Though in fairness the varied enemy designs and offensive capabilities of the character stop things from becoming too repetitive. For a movie viewer the battle sections, which expand the gameplay, don’t always advance the plot so can end up feeling a little overlong. Players still need challenge, content and interactivity, which requires the game to have a play life far in excess of your usual film running time. Though, conversely, this does mean that the cut scenes are not too visually jarring from the gameplay itself.Īnother area where active gameplay must force some comprise on the purely passive viewing experience comes with the battling sections of the game. Yet most cut scenes have to be rendered through the game engine which perhaps loses out on some of the visual spectacle that might be desired. The graphics, though not always perfect, are not bad in any sense and there is nothing inherently wrong with having a computer generated animation for a Ghostbusters instalment – indeed this allows us to see the team in their early 90s prime. There are some limitations that simply cannot be overcome such as graphics. That’s not to say everything is perfect for creating the silver screen experience. As such all the information is there for the videogame player yet for the movie watcher there are no extraneous on-screen informatics to distract from being absorbed into the story. This is done by giving meaning to all the lights and displays on the proton pack carried by the player. Perhaps the most obvious example of this is how the on-screen information for the player is all incorporated into the character design.
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