Two years after the release of Ghost Master (PC) seems a little late. I was actually starting out looking for a trainer for the all ghosts mod for it. Im still currently doing research and trying to gather information on mods to the ghost master section,So any replys reguarding that are also very needed. We also don't have a set compliment for all Ghosts. This is because the compliment we install is dependent upon the revision of the ghost circuit board. Welcome to the Gearslutz Pro.
Rules. All discussion must be about gaming. Blatant circle jerks, memes, and image links will be removed. Be civil. Racism, sexism, homophobia, transphobia, ableism, hate speech, using slurs etc. Are not tolerated and will result in a ban. The body of posts must expand upon the title with sufficient detail.
Posting links is fine as long as you also include your own thoughts. Accounts must be 1 month old to post and comment. We do this to discourage spam and trolling here.
Discussions and arguments should remain on-topic — heated arguments devolving into personal or political attacks on a poster will be removed. List posts will be removed. Purchasing advice and suggestion posts will be removed - this includes hardware/console suggestions, and LFG/Gaming group or clan related queries.
Self promotion posts will be removed.These types of posts need prior consent from mods. If you aren't sure about a post,a. Donations.Retired threads will be removed.General GuidelinesCritical discussion about specific games, features, and topics is encouraged.In the event of a heated argument that has resorted to personal attacks/name-calling, moderator action will be taken against both parties regardless of who was the aggressor. We understand that it can be difficult to disengage from the aggressor, but we heavily suggest reporting the post and avoiding further interaction with the poster.Please report rule breaking behaviour.SpoilersTo tag something as a spoiler, format the spoiler like so: spoiler subject(#s 'spoiler details')This'll show up as Other subreddits.- Discussion, bar the Hivemind.- For news.- For memes.- Go here to help you find your next game to play.- AskReddit for games.- Find out what's worth getting.- Nintendo-specific subreddit for general Nintendo news and discussion. The reason I'm posting this: My wife is replaying Ghost Master for about the 6th time now.
I'm enjoying SPAZ, but hearing her playing GM, it's incredibly hard to resist going back to play GM again. (For probably my 5th time.)EDITThanks to jmarquiso for linking to. It's very much worth reading to understand the game better and its issues better./EDITThis is the stuff that makes GM so amazing to me:.
Interesting characters. Innovative (guilty-pleasure!) game-play. Fascinating powers. Amazing interactions between the powers that enhance each other in new and bizarre ways.
Fantastic level design that interacts with the powers to make them new on every level.It's hard not keep going back over and over again to experiment. The speed bonuses and optional objectives (freeing ghosts) means that I'm repeating every level 4-8 times on each single play-through, but it never gets boring, because I'm always trying something new.If you haven't played Ghost Master, think of Psychonauts with a whole team of evil psychic warriors at your command. It feels like some of the same style too.Ghost Master came out in 2003, so it's been out for 10 years, without any sequel or imitators. I just don't understand why this game didn't spawn a whole franchise or even a genre of evil psychic manipulation games.Or is it somehow impossible to duplicate, like my other favorite game, Plants vs. If you haven't played Ghost Master, think of Psychonauts with a whole team of evil psychic warriors at your command. It feels like some of the same style too.I'm sorry, but that is a terrible comparison. The style may be similar but that is it.Anyways, I felt the game was too limiting to properly enjoy.
I was constantly feeling like I couldn't do what I wanted to do, so I never really got into the game. I think there were quite a few brilliant concepts though.The game reminded me of another when I played it, but I cannot remember at all what it was since that was a couple years ago.
Having finished the game today again after 10 years, I've noticed some things that annoy me greatly:. pick ghosts before seeing the whole level.
You get a quick overview, but that's not nearly enough. Very slow pacing ag times, making it more routine and waiting after ghosts are freed. Some ghosts are downright useless, best example being the wisp class. Madness state is much harder to archieve than terror and hasn't any benefits. Ghosts can't differentiate between already terrorized/mad people and those that aren't. Causes powers to go to waste quite often. Luring people to places often is more luck than anything.
Ghost attraction won't work correctly/satisfyingly enough.That said, the game is still very good and would deserve a follow up the fleshes out the designs even more. The problems with madness were specifically called out in the that jmarquiso linked to above. (May be the second half.)You can always restart a level after you've looked at the whole thing.
It's never intended that you get a level perfectly on the first try. The blog mentions that they screwed up making it less than obvious that you should be returning to get gold medals (3 pumpkins), and beating a level in the first place was never intended to be hard.I agree about the wisps. Stupid useless wisps. HOWEVER, I find I prefer games to have bad items that you can identify as bad and stay away from. You should always have the opportunity to choose something which is just outright bloody stupid. Great example: The original X-Com had a ship called the. It was TERRIBLE, but somehow the remake is slightly worse for lacking the opportunity to make a mistake.Once again, the blog mentions the fact that effects are supposed to have a chance of failing, including luring.
Though I was sometimes frustrated that lures sometimes took FOREVER to reliably work. It also depends on how agitated you've gotten people.
When things are calm, lures tend to work the best.