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On the "recommend" feature, it's also about the only way to be guaranteed you have a team able to unlock whatever "trapped" ghosts are present in the mission, if I remember right, unless you were reading a FAQ beforehand, since they often needed some pretty specific setups to function. I played it ages ago, and have attempted to replay it since, but it's as stable as a two-legged dog on ice on modern systems. I didn't remember it being that bad when I originally played it, though I seem to remember never being able to get the expansion to work. It's kind of a shame that no one else ever picked up the concept(or that the original creators never tried it again), because it's a great idea that just... wasn't done terribly well. It got pitched as needing to manage mortals around the place to properly terrify them, herding them into corners and making them gibberingly insane by abusing their specific fears, the layouts of where they were, etc. But outside of a couple of puzzle levels, it was pretty easy to just brute force your way through almost every level, and the puzzle levels were... just painfully linear and, again, essentially uncompleteable without using the "recommend" button, which tended to drop the exact same teams on you over and over, so you hardly got to use half your final team at all. Even so, a lot of the design was pleasing enough that I had fun playing through it the first time around.
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# ¿ Oct 8, 2017 18:57 |
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# ¿ Apr 18, 2024 12:40 |
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You know, one thing I don't recall if I EVER learned is if there's any sort of real difference between driving someone to max Madness or max Terror. Or what even makes something affect one slider more than the other.
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# ¿ Oct 16, 2017 21:03 |
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I think one of the things that bugs me about Ghost Master, in retrospect, is that outside of the "cabin in the woods"-levels, most of them don't really have a failure state that's easily attainable unless you practically try to fail.
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# ¿ Oct 20, 2017 09:38 |