Friday, June 26, 2009

Ghostbusters (PS3) Postmortem

I finished Ghostbusters today. I'd say it was about 8-10 hours of gameplay total for the single player campaign. I haven't touched multiplayer, and don't really plan to. Instead of talking about good points and bad points, I'm going to just list the bad things that really stood out.

Uneven difficulty. I mentioned this before, but it bears repeating. Certain parts of the game were cakewalks, while others were exercises in frustration, for no good reason.

Load times. Again, it's so bad I had to mention it again. I don't mind failing missions if I can jump right back in and try again. But waiting a good half a minute to do so, all the while listening to Ray Parker, Jr, is not a good thing. Yes, it's a good song. Yes, it gets annoying after a while.

Save game bugs. While I didn't experience a complete loss of my savegame, the game did somehow manage to lose my scans of paranormal activity and cursed artifacts I had collected halfway through the story. Gamebreaker, no, strange and aggravating (as it cost me some trophies), yes.

That's all I didn't like. Everything else, the controls, the story, the graphics, the voice acting and sound, all spectacular. But that short list of bad stuff (and the fact I finished the storyline on a 5-day rental period) is enough to make this a rental recommendation only. Maybe once the price drops to 30 bucks or below and my homies pick it up too, I'll buy it and get some multiplayer ghostbusting action going. Until then, though, it's just not worth $60.

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