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Re: So much for the game being awesome (me = right again)
[quote name="Fullofkittens"][quote name="FABIO"]The biggest problem of this game is that it's a strategy game that hinges entirely on random pathfinding, plus the fact that it has 10 times the ghosts you need and you have to sort through them constantly to find the one unique power out of ten redudandant ones. Why couldn't they just have eight or ten completely unique ghosts with different upgrade forms?[/quote] These two complaints are unfair (!) to the game though: -Issue #1 (powers peppered amongst various ghosts, you must bounce around them) was also true of Freedom Force and it didn't bother me then, either. The purpose of the Ghoul Room is not just to buy powers, you can also use it as an opportunity to find out which ghosts have which powers. We're not talking about the LSATs, here, this is not a huge amount of memorization. -Issue #2: is the game mechanic of random pathfinding. It was be cooler if there were some rhyme or reason to their paths, but it's not so. However, several of the ghosts have powers that override the random pathfinding and attract people to certain places; the "puzzle" levels so far involve figuring out who exactly needs to walk into a particular room, who shouldn't go into it, and then scaring away the latter followed by an attract spell for the former. The one puzzle mission that's been a little frustrating was the Evil Dead level because there's one guy who's a complete pussy but if you scare him away the level ends. But that's the point of that level - scaring one guy while keeping the rest out of the room (but not scaring them). We need to figure this out, so that this 5-year-old game can know exactly where it went wrong.[/quote]