The individual trappings, characters, and references to crossing the streams carry lots of nostalgia weight in the Ghostbusters franchise, especially among those who, like me, fell in love with the first film in their youth. But if you’re really trying to make something distinctively Ghostbusters, what you really need is a healthy dash of absolute nonsense. It’s the energy that birthed the monstrosity of the Stay Puft Marshmallow Man in the first place, and the comedic timing that makes lines like “When someone asks if you’re a God…” really sing. Put simply, Ghostbusters needs to be a little stupid in a good way. And in Ghostbusters: Spirits Unleashed, I suspect Illfonic may have nailed the exact flavor of good stupidity I was looking for from a four-person cooperative Ghostbusters game.
I’ll get to the goofiness in a bit, though, because like all good comedy, Spirits Unleashed’s ghost fights need some structure. In my hands-on session, I’m dropped into a map called The Museum alongside two developers playing cooperatively with me, and a third AI player that, were our voice comms not a thing, would have blended right into our group of human players without me noticing. We’re trying to capture a ghost controlled by another Illfonic developer, whose job it is to escape our capture and thoroughly haunt the museum before we can stop it. I’m armed appropriately with a proton pack and a PKE meter I can swap between, as well as a ghost trap I can toss on the ground for ghost capturing - though if I don’t remember to pick it up when I’m done, I won’t have it at my disposal for the next ghost encounter.
In the early parts of the match, we’re largely split up across the floor, PKE meters out and beeping away as we search for ghostly
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