
ps2 game: Ghosthunter
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Main centres: | 1-3 business days |
Regional areas: | 3-4 business days |
Remote areas: | 3-5 business days |
Ghosthunter puts you in the role of Lazarus Jones, a slightly naïve country boy who has just transferred into the rough-and-tumble
From the get-go, it's pretty clear that the primary inspiration for Ghosthunter came from the famed Ghostbusters film franchise. For instance, some of your tools of the trade include a crazy contraption that lassos a ghost using spectral energy, as well as a ghost grenade to trap the fallen spirits (and eventually contain them in that wacky array that looks an awful lot like a bigger version of the old Ghostbusters containment unit). In addition, you'll find yourself in a number of situations that are pretty reminiscent of the Ghostbusters films, such as one sequence where you're interacting with a ghostly librarian poltergeist who eerily demands silence when you enter a school library and another scene where you have to quietly follow a "howler" spirit that looks a lot like the wacky, ghostly sidekick Slimer. Then there's the main bad guy, Hawksmoor--one look at him will likely have you yelling, "He is
The primary reason Ghosthunter works is that it seems to have a very firm grip on what it wants to be. It knows it isn't scary enough to really fit into the survival horror genre, but it's too creepy to be considered just a standard action game. Ghosthunter falls squarely in between the two, and it manages to keep an almost uncanny balance all throughout the game. You'll never find yourself jumping out of your seat in fright; rather, you will find yourself having a legitimate feeling of uneasiness in many situations. The game is also good about not counteracting these feelings of dread with too many gags or goofy moments. Yes, the game has its campy sections, and the story is wholly silly the entire way through, but the story is paced well enough to maintain a good atmosphere. You're creeped out when you're supposed to be creeped out, and you smile when you're supposed to smile, which is more than you can say for most games that attempt to strike this careful balance.
Most of Ghosthunter's missions and objectives involve Lazarus' travels through an astral portal (conveniently located in the basement of the school, right next to the array) to strange locations scattered across the globe. Without delving into too many spoilers, you come to learn that these locations were once the regular "haunts" of the spirits you set free. You'll find yourself in a number of different, creepy locations, including a flooded ghost town on the edge of civilization, a rickety old ghost ship, and an abandoned prison island. What's especially cool about these environments and the world the game presents you with is that because of its supernatural stylings, there are no rules to speak of. One moment you'll be standing in front of a painting, and then the next it will open up a portal to what feels like an alternate-reality version of the place you were just standing in. The game features more than its share of bizarre, reality-bending sequences that are just plain cool, and they help present a much more unpredictable picture than you might expect.
This is not to say that the whole game is unpredictable--unfortunately, this is hardly the case. The mission objectives you're presented with in Ghosthunter never really transcend the age-old "kill all the bad guys and pick up necessary items along the way" sort of objectives. The whole game is quite linear in that while there's plenty to see and do, the path you must take in order to see it all is quite obvious at all times. This is largely thanks to the game's terribly dimwitted puzzles.