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‘Ghostbusters: Spirits Unleashed’ Looks to Make Multiplayer Busting Feel Good [Preview]

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We pick up a proton pack and throw out a trap to catch a glimpse of IllFonic’s ‘Ghostbusters: Spirits Unleashed’ in our preview of the new multiplayer experience.

In hindsight, it’s actually quite surprising we hadn’t seen an asymmetrical multiplayer Ghostbusters game before now. The format feels right for the license.

IllFonic has spent the past few years honing its multiplayer chops, learning from mistakes, and getting a better idea of what’s needed from a modern asymmetrical experience. In Ghostbusters: Spirits Unleashed, it now has perhaps the perfect template for it.

Having taken on cult two 80s icons in Jason Voorhees (Friday the 13th: The Game) and The Predator (Predator: Hunting Grounds), where the lone aggressor is largely more powerful than the team of prey, IllFonic looks for something of a role reversal with Ghostbusters: Spirits Unleashed. The ghost has tricks up its nonexistent sleeves, but the Ghostbusters? Well, they have proton packs.

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IllFonic’s Ghostbusters takes up the legendary mantle after the events of Ghostbusters Afterlife, and focuses on a brand new set of Busters, namely…you and your friends. Four player characters will enter one of several maps to deal with the local spectral pest, who can also be controlled by another player.

The footage I saw, both from the perspective of the Ghostbusters and the ghost, was set in a museum. IllFonic developers explained the way the game plays out as the footage played. The ghost’s aim is to cause enough havoc that the area gets increasingly haunted and panics the local populace. To that end, it can set up destructive rifts, possess objects to taunt the Ghostbusters (a bit of Prop Hunt effectively thrown into the mix), throw ectoplasm about to slow them down, and generally mess the place up. The bigger the ghost’s lead, the more the map changes. The Ghostbusters, meanwhile, must use their PKE meters to pursue the spirit, flushing it out with proton streams, and eventually, hopefully, trapping it.

Right out the gate, IlFonic was quick to note there will be a newfound flexibility to its latest game’s multiplayer setup. A more accessible asymmetrical experience in keeping with the more universal appeal of the Ghostbusters franchise. Not ready for online play? Bots will take over any roles you want. Not confident at a certain kind of playstyle? There are rewards for all kinds of actions. There’s even cross-gen and cross-platform play. The play is peppered with second chances that try to prevent a quick washout. The emphasis is clearly on fun, not elitism, and that’s pretty refreshing. It’s even aiming to be a cross-generation, cross-play game to ensure it has the widest possible pool of players united.

Before getting into the action though, Illfonic is out to make you feel the Ghostbusters experience. The game’s hub is the iconic fire station HQ, and you can wander around it with friends, practice your skills, and chat with the likes of Winston and Ray about the spooky goings-on around the world. When you’re ready to tool up, the loading screen sees Ecto-1 barreling towards your next destination. By handing the player their own unique Ghostbuster, IllFonic makes it a more personal experience than if it were just the usual faces again.

On the ghost side of things, there are various different types, so hopefully, there will be a type of ghost that suits everyone’s playstyle. Going into a match, players on the Ghostbusters side won’t know what kind of ghost they’ll be up against, so despite the odds being slightly against them, the ghost player does have some strategic advantage. At present, there are no plans to allow for a switch in ghost type mid-match if things aren’t working quite right, but IllFonic hasn’t ruled it out.

The elephant in the room, of course, is the various other multiplayer horror games currently, or soon to be, swimming in the pool. Aliens: Fireteam Elite, Evil Dead: The Game, Dead By Daylight, Back 4 Blood, World War Z. all bring their own ideas, but what can Ghostbusters: Spirits Unleashed bring to carve a sizable niche in the market?

I’d say, from what I’ve seen and heard, the two key factors are the license itself and the open and accessible all-ages approach. A horror-themed game you can play with your kids where no one gets killed and the spookiness is the fun kind. I’m sure some will scoff at a kid-focused horror game, but we really don’t have enough of them, let alone ones with a cooperative and competitive side.

If IllFonic can deliver on strong servers, a good gameplay balance, and the aforementioned accessibility, then the ceiling is very high indeed for Ghostbusters: Spirits Unleashed.


Ghostbusters: Spirits Unleashed is due to hit Q4 2022 on PC for Epic Games Store, PlayStation 4 and 5, Xbox Series X|S and Xbox One.

Ghostbusters: Spirits Unleashed Preview impressions from an Alpha build.

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Previews

‘Silver Pines’ Preview: David Lynch Surrealism Meets Survival Horror

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The gaming world owes so much to David Lynch. “Twin Peaks” alone has inspired the premise and setting of so many games, from Deadly Premonition to Alan Wake, and its dreamlike tone is one that’s perfect for an interactive medium.

Silver Pines, the upcoming title from Swedish-based indie developer Wych Elm, is the latest in the lineage of Lynchian games, this time presenting survival-horror-style gameplay from a 2D perspective. While I’m not traditionally as hot on 2D games, after spending time with the demo, available now on Steam, I can’t wait to see more of this intriguing new world.

It starts out simple. After a brief, narrated dream sequence, you wake up in an empty diner in the small American town of Silver Pines. There’s a quick tutorial sequence that teaches you the game’s mechanics as you escape from the diner, followed by a phone call that sets up the premise of the game. You play Red Walker, a private investigator on the hunt for a missing musician named Eddie Velvet. It’s an elegant bit of exposition that’s delivered with a slightly dreamlike vibe, setting the tone for what’s to come.

As you begin to explore the titular town, you find it eerily abandoned, thanks to an evacuation order that’s caused the majority of the residents to take the ferry out of here. Empty streets and vacant buildings bring to mind Silent Hill, which is a great start in my book. There’s something really unique and special about small town horror like this, and Silver Pines is able to capture it immediately without feeling too much like a tribute act.

Navigating the Unique 2D World of Silver Pines

One of the things that impressed me immediately was how easy I found it to navigate the 2D space. Much like the indie classic Lone Survivor, you have a map that represents the space, and you turn down streets and hallways by pressing up or down at certain openings in the background toturnon the map. It seems like it should be incredibly difficult to follow directional shifts like this, but it becomes immediately intuitive, especially with the addition of diegetic signage that guides you without feeling out of place and handholdy.

I usually associate 2D games with more dynamic jumping and movement mechanics, but Silver Pines keeps things grounded, managing to find ways of creating navigation challenges without resorting to platforming tests that would feel out of place in a narrative like this. The map is particularly excellent in this game, as you can use a camera to add photos to it to help remind you what’s there. I love it when main characters mark up maps with locations of puzzles or items, and putting that power in the player’s hands was an interesting mechanical wrinkle that felt helpful and unique.

The other thing that gripped me from the start was the art style, which uses a slight cel-shading technique for the character models that makes them look hand-drawn. They really pop when compared to the backgrounds, which have a slightly different, but complementary, style to them. Wych Elm also shows off a masterful understanding of lighting, creating a shadowy look that’s never too dark to understand what’s going on.

The way the various layers of background and foreground give a parallax effect as you walk adds so much depth to every moment, making the imagery feel more dynamic. This game is treading familiar ground, with abandoned hotels and empty small town streets, but the unique look sets it apart enough to justify it among its peers.

Puzzles Balance Logic and Surrealism

Aside from just navigating the spaces, you’ll need to solve a variety of puzzles in order to progress. Many of them are just finding keys to open doors or figuring out which item is helpful in which situation, like an adventure game, but there were a few in the hour-long demo that gave me a level of satisfaction in actually figuring something out. Like the best survival horror games, the puzzles are an equal bit grounded in reality and slightly surreal, adding to the tone of the game. One of them gave me a Silent Hill vibe with its logic, asking me to win a BB gun shooting range mini game to get a pool key (which also teaches you how to use weapons).

While the game isn’t crawling with enemies, there are more threats scattered throughout the levels than I expected. Early on, you get a blade to defend yourself, which also acts as a key to cut through doorways blocked by cloth, and it’s just the right balance of effective and clumsy. There’s a surprisingly useful dodge that lets you slip past enemies. With the right timing, it’s not too difficult to survive one-on-one encounters, but it’s also not so easy that you can go on autopilot. Once multiple enemies get into the mix, it starts feeling more desperate, forcing you to make smart use of your stamina and weapon durability to survive.

A pistol gets introduced late in the demo, and that also felt surprisingly punchy, but its power was balanced smartly by limited ammo. One of my favorite gameplay elements of survival horror is ammo management, and it seems like Silver Pines is going to make that a core part of its combat experience, asking you to think carefully about which enemies are worth your precious bullets. This is further complicated by the fact that your gun can also be used to shoot padlocks to access previously locked areas, making it an even more valuable resource.

Enemy Design is the Demo’s Biggest Question Mark

Ammo and tape will be crucial to the continued use of your gun and knife, respectively, and there’s a quick little minigame for reloading and repairing that adds some tension to encounters. In addition to scavenging for resources, there was a vending machine I ran across where I could spend money to buy ammo or health kits. Be careful, though, the money is what you use to save at the payphone save points, so you don’t want to spend it all. It’s a clever variant on the classic Resident Evil-style ink ribbon system that makes your resource for saving a more abundant currency, but one that is used for more than just saving.

There were a couple of mementos that I ran across while exploring, and these can be equipped to provide specific character modifiers. I’m not entirely sold on the system yet, as there weren’t enough in the demo to really be able to craft a meaningful build, but with the surprisingly fun combat I’ve seen so far, I’m hoping that they will allow you to shape your playstyle in a way that’s tuned to how you like it. Any new wrinkles on combat are welcome, as it will need to find ways to keep fresh if it wants to stay compelling throughout.

As much as I think the combat is responsive and interesting, I think the enemies might be the weakest part of the game’s identity. This could also be a symptom of just seeing the early game, but so far, they are a bit more indistinct than I’d like, consisting mostly of shadowy people and bugs that didn’t have much going on. There was a boss fight that had a bit more of a menacing design, but I don’t know enough about the full shape of the narrative yet to see if the enemy design is in sync with the tone it’s trying to achieve. Right now, they just feel a bit generic, but I’m hoping things improve as it goes on, because they are pretty fun to fight for a survival horror game.

A Strong First Impression

Back to the opening thoughts about Lynch, the part that has me most interested in this game is the narrative. It’s simple so far, but there have been some surprisingly effective surrealist sequences that make me think this story is going to be something that will sink its hooks into me. One of the coolest moments of the demo involved turning off a light switch and being transported into an entirely different space, one dripping with dreamlike vibes. Even the choice to have the person you’re searching for be a musician adds a nice bit of texture to the narrative, putting a thematic focus on the game’s music in an important sequence involving a performance.

The cutscenes shift to a distinct painterly style, making them stand out without having to animate them, and it’s all brought to life with great voice acting. There’s even a little show you can watch in bits on TVs you pass, feeling a bit like a nod to Alan Wake II’s “Night Springs”.

I’m going to be honest, watching the initial trailer for Silver Pines had me feeling a bit sceptical. Not everyone can nail that Lynchian vibe, and when you try for that tone and miss, it can leave you with a narrative that’s either confusing or pretentious. Based on my hour with Silver Pines, I’d say they are on the right track, ready to deliver a surrealist narrative that draws from its inspirations while still carving out its own identity.

No word on the release date yet, outside of a vague 2026 timeframe, but I’ll be there day one to check it out.

Silver Pines is scheduled to release on the PlayStation 5, Xbox Series, Nintendo Switch, and PC via Steam.

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