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Macintosh : Ghost Master Reviews

Below are user reviews of Ghost Master and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Ghost Master. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.







User Reviews (1 - 3 of 3)

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Review for Alaska Apple Users Group

3 Rating: 3, Useful: 9 / 12
Date: September 26, 2004
Author: Amazon User

American's seem determined to pursue an ever-increasing variety of alternate-lives. As if the real world was not interesting or exciting enough, countless citizens turn daily to a variety of games that aim at providing an alternate persona for the consumer to live out in a virtual world of their own design. Some accomplish this by engaging the user in a real social environment through massive multiplayer online games and others provide this neo-self-definition by creating a complex set of virtual characters for the player to manipulate.

Feral's flashy new title, Ghost Master, takes the latter approach and gives everyone from children to adults the opportunity to play with the virtual equivalent of a bowl of Sea Monkeys.

The premise is simple: as a new ghost master, you use customizable teams of disembodied spirits to terrorize the citizenry of a town called Gravenville. Like the popular Maxis game, The Sims, you are given a household to control. But rather than directly manipulating the people or items within, you task your team of ghosts to use their ethereal powers to influence the victims within.

A basic installer runs quickly from one disc and is then required to start the app. After launching the regular titles will run and you'll find straightforward menus for configuring the games options and controls. Upon starting a new game you'll get to watch a slightly humorous, slightly disturbing intro movie that seems like a cross between a Scooby Doo adventure and Hell Raiser. Shortly into the animation it transitions seamlessly to an interactive quoija board. You enter your name and then the pre-rendered movie resumes - a nice touch that provides some continuity, a sense of involvement, and a nice break that might keep you from realizing how long the scene is.

Once it is finished, you'll be looking at an animated map that you will later use to select the various haunts made available to you as you progress. For starters you will have only two options.

Selecting the "Ghoul Room" will allow you to preview all of the haunters you currently have and later you can train them with new powers by spending the points you gather from successful hauntings. Selecting "Haunting 101" takes you to a tutorial that will get you started with the game. This is a complicated game and you need to understand how it works to succeed. If you don't take the opportunity to learn you'll probably skate through the first missions and then run into a wall on your later hauntings because you don't understand the basics. Play the tutorial!

None of the training dialog was altered for the Mac port, so you may hear references to things like the "insert" key, which is a "help" key on Apple keyboards. But this shouldn't cause too much confusion. I mean, really, who ever used insert anyway?

Did I mention that the training mission starts you off haunting a sorority house? This just accentuates the voyeuristic nature of this kind of game. In fact, in addition to the normal game view - an overhead perspective on the floors of whatever house you are haunting - you can assume a chase cam view of any character in the house. In this case that means any number of scantily clad coeds who unabashedly sleep, dance, and use the toilet for you to watch.

One shortcoming is that be there is no plot. While you can get some narrative value out of reading the biographies of your victims and the corresponding "epitaphs" of your haunters, the only real stories are the brief dialogs from trapped spirits that you can free in order to add to your spooky team.

The purpose of the game is to use that team to scare all the occupants out of whatever building you're haunting. You do this by binding the ghouls to "fetters" and ordering them to use some or all of their unique powers.

Fetters, are unique for each ghost - for example, the gremlin can only be bound to electrical devices. To move you ghosts and haunt different areas you must bind them to new objects or places. They will then use their assigned powers in the vicinity of the fetter. Ultimately, their powers cause enough fear in the nearby mortals to make them flee.

In addition to your view of the house, your haunting team is summarized on the "haunter pack" on the left side of the screen and your victims are summarized on the "mortal pack" on the right. Through the haunter pack you can review your haunters and issue them orders. Through the mortal pack you can gather information about your victims which might help you - by revealing known or unknown fears, for example. But most of its utility in game terms can be found in three bars which track each individuals terror, madness, and belief.

By scaring someone enough you drive their red terror bar past their willpower and they leave the house. Different kinds of disturbances can also drive a persons yellow madness bar far enough for them to go insane - this is as good as driving them out. Your haunt is successful when the house is empty.

While some of the game's challenge comes from resistances to fear and madness, much of it comes from an economy struggle. Using powers costs plasm and so you have to use them sparingly, without exceeding your capacity. You can create more plasm by collecting screams. So the more efficiently you scare your victims, the more plasm you have to work with and the more fear you can cause - an upward spiral if you're playing well.

Amid all of this complicated game play, the environment itself can become quite a distraction. For starters, the mortals speak constantly - but not in English! Don't bother checking your language settings or trying to translate. While this ads to the depth of the game, real sentences would be repetitive and out of context. So the designers used a few real words for association and then a jumble of random phonics to hid the fact that it's just a few sounds looping. This gets really annoying!

The graphics can also get very loud. Even the simplest of powers use flashy and elaborate graphics of sparks, mist, and otherworldly lights. So when you've built up to giving six or seven specters using their greatest powers, a clutter of exaggerated lights and sounds will drag down even the best system. This makes it really hard to really keep track of what's going on, even if your system can keep the performance up.

The 7+ age recommendation on the box is a little optimistic as well. While a child could enjoy experimenting, actually doing well at the game in later stages requires an adult understanding of its complexities.

Still, Ghost Master is a lighthearted but mature Betelgeuse meets The Sims. If you love this kind of game but are looking for a different take, snatch this up quick, but if you're not interested in putting a lot of time into getting to know these kinds of scenarios, don't bother.

12 year old girls review

5 Rating: 5, Useful: 1 / 2
Date: October 11, 2005
Author: Amazon User

My daughter had so much fun with this game because she found it challenged her but she still found it very fun. I know it's hard an all but it just takes a few tries and as for the prepicked ghosts you can pick your own group for the mission the game just has what it thinks is good!!!

Plus It has killer music it's so cool :-)

This game had all the makings of a cool game, but they botched it.

2 Rating: 2, Useful: 1 / 4
Date: July 15, 2005
Author: Amazon User

This game had all the makings of a cool game, but they botched it. I'm sorry to say I never made it past the 5th mission.
Problems:
Sound. It's like the Sims. everyone talks in gibberish.
Mission play has ONE combination that works. That is BAD. In each mission you get a few Ghosts that are pre-picked.
BUT... you have other ghosts you can buy, or when you rescue ghosts from houses, they join your team, and are selectable
for other missions. Now, I was hopping that I could accomplish a mission with ghosts of MY choosing. NOT.
The computer chooses a few ghosts for your mission, but if you like another ghosts, because you LIKE him, you
will not be able to complete the mission. You NEED the ghosts that are "Suggested". This sucks. Why buy a ghost,
if you can't use him till the comp says so?
There should be multiple ways of completing missions, and i have tried many things, I feel should work. They don't.
ONLY the right combination, and order, of choices will get you through.
This game lasted a week for me, and that is only because I really wanted it to be fun.
Graphics are cool.


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