PC GAMER (US)

GHOSTBUSTE­RS: SPIRITS UNLEASHED

A slimy but surprising­ly clever take on 4v1 multiplaye­r

- Wes Fenlon

I’m no ghost scientist, but there are a few things I’m confident ghosts do: Spin office chairs as a gag, fry electronic­s at the worst times, and make soda machines eject cans like fizzy ballistic missiles. I was able to do all three in Ghostbuste­rs: Spirits Unleashed, so at the very least it passes my amateur ghostology test with slimy colors.

Ghostbuste­rs is Illfonic’s third licensed, 4v1 multiplaye­r game after Fridaythe1­3th and Predator:HuntingGro­unds. While the first two have come and gone while Dead byDaylight keeps on trucking and Left4Dead2 settles into old age, I don’t think Ghostbuste­rs is really trying to supplant either. This time Illfonic’s really doing its own thing, making an asymmetric­al game where one team never gets torn limb from limb.

Illfonic told me that one of the most common bits of feedback from players is how it’s not fun to get taken out early in a match, so they modeled Ghostbuste­rs after the scene in the first film where the ’busters chase Slimer through the hotel (and blast housekeepi­ng carts and chandelier­s along the way). Slimer’s just causing mayhem, so in the game the ghost’s objective is to scare hapless NPCs while the Ghostbuste­rs try to catch them.

As a ghost I couldn’t kill the Ghostbuste­rs, but I could use abilities to slime them, mess with their proton packs, or briefly scare them into an incapacita­ted state. I haunted objects to spook NPCs while trying to manage my ectoplasm meter. I could chill out in a vending machine or a statue to regenerate, but staying there too long meant I was risking a Ghostbuste­r coming with their PKE meter raised to sniff me out.

The ghost is slippery, but if a couple Ghostbuste­rs team up you can quickly be pulled into a trap and caught. But dying once as the ghost isn’t the end. You have three ‘rifts’ hidden around the map to respawn from. There’s a clever cat and mouse twist here, in that the Ghostbuste­rs can find and destroy your rifts, too. The ghost can move their rifts, while the ’busters have to split their attention between hunting the ghost and calming down anxious NPCs.

THAT’S THE SPIRIT

Playing first-person as a Ghostbuste­r, the proton beam has the physicalit­y it does in the movies, writhing like an angry energy snake. Elsewhere, there’s fine-tuning to be done. I had to use the mouse wheel to shorten or lengthen the beam to position a ghost over a trap, but I kept swiping the wheel before fully ensnaring a ghost and swapping to my PKE meter instead. As the ghost I had trouble spotting objects I could inhabit: I wouldn’t have minded ghost-o-vision highlighti­ng every interactab­le.

There’s too much button mashing to evade a trap or shake off a ghost’s slime: Those could have more interestin­g mechanics. SpiritsUnl­eashed feels a bit generic in some of these finer details, but Illfonic still has ample time to work on it.

The developer promises a range of ghosts, along with a progressio­n system that lets you unlock both cosmetics and equipment for the Ghostbuste­rs and alternate abilities for the ghosts. There’s also a story to follow, delivered by original actors Dan Aykroyd and Ernie Hudson. It’s hard to judge how much staying power SpiritsUnl­eashed will have, but it feels like it could become a recurring weeknight Discord pick: The lighter, less intense game you pile into when you need a break from your main squeeze. It’s a pleasant surprise that a new Ghostbuste­rs game in 2022 is a smart use of the licence, not just a nostalgic cash-in.

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