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Ghostbusters review

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  • Ghostbusters review

    I'm always surprised that there aren't more Ghostbusters games, especially in the management sim genre. David Crane's 1984 official tie-in got the ball rolling with a game that asked you to run the Ghostbusters business rather than simply zapping spirits, but nobody has bothered to revisit the idea. Until now.
    Unfortunately, the developer doing the revisiting is Capcom's Beeline Interactive, the same studio responsible for the controversial Smurfs' Village, one of the first iOS games to raise questions about the micro-payment gameplay model. Ghostbusters, sadly, follows the same payment-heavy, gameplay-lite path.
    After a short tutorial in which you're schooled in the ways of bustin' by cartoon versions of Venkman, Stantz, Spengler and Zeddemore, you're left to your own devices as the owner of the New York Ghostbusters franchise with three new recruits in your team. A nearby skyscraper has been taken over by a mysterious purple portal and your long term goal is to reach the top of this tower and save the day.
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