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View Full Version : [?LP] Fear is Power, Let's Play Ghost Master!



Shadowknight12
2012-05-21, 08:02 PM
Latest Update: Haunting 101 (http://www.giantitp.com/forums/showpost.php?p=13311744&postcount=4).


http://cdn2.spong.com/pack/g/h/ghostmaste139782/_-Ghost-Master-The-Gravenville-Chronicles-Xbox-_.jpg

From: Wikipedia, with slight alterations. I do not recommend reading the actual article, as it contains spoilers for the game. :smallsmile:


Ghost Master (known as Ghost Master: The Gravenville Chronicles on the Xbox and Playstation 2) is a puzzle/strategy game for the PC.

The player assumes the role of the titular Ghost Master, a bureaucratic spirit tasked to perform certain duties. While the bulk of a Ghost Master's duties consist of hauntings, a Ghost Master may also be "called in" to increase belief in the supernatural, avenge deaths, and conscript renegade ghosts. Because a Ghost Master cannot directly interfere in the world of mortals, he or she is given a team of subordinate ghosts to do so.

In all but a few levels of Ghost Master, the goal of the game is to cause all mortals to flee the area in fear or succumb to madness. Ghost Master plays similarly to a real-time strategy game. The player first chooses the ghosts he wants to field in the level.

The player cannot field every ghost in every place. Each ghost has one or two types of objects (or "fetters") it can be bound to. For example, a ghost who died during a robbery could only be bound to a "Murder Fetter," whereas a water spirit can only be bound to a bath, sink, or a simple puddle of water.

Another limiting factor is "Plasm". This numerical resource dictates which abilities a ghost can use. As a human becomes frightened, Plasm is generated. With more Plasm, stronger abilities (and more ghosts) can be fielded at any one time.

Once the objective(s) for a level has been completed, the game rates the player's progress. Many factors are considered, including time, amount of impact on the mortals, and how many mortals fled. If the player is able to complete the mission fairly quickly, there is a multiplier added to the final score. This score determines the amount of "Gold Plasm" given to the player, which is used to add more skills to ghosts.

That is the bare-bones basics of the game. As an interesting bit of data, the game was a commercial failure, but not necessarily because it was a bad game (it received positive reviews from critics and generally favourable reviews from players), but it suffered from a distinctive lack of marketing and a lack of certain micromanagement/award element that was present in other strategy games (and the presence of a couple of extremely frustrating stages where victory was not dependent on player skill but on sheer luck).

There is a post mortem of the game from one of the lead designers, where he discusses Ghost Master's failures. It's written with a game designer audience in mind, so a lot of what's discussed flew right over my head (if you don't know what Fiero means in the context of videogames, for example, a lot of what's being said will sound like Sanskrit). I cannot link you to these posts, because the writer is too fond of discussing forbidden subjects in his blog, but anyone who's resourceful with search engines can find it if they're interested.

I am going to make heavy use of the official strategy guide. In fact, a lot of what I'm talking about when it comes to powers and game mechanics will come straight from there. The second post after this one will be reserved primarily to summarise mechanics and effects for those who are curious or wish to have an easier time when playing the game.

The format of the LP will be Videos With Subtitled Commentary.

I will also be posting (fast-forwarded and musically accompanied) Triple Pumpkin runs of every single stage (for those not in the know, this basically means "gold runs" or "S-rank runs" of each stage).


Game Intro (http://youtu.be/Q6_Ra-85KMo)


Table of Contents

I. Opening Post (http://www.giantitp.com/forums/showthread.php?t=244000).
II. Game Mechanics (http://www.giantitp.com/forums/showpost.php?p=13267623&postcount=2).
III. Them Ghosts (http://www.giantitp.com/forums/showpost.php?p=13286013&postcount=3).
IV. Act I, Stage One: Haunting 101 (http://www.giantitp.com/forums/showpost.php?p=13311744&postcount=4).
V. Act I, Stage Two: Weird Séance.
VI. Act I, Stage Three: The Calamityville Horror.
VII. Act I, Stage Four: Summoners Not Included.
VIII. Act II, Stage Five: Deadfellas.
IX. Act II, Stage Six: The Unusual Suspects.
X. Act II, Stage Seven: Facepacks and Broomsticks.
XI. Act II, Stage Eight: Poultrygeist.
XII. Act II, Stage Nine: The Phantom of the Operating Room.
XIII: Act II, Stage Ten: The Blair Wisp Project.
XIV: Act III, Stage Eleven: Spooky Hollow.
XV: Act III, Stage Twelve: Ghostbreakers.
XVI: Act III, Stage Thirteen: Full Mortal Jacket.
XVII: Act III, Stage Fourteen: What Lies Over the Cuckoo's Nest?
XVIII: Act IV, Bonus Stage: Class of Spook 'Em High.

Shadowknight12
2012-05-21, 08:03 PM
Reserved for game mechanics.

Shadowknight12
2012-05-25, 01:38 AM
Them Ghosts

Starting Roster

http://img404.imageshack.us/img404/7184/aethers.png
Aether
Family: Air Elemental.
Class: Elemental.
Fetters: Air, Outside.
Epitaph: A being of air cannot sing, but becomes the song itself. Aether has inhabited music for hundreds of years, and so is a popular spirit at parties.
Powers:
Innate:

B2 Gather Winds
B4 Piping
B8 Shattering Song

Learned:

B1 Footsteps
B1 Moan
B3 Howl
B3 Laughter
B5 Shriek
B5 Thunderclap
B6 Wail
B7 Whisper
Personal Note: Aether is a ghost mostly oriented towards Noise powers, though she does have a smattering of wind powers, as all Air Elementals do. She is capable of learning a couple of Madness powers, but they are not her forte. She is mainly suited to improve the wind powers of other ghosts, shatter fragile things or capitalise on a mortal's fear of Noise.

http://img696.imageshack.us/img696/8261/boojt.png
Boo
Family: Spook.
Class: Disturbance.
Fetters: Inside.
Epitaph: They say Spooks never grow up, and this feisty scamp is proof. His party tricks include introducing himself to geese and sneaking into mortals to haunt them from the inside out.
Powers:
Innate:

B2 Rattle Chains
B3 Leak
B4 Hide & Seek
B6 Kinesis

Learned:

B1 Fool’s Errand
B1 Moan
B5 Jinx
B5 Thunderclap
Personal Note: Boo is the incarnation of the http://profile.ak.fbcdn.net/hprofile-ak-snc4/158000_150382595008008_4661895_q.jpg face. He's got a grab-bag of powers, the most useful of which is doubtlessly Rattle Chains (followed closely by Kinesis), but he makes himself quite useful throughout the game. He's mainly suited to build Belief and Plasm at the beginning of a stage and luring mortals to a particular location.

http://img594.imageshack.us/img594/8959/clatterclaws.png
Clatterclaws
Family: Horde.
Class: Sprite.
Fetters: Inside.
Special: This Horde’s flavor is Creepy Crawly, its swarms are made of spiders.
Epitaph: Clatterclaws is much in demand. For some reason many mortals seem unnaturally afraid of living spiders—let alone living dead ones.
Powers:
Innate:

B2 Scattered Swarm
B3 Creepers
B4 Hide & Seek
B5 Swarm Strike

Learned:

B1 Flower Power
B6 Arboreal Prison
B6 Legion
Personal Note: Clatterclaws is one of the only two sources in the game of Creepy Crawly horror. That said, she is quite cheap, which makes her good to start a stage with. She is not a very sophisticated ghost. Her main tasks are twofold, and she can perform both simultaneously: Make mortals Uneasy and scare them with straight horror.

http://img526.imageshack.us/img526/6258/cogjammer.png
Cogjammer
Family: Gremlin.
Class: Sprite.
Fetters: Electrical.
Epitaph: This organ grinder’s monkey was unlucky enough to be ground by his own organ. Now a respected Gremlin, Cogjammer is as wild in death as he was docile in life.
Powers:
Innate:

B2 Spark
B4 Strange Behavior
B5 Jinx
B7 Wild & Crazy

Learned:

B1 Fool’s Errand
B1 Cut Lights
B3 Blow Fuse
B3 Wild Geese
B6 Blackout
B6 Sparkstorm
B8 Luckstorm
B8 Surge
Personal Note: Cogjammer is your starting Gremlin and performs quite adequately as one. The other two Gremlins you're getting later on are actually quite specialised (towards machinery disabling and luck), whereas you have the freedom to lead Cogjammer towards either of those two paths, towards a more direct horror path, or get a nice blend of all three. What he is most suited towards depends quite heavily on what powers you invest in him, though his starting powers predispose him towards straight horror with a touch of Belief generation.

http://img716.imageshack.us/img716/4143/ghastly.png
Ghastly
Family: Specter.
Class: Horror.
Fetters: Violence.
Epitaph: Everyone in the Astral Realms knows Ghastly—this Specter was haunting when you were not even a disturbance in the raw plasm.
Powers:
Innate:

B1 Bitter Cold
B4 Dread
B5 Dominate
B7 Paralyze
B8 Terror Incarnate

Learned:

B2 Fright
B3 Strange Vision
B6 Spooky Surprise
B6 Terrorize
B9 Danse Macabre
Personal Note: Spectres are not complicated. They are arguably the best at scaring people (though their horror is, unfortunately, quite flavourless) and that's what you will use them primarily for. They have a secondary usefulness in building Belief (with powers like Dominate, Danse Macabre and Possess), but since Ghastly lacks the ability to learn Possess, he is unfortunately stationary, which predisposes him to unloading as much of his powers as he can on those hapless mortals before they run away from his location.

http://img98.imageshack.us/img98/4933/shivers.png
Shivers
Family: Phantom.
Class: Frightener.
Fetters: Emotional.
Epitaph: Always in the running for MVP (Most Valuable Phantom), Shivers tends to be as uneasy around mortals as they are around him.
Powers:
Innate:

B2 Fright
B4 Taste Aura
B5 Numb
B9 TK Storm

Learned:

B1 Lingering Smell
B1 Fluster
B3 Suspicious Stench
B6 Aura Reading
B6 Terrorize
B7 Paralyze
B7 Spooky Stack
B8 Twister
B8 Scared to Death
Personal Note: Ah, Shivers. A fan-favourite. He is quite possibly the most useful ghost in the initial roster, barring perhaps Boo. He has an extremely varied skillset, which makes him quite useful for practically any of the more common haunting tasks (straight scaring, mortal wrangling, Belief building, discovering fears, making mortals Uneasy), and his only impediment is the same that befalls all Phantoms: the elusive and mystifying Emotional fetter.

http://img688.imageshack.us/img688/3391/stonewallg.png
Stonewall
Family: Earth Elemental.
Class: Elemental.
Fetters: Earth.
Epitaph: The grating of tectonic plates, the slow erosion of mountains, and the inexorable compression of carbon matter conspired to form this inestimably patient spirit.
Powers:
Innate:

B2 Tremor
B5 Slow
B8 Swallow

Learned:

B1 Flower Power
B3 Leak
B3 Creepers
B4 Twisted Vines
B6 Arboreal Prison
B6 Trap
B7 Quake
Personal Note: Stonewall is, tragically, very hard to differentiate from the other Earth Elemental in the game, which is a shame, because Earth Elementals have some extremely unique powers. They are well suited to making mortals Uneasy and they are extremely good at providing the somewhat rare Trapped flavour of horror. Tremor and Quake are also invaluable when objects need to be destroyed in a haunting.

http://img689.imageshack.us/img689/2650/whirlweird.png
Whirlweird
Family: Poltergeist.
Class: Disturbance.
Fetters: Child.
Epitaph: Three-time winner of Poltergeist of the Year, Whirlweird is still best known for his debut professional haunting, the seminal Pollock’s Paint Store Mystery.
Powers:
Innate:

B1 Fool’s Errand
B3 Blow Fuse
B5 Jinx
B6 Kinesis
B9 TK Storm

Learned:

B2 Tremor
B4 Ice Breath
B7 Spooky Stack
B7 Wild & Crazy
B8 Flood
B8 Twister
Personal Note: Whirlweird is an excellent ghost, with very impressive powers at an extremely cheap cost. This would make him practically invaluable in all sorts of hauntings, as they are well suited to building massive amounts of Belief for cheap and deploying substantial terror. However, he suffers from having an incredibly awful, unreliable fetter. Children are quite possibly the second or third worst fetter in the game, which cripples Poltergeists enormously.

Haunting 101

http://img515.imageshack.us/img515/3408/weatherwitch.png
Weatherwitch
Family: Banshee.
Class: Vapour.
Fetters: Thoroughfare.
Epitaph: As owners come to resemble their pets, so do witches come to resemble their spells. Specializing in weather control, this unhinged Banshee soon became controlled by the weather, and now her mood swings are as temperamental as the skies.
Powers:
Innate:

B1 Fog
B4 Gusts
B5 Thunderclap
B8 Siren Song

Learned:

B2 Fright
B2 Distant Thunder
B3 Rain
B6 Aura Reading
B6 Wail
B7 Ghostly Apparition
B7 Haunted Hail
B9 Cacophony
B9 Typhoon
Personal Note: Weatherwitch is an excellent ghost, quite possibly the best Banshee you'll have available. She has an excellent balance of powers, with a strong focus on weather. Her fetter is sometimes puzzling but overall useful, allowing her to be fettered inside and outside. You will see me make heavy use of her.

Weird Séance

Haunting Soon.

Shadowknight12
2012-05-30, 02:14 AM
All right, here's the first update, Haunting 101. In this stage, we learn the basics of haunting and get a glimpse at higher-level stuff (that we're going to be leaving alone for now).

So, without further adieu:

Youtube link (http://youtu.be/AZUiztZp8mk).

What did we learn in this update (besides the fact that sorority girls are easily scared)?

Well, we learnt that it's useful to take advantage of a Kill Zone (or Terror Zone) when the game offers you one, and the sorority girls' living room seems tailor made for that. We could have easily bound Aether and Stonewall there with these two fetters (the plant is Earth, the beachball is Air):

http://img687.imageshack.us/img687/7365/earthandair.png

But both our Elementals come with few powers this early in the game. I will show them off in the Triple Pumpkin run, however.

Now, Kill Zones. They are a really good way to make everyone flee, but if you find yourself relying on them too much, later levels of the game will floor you, as a Kill Zone depends on how many fetters you're given in the same room and how many mortals pass by the area, and both of those things are mostly outside of your control (you can hijack the latter variable with lure powers, like Weatherwitch's Siren Song, but fetter placement is entirely up to the game). And let me tell you, some of the latter stages are EVIL in regards to fetter generosity (or, should I say, the stage's lack thereof).

I will be updating the second post with the basic mechanics of the game (and some screenshots), and I will keep it updated as we progress and the more complex aspects of the game begin to appear. I have also updated the roster with our newest addition, who happens to be my third favourite ghost.