin to scratch the surface of the movie and the entire concept of the game. Ghost Master can best be described as a Halloween version of Dungeon Keeper, of course if you have never played or heard of that game then allow me to explain. Ghost Master is a strategy game that is based around specific unit types and rules that govern those units. Rather than directly controlling the actions of your units you set up “situations” and allow the units to act and react based on their own AI or pre-programmed set of rules. You are presented with 15 challenging scenarios, each with multiple objectives and branching paths that you get to haunt with a wild and crazy assortment of ghosts, goblins, and spooks. As the Ghost Master you are in charge of assigning certain ghosts to specific areas and issuing limits on their haunting abilities. You goal – to scare the pudding out of the inhabitants of each location, or better yet, drive them insane. There is a lot to master is Ghost Master, the first being the interface, which can seem a bit overwhelming at first. Thankfully, the tutorial does a fantastic job of getting you up to speed with spooking some sorority babes, and the 40-page manual is very well designed and quite humorous as well. Ghost Master is broken down into a group of people with unique properties (fears, phobias, beliefs), and a group of spirits with their own haunting specialties. It’s your job to mix and match the haunts with the humans for the quickest and most effective scare tactics. To make things more challenging ghosts must be “bound” to locations, people, or even specific items. This creates frequent puzzle-like situations where you must analyze the level design and place your spooks in high traffic areas. Scaring the native inhabitants is only part of Ghost Master. There are also many creative mission objectives woven into the levels. One of the earlier missions has you haunting an old house with several dead bodies hidden in various parts of the manor. It’s your job (using the ghosts at your disposal) to lure mortals into these out-of-the-way parts of the house to reveal the bodies and summon the police. You might need to rattle some chains to get someone in the attic or create a water leak to get a plumber to investigate the basement.
At the beginning of each level you are given an animated tour of the level and instructions for your primary and secondary goals. Everything is made perfectly clear. You can click on the various people in that level to get an idea of what scares them. You can also custom pick your own haunting crew or let the computer pick a default group of spooks. This guarantees you have the necessary skills to complete a level. Ghost Master is a game of observing, planning, and tactics. There is no time limit involved, so you can study the mortals for hours if you wish. This is actually quite entertaining thanks to multiple camera views that allow you to track individuals or even see the world through their eyes. The AI controlling these people is impressive considering it can control up to 30 individuals at a time allowing them to move about multi-tiered levels, talk to each other, and perform routine tasks like using the bathroom or going to bed. Once you know where people are going and have looked at their bios so you have a good idea of what scares them and how susceptible they are to supernatural events you can start placing your ghosts around the level in designated “fetters” (binding areas). Some ghosts can only go outdoors, others must be bound to certain spaces, items, or even people. Placing the ghosts is easy since only the available fetters will glow when you pass the mouse over them. Placing a ghost only gets it in position. You have to assign them a haunting level before things get scary. Each ghost has a set of skills (or haunts) and you basically pick the maximum level of haunting you want each ghost to use then let the AI control them. Ghosts will use any haunting abilities up to and including the haunt level you chose for them. Each haunting skill requires a certain amount of Plasm. Plasm is the primary resource used in Ghost Master. You earn it by scaring people and absorbing their “fear” and you spend it by using your supernatural powers. It’s your job as ghost master to make sure you are generating enough fear to power your spooks. At times you may encounter a Plasm Alert. This means you don’t have enough energy to power all your spirits at their assigned haunting level, or it could mean you have too many ghosts in the field. You can easily “bench” a ghost thus making him inactive and regain the Plasm allocated to that particular spook. It all boils down to simply being aware of the environment and not having spooks haunting unoccupied sections of the level or using haunts that aren’t effective on the people being haunted. With more than 40 spooks and dozens of supernatural powers at your disposal, the fun and mayhem is limited only by your imagination. Between levels you can visit and train your spooks using Gold Plasm to increase and add to their list of haunting abilities. This gives the game a bit of an RPG quality that you don’t expect from a strategy game. Visually, Ghost Master was a huge surprise. The presentation is flawless, perhaps the best I’ve seen in any game this year. As previously mentioned, the opening movie is incredible, but what really blew me away was when the movie zoomed in on the group of kids playing with the Ouija board and this became the interface for entering in my game profile name.
The various people are nicely detailed even if some of the models do get their fair share of repetitive use. Even when the same model is being used the details will be swapped around (clothing, etc) to make them slightly different and almost everyone is doing something unique. People will go up and down stairs, go to the bathroom, eat, talk to each other, etc. The ghosts are especially creative, both in their general design and their frightfully entertaining animations and wondrous special effects that result from their unique haunting abilities. Sparks will fly from electronic devices, water will spout from the walls, and spiders will swarm from the woodwork. When the Plasm is absorbed the entire room will glow and energy will surge and arc across the room. The entire sound presentation is as flawless as the visuals. The music during the opening movie carries over into the gameplay with fun and spooky music that is almost comical in its attempts to be the stereotypical “scary music”. It ends up being as fanciful as an episode of Scooby Doo. The tutorial is totally scripted and voiced with an angry (or perhaps its just authoritative) female. She guides you through all the basics and even scolds you if you try to click on something you shouldn’t or move ahead of the current lesson. The sound effects of the haunts are excellent and there are distinctive pleas for help from trapped spirits. When you switch the camera to first-person views of the mortals you get a thumping heartbeat sound that reflects their current fear level and a heavy breathing that is almost claustrophobic. Humans speak to each other in that “Charlie Brown teacher nonsense speak”, so even though they carry out lengthy realistic conversations you gain nothing by eavesdropping. The most satisfying sound in the game are the shrieks of horror as terrified or insane mortals flee the building. Finishing Ghost Master will take anywhere from 15-20 hours but mastering it and completing all of the secondary objectives and building up all you’re your ghosts’ abilities could take upwards of 30 hours or more. Whether you have the patience or desire to do so will be based totally on your enjoyment of the game and its original concept. There is certainly no motivation to go back and repeat any of the levels once you have accomplished all your goals. It would have been nice to have some variable difficulty settings, perhaps trying to vacate a building of people with no supernatural beliefs. Despite the original concept and ingenious execution, I found the game a bit repetitive and even predictable after awhile. Once you master the learning curve and are able to manipulate and organize your team of ghosts effectively Ghost Master becomes more of a chore or at best an exercise in puzzle solving. Ghost Master is definitely more appealing to me than a game like the Sims, but not quite as diverse or engrossing as Dungeon Keeper. Even so, Ghost Master will offer enough entertainment to at least get you through the holiday.
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