Articles "Oh, no! I have all NEW cheap moves."

Published on March 24th, 2011 | by Sharp-O

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Ghostbusters: Sanctum of Slime Trial Review

Hey there, guys and gals! Sharp-O here again with more Ghostbusters goodness. Well, figurative goodness. This is less a review and more just my opinion on the latest X-Box Live Arcade title: Ghostbusters: Sanctum of Slime. This is the second Ghostbusters game to be published by Atari but the first for developer Behaviour Santiago as opposed to Terminal Reality who developed this game’s immediate predecessor.
The basic premise of the game is that after the events of the first game, the Ghostbusters are run ragged and decide to hire four new recruits to pick up the slack. Why they didn’t just hire three and have The Rookie lead his own sub-team is beyond me but at least we get a nod to what has come before in the shape of the villain. Dr. Janosz Poha makes his return, fresh out of the asylum where he’s been sitting in since the end of Ghostbusters II and will be your main antagonist.

The game opens strong, with the classic theme song playing over a very nice menu screen. (I dare say I prefer this menu screen to the Firehouse menu of the previous game) but from there, it kind of goes downhill in my opinion. Instead of starting you off in a tutorial or, at the very least, the first level, you’re thrown headfirst into the deep-end with Level 2: Asylum Brawl. I’m sure there is a reason given for this but unfortunately, this is one of those games that suffers from what I call “Dead Rising Syndrome.” DRS is my shorthand for games that have a heavy HD bias. This often takes the form of text that is unreadable from any distance, and in games that have little to no voice acting in them, this is a severe hindrance.

Gameplay-wise, you play as one of the four rookie Ghostbusters in a top-down perspective in the same vein as the original GTA games. You can play in 4-Player co-op locally or over Xbox Live. The visuals look pretty good and the effects for the weapons are about what you would expect but the controls bug me. The left thumbstick moves your chosen Buster around the area while the right thumbstick is used to aim and fire à la Too Human. It didn’t work for that game and while I’m sure it’ll work out for others, I really don’t like it. Switching between the three weapons on your proton pack is handled by no less than five buttons. You have three weapons and five buttons to switch between them. That’s bloody excessive in anyone‘s book.

My final opinion? I’m not the biggest fan of this game but I’m sure some people will have fun with it despite its flaws.

“Death is but a doorway, time is but a window, I’ll be back.”

Richard Sharpe

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