Ghostbusters: The Video Game Co-Op Review

Review System(s): XBox 360, Playstation 3
Jim "txshurricane" McLaughlin Friday 19th of June 2009 11:24 AM    
 


The four styles of proton pack emission available are: standard Blast Stream, Dark Matter Generator, Slime Blower, or Meson Collider. This provides a small semblance of tactical strength, if players choose wisely; of course, most just pick their favorite and blast away.  Enemies will randomly drop power-ups that give you limited capacity to use the other weapon styles, and there's also other bonuses like a personal Etheral Shield, the Ghost Stunner, and a couple of other small timed perks that shake things up without really providing much of an impact on the gameplay.

Each proton pack style has a secondary fire mode: the Blast Stream doubles as a Capture Stream for wrangling and trapping weakened ghosts, unfortunately the Bosun Dart blast from single player is not available in co-op. The Dark Matter Generator's primary fire mode is a shotgun-like blast that works well against smaller ghosts that don't need to be trapped; its secondary mode is a Stasis Stream, which slows most ghosts down to a crawl. The Slime Blower is just that: a slime blower that can reverse the effects of a puddle of damaging black goo; but it also features the Slime Tether, which can be used to move objects, tether ghosts, and even trap them. Finally, you have the Meson Collider, which provides two types of single blasts of different strengths (and different effects on your pack's heat level). Choosing a primary weapon style grants you limited access to that feature at the start of each co-op round; aside from that, you're still going to use your Blast Stream a lot. Whichever weapon style you choose is the one that gets damage upgrades the more you use it.

Contrary to fears of gimped co-op maps, the multiplayer areas are not pulled directly from the single player campaign; each is reminiscent of its campaign counterpart, but completely original. Some have a variety of individual spaces in which to run amuck, like the high-rise office with its connected rooms.  Some are built around a central spot, like Central Park West, centered around a crater in the intersection.  In either single-player or co-op, your character cannot fall off of edges; while that makes things a little too linear, it also eliminates the fear of falling off of an edge while trapping a more difficult ghost. The maps are anything but bland, full of props and scenery that can be destroyed. No environment is left the way it was when the match started.

There is one glaring problem with the online multiplayer that local co-op would have helped to alleviate, and that is a sometimes nasty case of lag. While players and ghosts hold real-time positions without a hitch, ghosts that are lassoed often pop around, making it difficult to pitch in with your Capture Stream. The one competitive mode, Slime Dunk, is the most affected by this, because players can "steal" Slimers with the Capture Streams if you take too long to dunk 'em. Since there is no particular ghost that requires more than one Capture Stream in order to successfully trap them, this isn't as much of an issue in co-op...but it can be annoying, especially when you're trying to help trap one ghost while four more are still attacking.  Wrestling a difficult ghost can become quite a chore when three people are slamming it all over and trying to pull it in three directions. In my opinion, traps should be one-time-use in co-op, so that each player must pick up their trap in order to throw a new one; as it stands, throwing your trap in a new location just makes the previous one disappear.

Because your team is split up at the end of a match, co-op campaigns are the best way to play with a group, unfortunately, playing a co-op campaign isn't exactly how it sounds. While we were under the impression that we would be subject to four progressive and streamlined campaigns, in actuality each is just a series of related maps with randomly generated Instant gameplay types. The only real benefits to playing co-op campaigns are that: #1 - you get to play straight through without returning to the options menu, and #2 - there are two Achievements/Trophies specific to co-op campaigns. Private game for you and your friends is to create an Unranked room, which does not allow you to keep your cash earned, and still boots everyone back to the menu when the match is over. It's a pain to re-invite everyone each time; Xbox Live users will be thankful for Live Party, but I'm afraid that the Playstation 3 version gets another short-ended stick in Ghostbusters.


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Tags: playstation 3 xbox 360 4 player co-op ghostbusters reviews




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Reader Comments

Biohzrd451 at 01:19 PM on 6.19.2009
Great review I hope to be getting this here pretty soon.
 
Tino at 04:49 PM on 6.19.2009
I gotta say I spent about a solid week with the Co-op and while I hated it at first, lagging a ton and inability to invite friends to ranked games, it really grew on me.

When there is no lag, the game is rock solid and there is a built in server browser so provided you are all in a party, you can tell your friends to look for your specific game.
 
justabaldguy at 05:19 PM on 6.19.2009
The lack of an in-game lobby is horrible, and the short co-op modes are just teases. That said, the single player mission is STELLAR!! At times the effects are almost overkill but man are they amazing. Personally I love wandering the firehouse looking for junk from the movies, like Louis' desk or the toaster on the pool table.
 
roland at 05:41 PM on 6.19.2009
I'm debating on if I will end up buying this now, or just wait for a price drop. Most of the reviews are pretty positive, just not sure if I want to pony up full price for it.
 
Bakken Hood at 06:02 PM on 6.19.2009
I'm with Roland-- it's on my when-the-price-drops list. I hear it's pretty short. It's a shame, because out here in the sticks with no XBL and no other gamers around, I could use a good single-player game. Ah well, I still need to see the second movie anyway.
 
phrozenfearz at 03:14 PM on 6.20.2009
Yeah, definitely waiting for this one to hit <$40. But I certainly can't wait for that day!
 
BigBadBob113 at 12:48 PM on 6.25.2009
I finally got around to playing some co-op last night. I enjoyed it. But I just gotta say, my biggest disappointment was the lack of a lobby. Once you finish a round, you are automatically booted to the menu, so you can no longer chat with your party, and there is no option to start a new round or anything. That was a big disappointment and frustration.

Gameplay itself was fun. I really enjoyed the survival mode. Containment was challenging, and the relic destruction was fun. The only mode I did not like was the one where you have to save artifacts from those thieving ghosts.

Overall, it was fun, and it gives life to the game and increases the replay value. I wasnt going to "keep it now" from Gamefly initially, but after playing online and enjoying it, Im considering dropping the $42 to keep it.
 



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