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Many of the ghosts possess powers that will either attract humans to them or entice people to enter key locations. Mainly, I dislike luring humans to certain areas. Call me crazy, but I don't find rudimentary power spamming and long moments of inactivity to be a proper test of anyone's strategic abilities.Įven still, I prefer the tedious nature of the game's simpler missions to its dull, frustrating special levels and ghost recruitment. The other half I devoted to staring at the screen and waiting for my opponents to flee. Heck, I think I only spent about half of my time in all-out scare missions actually interacting with the game. All you need to do is set a few ghosts, watch your plasm increase, set more ghosts, bump up their powers occasionally, and profit.
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Scaring townsfolk isn't difficult, nor does it require much strategy. By that point, the simplest missions feel paper thin, and the most complex objectives serve only to irritate. Sadly, even with the added features and specialty missions, Ghost Master still grows wearisome somewhere around stage seven. Others are more complex, and may require you to witness a few cutscenes and lure a particular character to a specific room. Some of the prerequisites are simple, such as commanding an electrical ghost to zap a certain item. Like the specialty stages mentioned above, each specter has a different condition that it needs met before it joins you.
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To top it all off, the developers provided each stage with two to four unlockable ghosts to obtain. None of these mini-objectives is obvious, and each requires a fair amount of tinkering and experimenting with various powers in certain areas. That requires you to reveal the entrance to the cellar, lure the students into it, and draw their attention to the book.
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For instance, there's one mission that spoofs the movie "The Evil Dead." The object of the stage is to convince a group of college kids to read an ancient tome hidden in the cellar of a remote cabin. Apparently so did the developers, which is likely why they created certain stages with special objectives. While I was having fun with basic "scare everyone" stages, I knew that eventually repetitive frightening was going to grow old. I especially dug toying with various ghosts to see how they work, and appreciated receiving money at the end of each stage for upgrading my spirits' powers. I loved watching the adversarial humans fly into a panic, and eventually flee the scene screaming. I will confess to enjoying the first few stages of Ghost Master. If you're still finding yourself low on plasm, you can always dismiss spirits or downgrade their powers to get some plasm back. With successive scares, however, your plasm increases, allowing you to bind additional spirits and utilize more effective powers. You begin each stage with seventy plasm, which you spend as you summon ghosts or command them to use powers. Of course, there are limitations on how many spirits can be present and what powers they can use, which is dictated by the amount of "plasm" you have. Once bound to fetters, you can then command your phantasms to execute various abilities (called "powers") in order to frighten the locals, from conjuring thunder storms to poltergeist activity to setting the surrounding area ablaze. Yes, you can even summon Raindancer while a victim takes a dump, if you so please. That would require the presence of an environmental stimulus related to water, like a puddle, a sink, or a toilet. For instance, the spirit Raindancer can only be summoned through a "water" fetter. You can achieve this by attaching your specters to "fetters," environmental objects that facilitate a ghost's manifestation. Each mission begins with a collection of ghosts, of which you must select a few to utilize in terrorizing unsuspecting citizens. I found Ghost Master's core concepts to be pretty uncomplicated. As a fan of haunted cinema, I couldn't pass up an opportunity like that.
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What finally persuaded me to shell out a few bucks and download the Steam edition was its simple, tantalizing premise: command an army of specters and scare the hell out of innocent townsfolk.
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Heck, neither was my experience with The Sims, for that matter. My prior experiences with Simsish games weren't pleasant. Its presentation smacked of The Sims, except with ghostly phenomena. When I first glimpsed screenshots of Ghost Master, I wasn't impressed. "Call me crazy, but I don't find rudimentary spamming and long moments of inactivity to be a proper test of anyone's strategic abilities.