March 9th, 2010
Ghostbusters The Video Game: Nostalgia is a Dangerous Weapon
![[Just wait until they get the bill THIS time.] Just wait until they get the bill THIS time.](http://toase.net/gfx/ghostbusters-rev-01.jpg)
Including the New York Public Library as a playable mission in the demo[1] should have been a dead giveaway. As one of the signature setpieces in the film Ghostbusters, allowing players to take part in a second trip to this locale with familiar faces in tow, is essentially what Ghostbusters: The Video Game entails. It collects a series of touchstones for players to reminisce about, while attempting to tell a new story. Except the story reclaims entire sections of the film and its sequel, patching together plot points, locations and famous adversaries in what amounts to playing inside a world of Ghostbusters: Greatest Hits. You are constantly harangued by Walter Peck and the new Paranormal Contract Oversight Committee. You have to fight the Stay Puft Marshmellow Man (again). You get to destroy the Sedgewick Hotel (again). About the only thing interesting is the encounter with Ivo Shandor, the Architect of Dana Barrett’s apartment building from the first film, who remained a legend that was never really explored. In Ghostbusters: The Video Game, you discover how obsessed with the Gozerian cult he really was, as the Ghosbusters slowly uncover a plot designed by Shandor years ago, to bring about the coming of The Destroyer.
This brief incursion into Ghostbusters lore comes too late in the game, and it’s frustratingly obvious that the previous missions were filler to relive everyone’s favorite moments from the films. But as you play the game, its intentions are clear: this is not meant to be a video game as much as it is intended to be those Greatest Hits, as it was not designed for an audience who plays video games. Rather, it was created to placate fans of the movies that also happen to play video games.
As a result, both Terminal Reality and Atari are banking on this brand recognition to give the game a passing grade. Any critic or reviewer that has been paying attention over the last eight years would see this game for what it is: old, outdated, unnecessary. So why the relatively high scores[2], respectable sales performance[3] and praise as wistful recollections? The answer is simple: Nostalgia is a dangerous weapon used to great effect in the video game industry. It will beat people senseless – especially in a hobby that helped many people through their childhoods.
- “Ghostbusters: The Video Game continues the assault on Nostalgia”, July 2009. ↩
- Metacritic shows Ghostbusters: The Video Game with a 78% average for the XBox 360 and Playstation 3 versions, which should be considered the “complete” versions (the PC port didn’t have multiplayer). The Playstation 2 and Wii versions (ported by Red Fly Studios) has an average of 64% and 76%, respectively. The mobile versions (Nintendo DS and PSP) are the pariahs of the group with their 55% average. ↩
- In July 2009, it was reported that Ghostbusters: The Video Game sold over one million units worldwide, across all platforms, within the first month of release. This tapered off very quickly, of course. ↩
July 23rd, 2009
Ghostbusters: The Video Game continues the assault on nostalgia
![[Who knew trapping a ghost would provide enough reason to play this game?] Who knew trapping a ghost would provide enough reason to play this game?](http://toase.net/gfx/ghostbusters-tvg-demo-01.jpg)
“If you loved the films then this is the game that you have been waiting for.” – Extreme Gamer
“If you’re a fan of the movies this alone is largely enough to look past the game’s failings.” – Total Video Games
“If you dug the movies, there’s no reason that you should be disappointed with Ghostbusters: The Video Game.” – IGN
Reading the recommendations[1] for Ghostbusters: The Video Game (2009) is infuriating; the reviews that avoid hauling out these useless tropes are in short supply. Though I can’t blame the reviewers entirely – it’s a function of the industry, and we’ve been programmed to tolerate it. The video game industry has an entire sector dedicated to parading our childhood out in front of us whether repackaged (just look any major XBox Live release), or bundled on some compliation disc. And it always seems to garner a wistful response from the video game media.
Yeah, I remember those times, too. They were great, weren’t they?
And we all know what happened with The Phantom Menace and Indiana Jones and the Kingdom of the Crystal Skull. After the initial euphoria wore off from years of waiting, we saw these endeavors for what they really were: cash-ins by creators who had lost touch with their creations a long, long time ago.
So why Ghostbusters? When you think about it, it’s been close to 20 years since a proper Ghostbusters game has even been made[2]. Ghostbusters is the next logical target, waiting like some vein of precious metal to be exploited. Is Ghostbusters: The Video Game intended for the demographic of gamers who are slowly losing interest in the hobby because it no longer speaks to them? Digging up a beloved franchise is the easiest way to draw this audience back in; it’s clearly working for Hollywood lately[3]. There was also plenty of turmoil surrounding who would actually publish Terminal Reality’s tribute. Originally to be published by Sierra, the merge of Vivendi with Activision in 2008 ejected Ghostbusters: The Video Game into publishing no man’s land. The internet erupted with righteous fury. It was obvious why people wanted this game: it represented their youth, a comeback of sorts for a franchise that never seemed to get the treatment it deserved.
The game was eventually picked up by Atari, and released last month. Which also happens to be the 25th anniversary of the 1984 theatrical release of Ghostbusters. I think the whole thing was staged.
- Go to Metacritic for more. The varations on this hackneyed praise aren’t tough to find. ↩
- Yes, I know about Extreme Ghostbusters Code Ecto 1. It was a side scrolling action game based on a cartoon nobody watched and was largely ignored by the gaming press. And with good reason. It was terrible. ↩
- Transformers, Astro Boy, and G.I. Joe, anyone? ↩
March 3rd, 2009
Gears of War: sometimes the answer is more bullets
![[It is a manly game.] It is a manly game.](http://toase.net/gfx/gears-of-war-scrn-01.jpg)
My first exposure to Gears of War was a commercial that aired in late 2006 featuring Gary Jules’ cover of “Mad World”. It was an awkward insertion of a popular song for what appeared to be a grungy, blood spattered action game for emotionally stunted adult males. If I heard that song in, say, a Final Fantasy commercial, that would have been entirely justifiable – predictable even – for the series’ melodramatic tendencies. But watching these juiced-up football players bedecked in pock-marked bulky armor fight off what appeared to be zombies, or insects, or insect-zombies to such a mopey tune was a jarring spectacle. What message was the advertisement sending me? Was I supposed to feel sorry for these battle-weary soldiers pressing on in some city decimated by war to defend the human race? Were these men actually sensitive to the death and destruction around them? My first response was that it was merely a ruse to get me to think this game would be something different. It wouldn’t be about killing endless waves of the faceless alien invader; rather, it would explore the human condition and man’s response to being thrown into a war he didn’t want to fight, but was damn well expected to end.
After about two solid hours of playing the game, I stopped thinking so hard about this. Gears of War is not a statement about the atrocities of war in modern times. The arrangement between Gears of War and its player is much simpler. The game inscribes upon the player the desire to fire a gun – repeatedly and with extreme prejudice. It encourages hooting and hollering and much chest-thumping after each challenging firefight. It revels in the act of shooting a weapon so much that it becomes the only reason you come back to the game. And the game leaves you no other choice but to love it in return.
August 22nd, 2006
Inside Man: inserting social commentary on video games into film
Spike Lee’s Inside Man got a bit of attention in the gaming community earlier this year for a scene that showed a computer generated sequence made to look like a violent video game. I just saw the DVD on the weekend, and I have to admit I’m a bit suprised at the clumsily inserted social commentary. I could understand using the wounds of the World Trade Centre as a point of reflection in 25th Hour, but Inside Man’s approach to criticizing violent video games simply felt gratuitous, from multiple viewpoints. It seems that the bigger Lee’s budget, the lesser his tact.
June 20th, 2006
The Temple of Doom: Orphan of the Indiana Jones Trilogy?
![[Prepare to meet Kali...in Hell!] [Prepare to meet Kali...in Hell!]](http://toase.net/photos/indianajones-doom.jpg)
Ask anyone which chapter of the Indiana Jones trilogy is their favorite and they will name Raiders of the Lost Ark (mine) or The Last Crusade. I have not met a single person who told me that they felt The Temple of Doom was the best, as it is largely considered the weakest of the trilogy by both fans and critics. Why? While it may suffer from being the middle movie in the trilogy, the film stands solidly on its own as a typical Indiana Jones adventure. Part of the problem is that you can’t help but compare it to the other two chapters in the Trilogy, and as a result seems terribly out of place due to its unfamiliar cultural backdrop. After watching it recently I’ve collected some of the reasons how this movie dissociates itself from the Indiana Jones oeuvre, and likely influences its standing in the minds of viewers.
