So first level, I suddenly can't use the capture grenade?

I started playing Ghosthunter for PS2 on Sunday.  I began playing through the beginning "tutorial" level and was having a ton of fun.  You get rid of enemy ghosts you had to capture them (ala Ghost Busters) with a capture grenade that you throw at a ghost.  It embeds itself in a ghost and then you have to keep shooting the ghost until it's health is depleted before the ghost is captured with the grenade.  A ghost's health can be wore down without the grenade but there's no indicator of how much health it has left until you throw the grenade.  The advantage is that the grenade imobilizes some ghosts making it a slight bit easier to get a bead on it.

Pretty cool mechanic.  But then I began playing the first level.

I get through what I think is about halfway through the first level and I get a message in my journal saying "there's a weird ghost type coming up and you can't capture it with the grenade".  Ok, I figured it was a type of boss which is fine, because a boss is always different or more powerful than the average enemy.  No, I was wrong.  Every enemy henceforth has been an "uncapturable" type.  One of the coolest mechanics of the game was "ineffective" in the first level!

I really hope this doesn't continue throughout the game as I really enjoy the strategy of using the capture grenade with multiple enemies.  It was interesting and fun but just running around shooting "ghosts" is kind of dull, especially since the cover system isn't good and there's no quick dodge.  It feels more like a bad shooter.  But since I haven't completed the first level yet, I'll keep playing for awhile still.  These levels are long.

3 Comments
4 Comments
Posted by mordecaix7

I started playing Ghosthunter for PS2 on Sunday.  I began playing through the beginning "tutorial" level and was having a ton of fun.  You get rid of enemy ghosts you had to capture them (ala Ghost Busters) with a capture grenade that you throw at a ghost.  It embeds itself in a ghost and then you have to keep shooting the ghost until it's health is depleted before the ghost is captured with the grenade.  A ghost's health can be wore down without the grenade but there's no indicator of how much health it has left until you throw the grenade.  The advantage is that the grenade imobilizes some ghosts making it a slight bit easier to get a bead on it.

Pretty cool mechanic.  But then I began playing the first level.

I get through what I think is about halfway through the first level and I get a message in my journal saying "there's a weird ghost type coming up and you can't capture it with the grenade".  Ok, I figured it was a type of boss which is fine, because a boss is always different or more powerful than the average enemy.  No, I was wrong.  Every enemy henceforth has been an "uncapturable" type.  One of the coolest mechanics of the game was "ineffective" in the first level!

I really hope this doesn't continue throughout the game as I really enjoy the strategy of using the capture grenade with multiple enemies.  It was interesting and fun but just running around shooting "ghosts" is kind of dull, especially since the cover system isn't good and there's no quick dodge.  It feels more like a bad shooter.  But since I haven't completed the first level yet, I'll keep playing for awhile still.  These levels are long.

Posted by Oni

Yeah, it sucks when games have cool mechanics and then they abandom them almost straight away. Like in The Force Unleashed, how so many stormtroopers are suddenly "force resistant". Laaaaaame!

Posted by ZombieHunterOG
Oni said:
"Yeah, it sucks when games have cool mechanics and then they abandom them almost straight away. Like in The Force Unleashed, how so many stormtroopers are suddenly "force resistant". Laaaaaame!"
I feel you on this 

in fact i hated that game because of that 
Posted by mordecaix7

I hear ya on the Force Unleashed  :(  That was very annoying.