Movie Night [Ghostbusters Day]: Ghostbusters (2016)


Throw on your proton pack and get ready to bust some ghosts because June 8th is officially “Ghostbusters Day”! Ghostbusters (Reitman, 1984) was first released on this day back in 1984 and has become a major pop culture franchise that includes comic books, a popular cartoon and line of action figures, and videogames.


Released: 15 July 2016
Director: Paul Feig
Distributor: Sony Pictures Releasing
Budget: $144 million
Stars: Kristen Wiig, Melissa McCarthy, Kate McKinnon, Leslie Jones, Chris Hemsworth, Neil Casey, and Andy García

The Plot:
Estranged friends and physicists Doctor Erin Gilbert (Wiig) and Doctor Abby Yates (McCarthy) team with engineer Doctor Jillian Holtzmann (McKinnon) and transport employee Patty Tolan (Jones) to investigate a spate of ghost sightings across New York City, creating both chaos and controversy.

The Background:
Originally conceived by Dan Aykroyd as a project for himself, Eddie Murphy, and John Belushi, Ghostbusters came into being when director Ivan Reitman, writer/actor Harold Ramis, and Bill Murray joined the project. A critical and financial success, it was followed by an under-rated sequel that both underperformed financially and was met with mostly negative reviews, Rumours of a third movie circulated for decades, often stalling due to Murray’s reluctance to return and Aykroyd’s ambitious scripts being too costly to produce. After everyone got on the same page for Ghostbusters: The Video Game (Terminal Reality, 2009), plans for a third movie regained traction, however Murray continued to veto scripts and Columbia Pictures eventually decided on a complete reboot rather than a sequel. Initially marketed as a soft reboot set in the same continuity and later distinguished by its tagline, “Answer the Call”, the new Ghostbusters would feature an all-female lead cast, a decision that effectively killed the film for many audiences. After the leads and cameos for many of the original cast (including, bizarrely and hypocritically, Murray) were secured, Sony Pictures Imageworks produced 1700 visual effects shots for the film, which also included some more traditional, practical effects. Unfortunately, controversy surrounding the casting, its status as a reboot, and claims that director Paul Feig failed to conduct reshoots saw Ghostbusters underperform at the box office. While some reviews praised it as a fun time with some entertaining performances, others criticised the overreliance on CGI and uninspired script. In the end, the vocal negative reaction and undue racial and sexual backlash towards the film killed any plans for a sequel. While the characters lived on in IDW’s comics, Columbia Pictures opted to ignore the film and produce a legacy sequel to the original five years later.

The Review:
Rather than being a legacy sequel or a re-quel, as the original trailers first suggested, this version of Ghostbusters is a complete reboot with an all-new cast, though all the principal names from the original movies appear in cameo roles and the film does follow a similar narrative structure. Erin starts the movie on the cusp of earning tenure at Columbia University and desperate to impress department head Doctor Harold Filmore (Charles Dance) with her capability and professionalism. She’s thus very perturbed when Ed Mulgrave Jr. (Ed Begley Jr.) shows up with a copy of her previous co-authored musings on the paranormal and asks her to investigate ghost sightings at the allegedly haunted Aldridge Mansion after an employee (Zach Woods) is attacked following a tour. Ashamed of her past dealings with the supernatural and wishing to shut down any further publications of the book to secure her teaching position, Erin’s forced to confront her co-author and former friend, the loud and obnoxious Abby Yates. While the two were best friends in high school and Abby was the only person who believed Erin was haunted by the ghost of her mean old neighbour as a child, the two have grown distant in recent years and Erin is exasperated that her old friend would republish their work just to get some extra revenue for her research. Unlike Erin, who abandoned the paranormal to focus on physics, Abby never gave up researching and pursuing the supernatural and her interest is only encouraged by her partner at the Kenneth P. Higgins Institute of Science, enthusiastic engineering physicist Jillian Holtzmann. Together, they’ve assembled a mess of prototype gadgets and gizmos to detect, subdue, and (eventually) capture ghosts, all while going under the radar of the institute’s dean, Thomas Shanks (Steve Higgins). However, after Erin reluctantly accompanies the two to the Aldridge Mansion and they’re attacked by its resident malevolent spirit (Bess Rous), all three lose their jobs when their frantic, indistinct footage goes viral, forcing them to relocate to a cramped apartment space above a Chinese restaurant since they can’t afford the outrageous rent for the more familiar firehouse.

Four misfit women come together to investigate and capture the ghosts suddenly haunting New York.

Despite having no income, Holtzmann continues to tinker with their equipment, dreaming up a clunky prototype proton pack and additional weapons, all scavenged from whatever resources they can get their hands on and the equipment they liberate from the institute. With her distinguished career in tatters, Erin has no choice but to team with the two to establish themselves as bona fide paranormal researchers, though her reluctance is swayed when goofy hunk Kevin Beckman (Hemsworth) shows up to be their receptionist. Despite noted supernatural debunker Doctor Martin Heiss (Bill Murray) publicly discrediting the “Ghostbusters” (a name Erin begrudgingly comes to accept), lonely and explosive transport employee Patty Tolan comes to the team after sighting a ghost (Dave Gruber Allen) in the subway. This leads to the perfect field test for Holtzmann’s new gear, which successfully ensnares the spook and encourages her to make the weaponry smaller and more accurate, as well as cooking up a containment unit to capture a ghost for them to study. Amazed by the experience, Patty joins the team and provides them with overalls to keep them from being slimed by the ghosts’ ectoplasm and even provides them with a vehicle, a hearse borrowed from her uncle (Ernie Hudson) that Holtzmann repurposes into something more akin to Ecto-1. The team is kept surprisingly busy as more ghost sightings are called in, and are troubled and confused by strange, burned-out devices at each location, leading to a very public display of their abilities at a heavy metal concert that sees them successfully capture a ghost and become overnight celebrities. This earns them the attention of Mayor Marth Bradley (García), who reveals that they (and Homeland Security) and well aware of the supernatural threats and cautions the group that they’ll be publicly labelled as fraudsters despite his office acknowledging their contributions to the situation. Undeterred, the Ghostbusters continue their research, continue to get calls, and continue to pay their bills and build more accessories for their actions, presumably eating into their savings since none of them have a family home to remortgage.

Rowan’s mad plot sees him unleash ghosts upon the city and become a gigantic spirit!

This minor plot point aside, I have to say that I enjoyed the rapport between the four leads. I could’ve done with less toilet humour from the always obnoxious McCarthy (who’s clearly been given license to ad-lib a lot of her lines, leading to some awkward moments) and the two cringe-inducing musical numbers, but the four had great chemistry. I must’ve missed how she and Abby fell out but their issues are quickly worked out within the first fifteen minutes as Erin is swept up in Abby and Holtzmann’s paranormal research. Holtzmann was a great standout for me; I loved how wacky and enthusiastic she was. Patty was also great, being loud and having a down-to-earth attitude that made for some fun comedic moments. It definitely felt like the four bounced off each other well and were left to do their own thing with the material, and I liked that they didn’t bog down the runtime with immature disagreements or love triangles. Kevin is mostly played as a bumbling idiot who can’t work a phone properly but is easy on the eyes (for Erin, at least), while even Mayor Bradley acknowledges their good work despite having to discredit them to keep ghosts a secret. They’re very real, however, and being actively summoned through devices built and placed by doomsayer Doctor Rowan North (Casey), a socially maladjusted man who’s been convinced by a horde of malevolent spirits that the world needs to be “cleansed” by breaching the barrier between the living and the dead. He plants these devices along “ley lines” to break down the barriers, and ultimately crosses over himself when he commits suicide after being confronted by the Ghostbusters, an act that only increases his power as his spirit possess first Abby and then Kevin. Far from seeking to bring forth an Eldritch God, Rowan wishes to unleash the spirits of the dead upon the world and trigger an apocalypse, leading to a string of ghosts to rum amok through Times Square in a surprisingly impressive CGI finale that evokes both the original movie and the cartoon with some off the ghosts’ wacky designs.

The Nitty-Gritty:
Although I was surprised by how much I didn’t mind this version of Ghostbusters, it is strange to me that the filmmakers went for a full-blown reboot rather than trying to tie it into the original canon. This is doubly confusing by the cameos from returning actors as Patty could have easily been Winston Zeddemore’s niece, Erin could’ve been the daughter of one of the other original Ghostbusters, and Mayor Bradley’s line about the paranormal being covered up could easily have been used to explain why the Ghostbusters have been defunct for so long. I just find it odd, especially as Extreme Ghostbusters (1997) and the later legacy sequels showed that a generational story could work in this universe. To its credit, though, Ghostbusters does do things a little differently. For starters, we spend more time with them field testing their equipment and Holtzmann puts together a bunch of different gadgets for them to use, including ghost-busting grenades and a glove accessory, though sadly I felt their new uniforms left a lot to be desired and Ecto-1 is largely an afterthought until the finale despite boasting its own armaments. Secondly, the team have to earn their firehouse by saving the city, meaning they’re working in cramped quarters for the entire film and the team seem far less adept with their cobbled together equipment, often being knocked on their asses or flung through the air for comedic value. This isn’t to say that they’re incompetent, but it’s interesting that these Ghostbusters are more likely to flip out in excitement and appear like raving lunatic compared to their more subdued predecessors. I was glad that the film didn’t fall back on crude, man-hating humour but the toilet humour and musical numbers were a bit weird. The movie seems to be trying to force comedy where the original so effortlessly executed it, and it doesn’t always land. Hemsworth is funny in his role and there were some good moments between the leads, but often it felt like this was more accidental than intended. I liked that the four come together much faster than the original four, allowing a lot of screen time and personality for each, though we learn more about Erin than any of the others until Holtzmann’s surprisingly emotional toast in the finale.

The team’s gadgets, rapport, and the film’s ghosts were surprisingly entertaining.

This Ghostbusters also veers into the horror aspect in surprising ways. Obviously, there’s no blood or gore but the ghosts are pretty horrific here, appearing as looming, intimidating spectres that roar and spew ectoplasm and loom from dark corners. The subway ghost (apparently the victim of the electric chair) was surprisingly menacing, as was the gargoyle that terrorises the heavy metal concert and gives Ozzy Osbourne a scare. In fact, the ghosts and the special effects were really impressive here, even though there are obvious moments where the film was pandering to the 3D craze of the time, potentially because the filmmakers are mixing real actors and practical effects with the CGI. Fan favourite Slimer (Adam Ray) even briefly shows up and the Ghostbusters tackle a spectral balloon parade during the final act, eventually being squashed and almost suffocated by an inflatable Mr. Stay Puft. These balloon ghosts were really fun and reminded me of the old cartoon, as did the barrage of malicious spirits Rowan unleashes upon Times Square. While it’s kind of crazy that the ghosts attack one at a time rather than using their obvious superior numbers and powers, this is an impressive showcase of the Ghostbusters’ teamwork, camaraderie, and Holtzmann’s gadgets as they evaporate spirits all over the place. They tackle a skeletal pilgrim, a towering, monstrous corruption of Uncle Sam, and innumerable wicked spirits in an all-action showcase the original film could only dream of. It’s a good thing these special effects work so well as Ghostbusters is crammed full of some of the most egregious product placement I’ve ever seen, to the point where it’s almost painful, to say nothing of its parade of cameos. It’s nice to see the original actors show up but it’s also kind of a slap in the face since they dragged their feet on making a third movie, only to later return to their roles anyway. It just makes me wish the film had been a legacy sequel, or an offshoot following a new team in a new city.

Despite Rowan’s army and girth, the Ghostbusters are victorious and finally legitimise themselves.

As the Ghostbusters investigate the spate of hauntings and slowly build their confidence in tackling and trapping ghosts, they discover strange devices not unlike their proton packs at each location. Together, the four figure out that they’ve been placed at ley lines, with Erin and Abby theorising they could weaken the barriers between life and death. This is exactly what Rowan hopes to do having grown despondent by humanity and society’s treatment of him and having made contact with the malevolent spirits seeking to “pester” the living with unspeakable tortures. Ignored and mistreated by those around him, Rowan easily places his devices and grows increasingly aggravated by the Ghostbusters’ interference, before dramatically killing himself so he can possess Abby and wreck their equipment. He then upgrades to hijacking Kevin’s body to enact the final stage of his plot, the activation of a large device that, similar to the first film, unleashes a hoard of ghosts upon New York City. When the Ghostbusters’ frantic warnings are met with scorn and dismissal, they suit up to tackle the threat directly, subduing Rowan’s army and confronting him in Times Square. There, he toys with them, promises to bring about the end of days, and eventually corrupts their iconic logo to become a Kaiju-sized apparition and go on a rampage not unlike Gozer the Destructor’s (Paddi Edwards/Slavitza Jovan) as a gigantic Mr. Stay Puft and the opening sequence of the old cartoon. Though their proton packs are useless against the creature, the Ghostbusters trick Slimer into driving Ecto-1 into the swirling vortex Rowan conjured, turning it into a giant ghost trap and sucking him in. Though Rowan tries to drag Abby down with him, Erin rescues her and the team are heralded as saviours, despite Mayor Bradley continuing to downplay the paranormal threat. In the aftermath, the Ghostbusters finally move into the iconic firehouse and further upgrade their operation thanks to secret funding from city officials, constructing a containment unit and a device to monitor spooky sound waves, alerting the team to a potential threat named “Zuul”…

The Summary:
After years of hearing nothing but negativity about the Ghostbusters reboot and being sure that I would hate it due to a combination of Melissa McCarthy and what would surely be an obnoxiously anti-male stance, I was surprised by how much I enjoyed this film. While it teases appealing to the lowest common denominator with some of McCarthy’s painfully unfunny toilet humour, the film shows some surprising restraint in its all-female approach, characterising the leads not as sex-starved bimbos or wacky nuts obsessed with their genitals but as kooky, enthusiastic, and ultimately good natured individuals who come together as a team and family to save the city. While I’m not a fan of McCarthy, I did enjoy Abby’s sisterly relationship with Erin and Holtzmann, whose energy and mad scientist aesthetic was a constant stand out. Patty was also great, bringing a grounded rawness to the team and I really enjoyed the banter with the four, who all appeared as equals and to have a deep respect for each other, even if they drive each other crazy at times. While the film hits many of the same notes as the original, I liked that it changed things just enough to stand on its own, from the different equipment, the bumbling receptionist, and the main villain. Rowan’s threat was palpable by the end and I really liked the depiction of and the variety in the ghosts, who were surprisingly creepy even when they were charging at the screen for a jump scare. While I would’ve much preferred this was a legacy sequel or a spin-off to better utilise all those cameos, I do think Ghostbusters gets a bad rap that isn’t fully justified and that perhaps things would’ve been different if it had been a legacy sequel, allowing these characters to return in future films. As is, it’s obviously not as good or as iconic as the original but nostalgia is a big part of the original’s appeal and I think there’s enough here to allow this Ghostbusters to work as a comedy/horror for a new generation.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to the Ghostbusters reboot? Were you disappointed that it wasn’t a legacy sequel or do you think it works better as a standalone film? Which of the new characters was your favourite and did you like their rapport and new gadgets? What did you think to the ghosts and the bigger, action-packed finale? Did you enjoy IDW’s continuation of this universe? Which Ghostbusters film or project is your favourite and how are you celebrating Ghostbusters Day today? Whatever your thought about the Ghostbusters reboot, drop a comment below, support me on Ko-Fi, and go check out my other Ghostbusters content.

Mini Game Corner [Ghostbusters Day]: The Real Ghostbusters (Arcade)


Throw on your proton pack and get ready to bust some ghosts because June 8th is, officially, “Ghostbusters Day”! Ghostbusters (Reitman, 1984) was first released on this day back in 1984 and, since then, has become a major pop culture franchise that includes comic books, a popular cartoon and line of action figures, and videogames and it is, easily, one of my favourite films and franchises from that era.


Released: 1987
Developer: Data East
Also Available For: Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum

A Brief Background:
After Ghostbusters became a big hit, it spun off into a pretty significant franchise comprised of an under-rated sequel, a questionable reboot, some okay modern follow-ups, and a handful of videogames. The first Ghostbusters-branded videogame was a multi-platform release from Activision that was a huge success despite being wildly different across each home console and containing humorous grammatical errors. This was followed up by an arcade title loosely based on one of the most memorable Ghostbusters spin-offs, the much-loved cartoon. Licensing issues saw the game released as Meikyuu Hunter G in Japan, which included redrawn sprites, the removal of the iconic Ray Parker Jr. song, and the multi-player stripped down to two players instead of three. Unlike the beloved cartoon, The Real Ghostbusters attracted mixed reviews across its various iterations; while some praised the fun gameplay and graphics, many others disagreed and criticised it as an ugly, repetitive, unfair and undemanding, and overall unimpressive shooter.

The Review:
I’m doing things a little differently for my review of the Real Ghostbusters arcade game. It’s a naturally shorter review but that’s mainly because the game is so short and simplistic that I don’t see the point in dragging it out too much, but I was also able to finish it so I want to touch base with everything I saw and give it a proper rating. The Real Ghostbusters is a top-down, semi-isometric shooter not unlike its successor, Smash TV (Williams, 1990), perhaps the most popular of this genre. The game allows up to three players (because, once again, Winston Zeddemore gets the shaft) to play simultaneously, but your character is never identified onscreen by name (they’re just “1Up”, “2Up”, and “3Up”) and their sprites are just palette swaps, so you have to go by the colour of their uniforms (blue for Doctor Egon Spengler, yellow for Doctor Ray Stantz, and orange for Doctor Peter Venkman). They also all play exactly the same; there are no stats or attributes to differentiate them, so it really doesn’t matter which character you play as (though “2Up”/Orange/Venkman stands out a little more against the backgrounds). The Real Ghostbusters offers basic, arcade-style gameplay; you simply move your character around the ten stages and blast at monsters with your proton pack using two buttons: one that fires a slower, infinite projectile shot and one that unleashes your proton stream. The proton stream is tied to a yellow meter under your character’s name and score. As you fire it, the meter depletes and you’ll need to grab power-ups or insert a coin to replenish it, which is necessary as the proton stream is the only way of sucking up the ghosts that pop out from defeated baddies and earning points to both out-do your friends between stages and work towards earning extra lives, which are awarded for every one hundred ghosts you capture.

Players compete against each other to grab power-ups and capture the most ghosts.

Following the big title font and a fun scene of Ecto-1 pulling up outside of the Ghostbusters’ headquarters, you’re dropped into the first stage and tasked to “Capture the ghosts, collect the keys, save the city” which is done by zapping the bizarre monsters and ghouls that swarm every area and confronting a boss at the top of the stage. This earns you a key to move on to the next stage, but the game very quickly recycles its environments; you’ll explore the dilapidated rooftops on the first and final stages, then play through a canyon (with bones scattered all about), a graveyard (containing gravestones and tree stumps), a moss-infested catacomb, and a more Hellish variant of the graveyard over and over between the first and last stages. While the environments are quite repetitive, the action is thick and fast. Ghoulies, goblins, and nightmarish creatures infest every screen, constantly respawning, shooting lightning bolts or other projectiles, and making a beeline towards you. As if that wasn’t bad enough, laughing spikes pop up from the floor and the excised spirits will steal power-ups if you’re not fast enough. You’ll also have to climb (well, just walk up) ladders and cross tree trunks to progress, sometimes by blasting rocks or trees to make them appear. Be careful, though; there are a lot of things you can blast, like toxic waste bins and barrels and such, but some of these are just as likely to spawn more enemies as they are power-ups! Power-ups include upgrades to your proton stream and projectile shot to make them more powerful and replenish your meter, an “aura” shield that protects you from damage, and a “Green Ghost” (because, apparently, Slimer wasn’t a popular name just yet?) that both protects you and takes out enemies for a short time. There is also a power-down item, helpfully indicated by its skull-and-crossbones symbol, that debuffs your shot, so watch out for that, but two or more players are able to cross their streams for a more powerful attack. You also have to deal with a timer; you have five in-game minutes to clear each stage, but you can earn more time by inserting a coin or grabbing a power-up. Finally, The Real Ghostbusters is classic coin-muncher if I ever saw one; it’s one-hit kills here and you’ll die a lot throughout the course of the game as the enemies just never stop coming. It’s actually quite impressive how many appear onscreen at once and the sheer variety on offer; it’s a shame that the music didn’t get the same attention as the chip-tune rendition of the iconic Ghostbusters soon wears out its welcome after a few minutes.

The gruesome bosses are recycled and poor substitutes for more iconic Ghostbusters foes.

The Real Ghostbusters is similarly limited in its gameplay variety; between each stage, the Ghostbusters deposit the spirits they’ve captured into the containment unit for bonus points and extra lives, but this is purely a non-interactive cutscene and there are no bonus games to break up the action here. The same goes for the game’s bosses; sure they’re bigger and tougher than the regular enemies and are accompanied by a boss theme, but they don’t require any more skill on your part than to keep blasting and avoiding taking a hit. As if that wasn’t bad enough, the game both recycles bosses and substitutes a boss battle with a gauntlet against swarms of enemies. I gave this a pass at first since the first two introduced two new enemies to the game (weird rotund bird-things that extend their beaks and scythe-wielding demons), but the third gauntlet is simply against the bulbous purple bolt-shooting monsters you’ve been busting all along. The first boss is two large, cloaked figures that resemble the Grim Reaper and bop about shooting spooky napkins. The second is a disgusting, blob-like monster with a gnashing face in its stomach and a single, disgusting eye at the end of an extendable neck, and both of these guys appear again at the end of stage nine. Extendable appendages and swarms of projectiles are commonplace with The Real Ghostbusters’ bosses; the two wall-mounted demons in stage four, the scarier robed priests of stage six, and the lava/rock golems of stage seven all featured these tactics though the priests mix things up a bit by being able to teleport and the golems come armed (literally) with swinging maces. Rather than taking on the iconic Stay Puft Marshmallow Man, your final challenge is to fight to the end of the rooftops and battle two of these golem-like giants, something that’s barely a challenge at all since you can easily make mincemeat of all the game’s enemies with three players. Defeat them and you’re treated to an odd scene of the ghosts and monsters all escaping the Ghostbusters’ firehouse (it’s almost as if the intro and outro cutscenes should’ve been reversed to show the ghosts escaping and the Ghostbusters returning home victorious), a bit of congratulatory text, and the chance to enter your initials into the high score table.

The Summary:
I love a good, mindless arcade title, especially one where you can just keep pumping in coins and mowing down waves of enemies to achieve victory. I actually have memories of playing the Amiga version of The Real Ghostbusters back when I was a kid and quite enjoying it, especially compared to the more confusing and taxing Ghostbusters (Activision, 1984), and I could definitely see myself and other kids blowing our pocket money on this fast-paced action shooter back in the day. Having said that, the game is painfully basic; the lack of bonus stages and gameplay variety is staggering, even for an arcade title, and things quickly become repetitive and chaotic. I was obviously emulating the game, so I had unlimited credits, making it a breeze to blast through; while enemies swarmed the screen and took me out again and again, I was back in action at the press of a button but all this tells me was that The Real Ghostbusters was unfairly cheap and designed to rid you of your hard-earned coins with its one-hit kills, strict timer, and sheer amount of enemies. While the chip-tune music gets grating and the semi-isometric perspective can be a little confusing, the game looks decent enough. The Ghostbusters might look awful, but the monsters are all suitably bizarre, Lovecraftian creatures, though this visual appeal is diminished by the fact that most of them just bounce, fly, or wander about shooting the odd projectile. The power-ups are kind of fun but, again, basic; why not change up the projectiles the Ghostbusters shoot or have a screen-clearing bomb or something? Also, the lack of Mr. Stay Puft really diminished the appeal and finale of the game; he was the obvious final boss, but The Real Ghostbusters chose to play it cheap and safe and cycle previous bosses instead. Overall, The Real Ghostbusters was a decent enough arcade game, especially with three players, but nothing massively memorable or innovative.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played the Real Ghostbusters arcade game? If so, what did you play it on and did you enjoy it? Which Ghostbuster did you play as, and were you upset by Winston’s absence? Were you disappointed by the recycled bosses and environments? What are your memories of The Real Ghostbusters and how are you celebrating Ghostbusters Day today? Whatever your thoughts and memories of Ghostbusters, feel free to share them below and be sure to check out my other Ghostbusters reviews across the site.

Movie Night: Ghostbusters: Frozen Empire

Released: 22 March 2024
Director: Gil Kenan
Distributor: Columbia Pictures
Budget: $100 million
Stars: Mckenna Grace, Paul Rudd, Callie Coon, Finn Wolfhard, Dan Aykroyd, and Ernie Hudson

The Plot:
After embracing their family legacy as Ghostbusters, Callie Spengler (Coon) and her kids, Phoebe (Grace) and Trevor (Wolfhard), move into the team’s old firehouse headquarters in New York City with former teacher Gary Grooberson (Rudd). However, Ghostbusters old and new are forced to unite against a new demonic threat that threatens to blanket the city in an endless winter.

The Background:
Ghostbusters (Reitman, 1984) started out as a way for Dan Aykroyd to finally join forces with Eddie Murphy and close friend John Belushi, before director Ivan Reitman, writer/actor Harold Ramis, and comedian Bill Murray joined the project and produced a critical and financial success. This led to the under-rated Ghostbusters II (ibid, 1989), which sadly underperformed and was mostly met with negative reviews, and a muchmaligned 2014 reboot. in 2021, almost ten years later, Reitman’s son, Jason, revived the franchise with Ghostbusters: Afterlife, a direct continuation of the original films that depicted a new generation of Ghostbusters, grossed over $204 million worldwide, and was largely praised for its cast, atmosphere, and references to the first film. Bolstered by the film’s success, Aykroyd hoped to see multiple follow-ups, the first of which became a reality when director Gil Kenan signed on to direct, Jason Reitman returned as a producer and co-writer, and cast old and new signed on to return. This time around, the filmmakers drew inspiration from the popular Real Ghostbusters cartoon (1986 to 1991), returned the action to New York City, and was dedicated to Ivan Reitman, who sadly died between movies. Ghostbusters: Frozen Empire barely cleared $191 million at the box office and was met with largely mixed reviews. While critics praised the actors and nostalgia-ladened atmosphere, they also criticised the bloated cast and its derivative narrative, though the filmmakers remained hopeful that more movies would follow.

The Review:
I think it’s only fair to say that, despite being a lifelong Ghostbusters fan, I wasn’t all that enamoured by Ghostbusters: Afterlife. I didn’t like how the film wasted so much of its runtime catching us up (or reminding us of) the Ghostbusters’ past, or that everyone slagged Doctor Egon Spengler off until the final act, which suddenly celebrated him and the late Harold Ramis. It felt a bit too safe at times, repeating many elements of the original film, and spent a lot of time building up the new characters and their dynamics but not in a ghost busting context. However, it ended with the promise that the Ghostbusters would be back in action in New York City and, to be fair, Frozen Empire opens with that very much being the case. After a pretty terrifying opening flashback showing the power of the film’s newest demonic villain, the film jumps to the present day to find Gary Grooberson busting ghosts alongside his surrogate family – matriarch Callie Spengler and her teenage children, Trevor and Phoebe. Having relocated to New York in the interim, the new team not only use the old firehouse, car, and equipment but new gear like Ecto-1’s gunner seat and remote-controlled ghost traps. As exhilarating as their new profession is for them, however, the Ghostbusters still attract a fair amount of negative press; their reckless ways cost the city millions in repairs and earn them the ire of perennial Ghostbuster hated Walter Peck (William Atherton), now inexplicably the Mayor of New York City and wielding the power to threaten the Ghostbusters’ livelihood (despite the financial backing of former Ghostbuster Doctor Winston Zeddemore (Hudson)). While this later becomes a real threat to their operation, Peck initially makes good on his promise by forcing the team to bench Phoebe since she’s underage, a catalyst that kicks off a handful of the film’s many plot threads.

Despite her enthusiasm for ghost busting, Phoebe is sidelined and makes some odd decisions.

Despite her vast intelligence and enthusiasm for the job, Phoebe is effectively barred from ghost busting, driving a wedge between her and her mother and testing her already awkward relationship with Gary. While Gary is eager to be more than just the kids’ confidant and friend, he’s unsure of his boundaries in his strangely unaffectionate relationship with Callie; while she urges him to be a more assertive father figure, he struggles to fill that role out of fear of overstepping the mark. This could’ve been an intriguing plot thread and, indeed, the ghost (no pun intended) of its potential is weaved throughout the film and hastily paid off in the climax but, for the most part, neither Phoebe or Trevor seem all that bothered. They largely accept Gary and Phoebe only lashes out at him due to her frustrations about being benched and ostracised from what she sees as her legacy. She finds some solace when she befriends a ghost girl, Melody (Emily Alyn Lind), which almost explores the question of what it means to be a ghost, adds a humanising element to the spookers, and hints towards Phoebe’s sexuality but, again, these elements are strangely undercooked and boil down giving her a friends to talk to who she stupidly risks her life to grow closer to, only to be burned when Melody begrudgingly betrays her. Much of the film does revolve around Phoebe, which is great as she was the standout character of Afterlife and some of the best parts of Frozen Empire revolve around her investigating the demonic Garraka alongside Doctor Raymond “Ray” Stanz (Aykroyd). Truthfully, these elements should’ve had much more screen time, same as Winston’s Paranormal Research Center, which could’ve offered Phoebe an alternative to ghost busting but instead existed as a fantastical expansion on the firehouse’s eco-containment field and uncomfortably positioned new character Doctor Lars Pinfield (James Acaster) and the returning as Lucky Domingo (Celeste O’Connor) as glorified zookeepers who forcibly extract, imprison, and experiment on unquiet spirits.

The bloated cast bogs down the run time, but at least the old team have more to do this time.

Still, at least Phoebe has something to do here. The same can’t be said for Trevor, who’s primary arcs here involve whining about wanting to be treated as an adult and trying, in vain, to capture Slimer, who’s taken residence in the firehouse attic. His reunion with Lucky is barely a factor and I honestly wouldn’t have missed him if he wasn’t in the film as he really doesn’t do anything of note accept try to help capture ghosts, which is a shame considering him and Phoebe should really be at the forefront of this new generation of Ghostbusters. Similarly, Callie has very little to do here; so little, in fact, that Phoebe angrily attacks her position in the team, criticising her for not being a scientist and only being a member because of her last name. Her sole function is to push Gary to back her up and be a more assertive father figure; otherwise, she’s basically a non-factor. This is the same for Podcast (Logan Kim), which is, again a real shame as he’s got a lot of screen presence and charisma and the whole point of Afterlife was setting up these kids as the new team. Instead, he’s just kinda here because he was in the last film and could easily have been missing without the plot being impacted. On the plus side, Ray gets a lot more to do this time around; Phoebe affectionately refers to him as “Dr. Ray” and Aykroyd’s enthusiasm is infectious, making him a real highlight. Similarly, Winston also gets more play as a mediator between Peck and the Ghostbusters, and offering solutions to their storage and tech issues. In fact, one of the best scenes is him and Ray interacting where Winston chastises Ray for his recklessness given his age, though this also makes me wish we saw more of the old team as mentors to the newbies.

Bungling Nadeem is potentially the only one capable of stopping the demonic Garraka.

This, however, leads into one of Frozen Empire’s biggest issues: there’s just too many characters here and not a lot for them to do. Doctor Peter Venkman (Bill Murray) also shows up, but more as an obligation and a cameo, with Murray appearing bored and painfully aged compared to Ernie Hudson. Former Ghostbuster receptionist Janine Melnitz (Annie Potts) rounds out the old cast, and even suits up at the end, but again is just here as nostalgia bait and really doesn’t offer much to the movie. Add to that the aforementioned James Acaster and a brief appearance by Patton Oswalt and you have a painfully bloated cast that left me thinking many of these roles could’ve been trimmed down, excised, or replaced with other characters and the film’s pacing would’ve been much improved. The most egregious new role, for me, was Nadeem Razmaad (Kumail Nanjiani), an awkward and out of place comic relief in a horror comedy stuffed with comedic actors. Nadeem sells his grandmother’s possessions to Ray, unaware that he’s giving up his responsibility to protect the orb (which contains Garraka’s evil) from harm, and reluctantly learns it’s his destiny to help stop Garraka by mastering his innate pyrokinetic abilities. Sadly, he’s more annoying than funny and, while his firebending abilities help out in the end, I could’ve easily done with him being excised, the Ghostbusters simply finding the orb, and more time being spent on Phoebe outfitting the proton packs with brass to tackle Garraka. This demonic demigod is more of a looming threat than a tangible presence, only appearing in the flesh (so to speak) in the final act, and is truly a terrifying figure, with many awesome powers, but sadly loses a lot of the menace established in the chilling opening with his poor body count. It’s a shame as I liked the aspect that other ghosts were terrified of him, and that he can control them, but it’s not like he manipulates an army of ghostly minions and he shows up way too late, and is far too monstrous, to have much characterisation beyond being unknowably evil.

The Nitty-Gritty:
Given the presence of Callie and her kids and their newfound lives in the firehouse with Gary, a prominent theme remains family. As mentioned, Gary struggles to assume a more prominent role in the kids’ lives; he wants to be more than just a friend and co-worker and their mum’s boyfriend, but isn’t sure about how to go about that as he’s worried about overstepping the mark. As Phoebe becomes more outspoken and resentful, Gary gets some opportunities to be more assertive, but earns her respect and the “Dad” title by the conclusion simply by supporting her in the battle against Garraka. The familial theme is primarily supported by Phoebe and Gary, with Callie not showing any pressure about living up to her father’s legacy and Trevor more concerned with Slimer, so this fell a little flat for me. Another theme is of age; Winston chastises Ray for endangering himself and the kids by not letting go of his ghost busting ways, but not only continues to support the Ghostbusters but even suits up alongside them out of loyalty and nostalgia, unable to resist the call of adventure. Venkman also joins them and falls into this category, but simply by being present; he has no real arc in the film except being an ass who tries to steal the spotlight. Other notable themes include destiny, with Nadeem being sceptical and then astounded to learn of his birthright, and the question of what lies beyond, briefly explored in Phoebe’s interactions with Melody.

The nostalgia bait is strong in this one, but not enough to save the plodding pacing.

Even more so than Ghostbusters: AfterlifeFrozen Empire leans heavily on nostalgia; we’re back in New York City and in the firehouse, for starters, so many of the same locations are onscreen, most explicitly the New York Public Library, with convenient exposition basement. This doesn’t always land for me; it’s good to see Slimer back, even in a small role, but I could’ve done without seeing the Mini-Pufts as they weren’t really necessary and the “possessor” ghost could’ve filled that role. On the plus side, the outfits, equipment, and effects all look great; Ecto-1 has a lot of new features, like drones and remote control cars, we get to see Ecto-C (a motorcycle with sidecar and mounted proton pack), and some of the team don new red outfits and upgraded proton packs in the finale. The ghost effects are bolstered by CGI but seem to also include some traditional practical work, especially Slimer, though Garraka casts an intimidating figure whenever he’s onscreen, which just makes me wish we saw more of him. Actual ghost busting is few and far between here, which was disappointing for me considering it seemed like we’d see the Ghostbusters in full force. Instead, the film rehashes the overstuffed containment grid plot and spends more time exploring Phoebe’s burgeoning relationship with Many. However, I wasn’t sold on this; something about a human, talkative ghost raises some weird questions for me about the Ghostbusters’ work and I found it ludicrous that Phoebe, who’s basically a genius, would willingly have her spirit sucked out of her body to be closer to her new friend.

Ghostbusters old and new come together to take down Garraka and redeem the team’s reputation.

One aspect I did enjoy about Frozen Empire was that it at least had a new villain. Garraka may not’ve featured into the main plot as much as I’d like (though, to be fair, neither did the previous villains), but at least the film didn’t rehash Gozer again. Much of the film is focused on Garraka’s orb, its history, and the threat it poses if opened; so, naturally, Dr. Pinfield tries to extract its presence. However, it’s Phoebe who unwittingly unleashes the demon; tricky by a reluctant Melody, she leaves herself open to Garraka’s possession and speaks the incantation which unleashes him. He then promptly ushers in an unnatural ice age across the city and causes the containment unit to breach, which is said would give him an army of ghosts to control but this doesn’t actually happen; the spirits just fly off and we never see them do anything. The new and old Ghostbusters gather at the firehouse to fend of Garraka, only to find his power is so great that he can freeze their proton streams, leaving their fate in the hands of Phoebe and her brass-empowered proton pack and the bungling Nadeem. Luckily for them, Melody has a change of heart and gives Nadeem the flame necessary to weaken Garraka, which allows Phoebe and her family to ensnare him while the old Ghostbusters fiddly with the containment unit and suck him up. In the aftermath, Peck caves to the overwhelming public support and the Ghostbusters are celebrated as heroes once more and head out to round up the ghosts that escaped, presumably meaning the next movie will feature some actual ghost busting rather than a lot of exposition, nostalgia bait, and wasted characters. I just don’t get how Peck, a guy who worked for the Environmental Protection Agency, became Mayor of New York City. I don’t get why Dr. Pinfield and Doctor Hubert Wartzk (Patton Oswalt) needed to exist; I feel Ray, Peter, and/or Winston could’ve fulfilled their roles. I don’t get why Trevor, Lucky, and Podcast were sidelined, why there was little chemistry between Gary and Callie, or why the film played it so safe when it had a great opportunity to tell a new, fun story about a dysfunctional family of Ghostbusters who are mentored by their older (but no less spritely) superiors.

The Summary:
If it’s not clear, I was left bitterly disappointed by Ghostbusters: Frozen Empire. The film’s runtime is shorter than its predecessor’s and not much longer than the original films and yet it just dragged so much, especially in the middle and with all the exposition into Garraka. I get wanting to explain the new threat, but it just went on and on and then the payoff was really flat and lacked any stakes as we never saw any civilians in danger. The film’s just far too bloated with too many characters and plot lines; I get Phoebe being mad about being benched, but she could’ve found a new life in Winston’s lab, researching ghosts and such, and found solutions to their problems from there. The family dynamic was lacking for me; Callie and Trevor may as well have been absent as they didn’t do anything of note, which was really disappointing considering how important they were in Afterlife. I liked that Ray and Winston had bigger roles, but I believe that the old team should be relegated to cameos and supporting roles, especially if you’re trying to establish a new generation of Ghostbusters. It’s difficult for me as there was a lot to like here in the aesthetic and nostalgia bait, but something was missing for me and Frozen Empire just faltered midway through and failed to stick the landing, making for a disappointing and often dull viewing experience that could’ve been so much more.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Ghostbusters: Frozen Empire? Were you also thrown off by the pacing and bloated plot threads or did the nostalgia bait balance this out for you? What did you think to Phoebe’s sub-plot and her relationship with Melody? Would you have liked to see more from Garraka, and were you a fan of the “Firemaster” element? Which Ghostbusters movie is your favourite? Whatever your thoughts on Ghostbusters and Ghostbusters: Frozen Empire, leave a comment below and go check out my other Ghostbusters content across the site.

Game Corner [Ghostbusters Day]: Ghostbusters (Mega Drive)


Throw on your proton pack and get ready to bust some ghosts because June 8th is, officially, “Ghostbusters Day”! Ghostbusters (Reitman, 1984) was first released on this day back in 1984 and, since then, has become a major pop culture franchise that includes comic books, a popular cartoon and line of action figures, and videogames and it is, easily, one of my favourite films and franchises from that era.


This review has been supported by Chiara Cooper.
If you’d like to support the site, you can do so at my Ko-Fi page.

Released: 30 June 1990
Developer: SEGA / Compile

The Background:
Ever since Ghostbusters was released and became a big hit, the concept of four somewhat-bumbling New York parapsychologists snagging troublesome spirits has developed into a pretty significant franchise. We’ve had the under-rated sequel, a questionable reboot, and a decent enough modern follow-up, a couple of popular cartoons, a whole slew of action figures and comic books, and, naturally, videogames. The first Ghostbusters-branded videogame was a multi-platform release from Activision that was a huge success despite being wildly different across each home console and containing humourous grammatical errors. Although the much-loved cartoon spin-off failed to replicate its success at the arcades, Japanese developer Compile made up for this with a much-sought-after Mega Drive title in 1990. The game, which was oddly missing Winston Zeddemore from its roster, was largely praised for its graphics and addictive gameplay, but criticised for its music and sound design. Although ranked highly among Ghostbusters videogames, the Mega Drive title is also seen as one of the strangest titles in the franchise for its unique art style and gameplay mechanics.

The Plot:
After saving New York City (and the entire world) from Zuul, business is slow for the Ghostbusters. However, when ghosts and ghouls rise again, the three supernatural exterminators rush to help (and earn some cash in the process) and solve the mystery of an ancient stone tablet.

Gameplay:
Ghostbusters is a 2D, sidescrolling run-and-gun with light platforming elements and an emphasis on exploration, purchasing upgrades, and choosing which missions to undertake. Players can pick from one of the three Ghostbusters, and there are slight differences between each character: Doctor Peter Venkman is the allrounder, with normal speed and stamina; Doctor Ray Stanz (referred to as “Raymond”) compensates for his slow speed with a higher stamina; and Doctor Egon Spengler is fast on his feet but has less health than his fellow Ghostbusters. In this case, I guess it makes some sense to leave Winston out of the game as his stats would inevitably mirror one of the others, but it’s still a kick in the teeth that all four Ghostbusters aren’t playable. Despite the fact that Ghostbusters was very much an ensemble movie and focused on the camaraderie between the main characters, the videogame is a single player experience, and once you pick a Ghostbuster, you can’t switch to another one mid-way through the game.

Explore a number of locations zapping and trapping ghosts to earn cash.

Regardless of which Ghostbuster you pick, the game’s primary controls and mechanics remain the same; pressing A will see you toss one of your limited supply of bombs to deal damage to or defeat enemies, B will fire your current weapon from your proton pack, and C allows you to jump. Oddly, you cannot change these controls, which is a bit of a shame as I’d much rather have A be fire, B jump, and C throw bombs but it’s not too difficult to adapt to the controls. Pressing Start brings up the game’s inventory screen, where you can select a different weapon, activate a shield, use items such as food or the infrared scope, and view the grid-like map. The map gets coloured in as you explore and will give you a vague idea of where the “middle ghosts” and bosses are in each level, but it’s a very barebones map screen not unlike those seen in the early Metroid videogames (Various, 1986 to present). The heads-up display (HUD) will show your stamina (basically your health bar), proton pack energy, remaining lives, the number of bombs you have left, and how many ghosts are left for you to catch in the stage you’re in. When you start the game, you can pick from one of four different locations in New York City; each building has a different number of spooks that you need to catch and will net you a different cash pay-out, and basically the amount of money you can earn determines how difficult the stage will be. Once in the location, you need to seek out the ghosts and try to catch them; along the way, you’ll encounter some basic enemies that’ll you need to blast and hazards to avoid or hop over. The Ghostbusters can fire while moving and shoot both upwards and diagonally, which is extremely helpful; they can also crouch through small gaps and vents and swim without worrying about drowning. Your goal is to “encounter” the stage’s resident ghosts, which act as sub-bosses; once the ghost has been defeated, its spirit will float around the immediate area and you’ll have to hold down fire button (or tap it, it’s not very clear) to snag the spook in your proton stream and try to drag it over the ghost trap to capture it. If you manage to do this (and it’s easier said than done sometimes), you’ll see some of your health and energy restored and get a cash bonus; if you fail, either due to running out of energy or taking too long, the ghost will run away and you’ll lose out on these bonuses.

There’s some freedom to level and item selection, and the difficulty shifts accordingly.

However, you don’t actually need to capture these ghosts in order to progress; you just need to battle and defeat them and tick them off in the HUD in order for the boss ghost to appear on the map. You can freely navigate your way back to the start of the stage to exit back to the Ghostbuster’s headquarters and purchase additional health, items, and gear if you need to and you’ll have a limited number of continues at your disposal to carry on playing if you lose a life. The game can be played in either Easy, Normal, or Hard mode; I played on Easy and had nine continues, but I imagine the harder modes limit your continues (possibly your lives as well) and potentially make enemies more aggressive. Enemies will respawn when you leave the screen, or sometimes when you hang around too long, and you’ll encounter such hazards as spikes, lava, limited visibility due to lack of lighting, swinging axes, and projectile-spitting barriers that block your progress. Thankfully, there’s no time limit to worry about so you can take your time exploring each location, and you’ll need to search all over to track down the ghosts and figure out how to progress further. This can be confusing at times, thanks both to the map and how familiar some of the stages are laid out and appear, and the screen sometimes doesn’t scroll up fast enough for you to see temporary platforms or ladders that lead to a new area or the final boss. There are also no checkpoints in the levels so, if you exit or lose all your lives and have to continue, you’ll have to play through the entire stage from the start again but, on the plus side, you won’t have to capture the middle ghosts again.

Graphics and Sound:
I’ve played the 8-bit Ghostbusters videogames, and the arcade shooter, and I have to say that I have long been intrigued by screenshots and gameplay footage of this title. The game immediately stands out by utilising a charming chibi-style aesthetic than compresses the characters down to squat, cartoonish sprites with comically oversized heads! This gives the Ghostbusters a great deal of personality and expression, especially when hit, dying, or left idle; you’ll even see their breath in the frozen apartment stage, and you’ll be treated to a 16-bit rendition of the iconic Ghostbusters theme alongside some jaunty and catchy tunes to keep you invested in even the more uninspiring locations. While the bog standard enemies aren’t much to shout about, the sub-bosses and bosses are extremely creative and unique in terms of their appearance; the game even includes some fun homages, such as a giant man-eating plant not unlike Audrey II (Levi Stubbs, et al) from Little Shop of Horrors (Oz, 1986), alongside familiar enemies like Slimer and the Stay Puft Marshmallow Man.

Though the locations are a bit bland, the sprites are comical and expressive and the story’s told well.

Indeed, Mister Stay Puft will be a constant presence in the high-rise building stage, leering in through windows and punching through the background as you progress upwards. The game’s main four stages are all quite similar in terms of their basic layout, containing doors to pass through, ladders to climb, and spikes to avoid, but the more profitable stages are noticeably bigger and more maze-like. The “Home Sweet Home” stage is a haunted mansion that just about separates itself from the high-rise building with dining tables and falling (and candle-tossing) chandeliers; the apartment stage grows increasingly frozen as you progress, with falling icicles dropping from above (but, thankfully, you don’t have to worry about the ground being slippery); the woody house requires the infrared scope to cast some light in the darkness and is filled with lava and narrow (or temporary) wooden log platforms. Once you’ve beaten the main four stages, you’ll head to a mossy, dungeon-like castle and, finally, descend into a deep hole full of diamond-like glass and damaging globs. The story is told through text boxes and pixelated renditions of the characters and their clients as they discuss the mysterious tablet pieces they acquire and the dialogue captures that amusing Ghostbusters banter that made the film so memorable; some limited sprite animations also help progress the story, but the majority of the cutscenes take place in these small box windows that somewhat limit their appeal.

Enemies and Bosses:
Each stage is filled with some minor enemies who dog your progress and don’t offer any pick-ups or cash upon defeat; you’ll encounter leaping slime balls, possessed cutlery and tablecloths, ice-like golems, big jellyfish, bouncing orbs, flaming bat-like spooks, gaunt zombies, and demonic teddy bears. Each of these can be dispatched in just a few hits but, as enemies will respawn and have a tendency to follow you, it’s quite easy to get caught off-guard or swamped with enemies at times, and this can be frustrating as you’ll experience some knock-back upon taking damage with can cause you to drop to a lower area or fall onto some spikes or lava.

You’ll need to wait for a lot of the middle ghosts to reveal themselves so you can properly damage them.

There are ten middle ghosts that need to be fought (and, ideally, captured) in order to refill some of your health and energy, snag a cash bonus, and unlock the stage’s boss battle. These “encounters” take place in an isolated area in each stage and, since you can take on the main four stages in any order, their difficulty can vary depending on which route you take. I played “Home Sweet Home” first, which sees you battling Silk Hatton, a headless gentleman ghost who resists your projectiles; you can only deal damage to this spirit when its demonic, dog-like “head” pops out of its top hat. You’ll need to avoid (or shoot) Silk Hatton’s projectiles and, once you deal enough damage, it’ll split into two disembodied parts that need to be blasted to reduce it to a catchable spirit. You’ll battle the ice giant Crystarobo in the apartment stage; this crystalline monster lumbers and hops about, blasting lightning that spawns small minions, swinging overhead, and even detaching its limbs to attack you and it can only be damaged by shooting its head. You’ll also need to battle the Siren, a witch-like entity that flies about at the top of the screen shooting a three-way projectile at you and splitting into three to fire large shots your way; it’s invulnerable when flying overhead and you’ll need to shoot the correct Siren in order to whittle her health down and snag her spirit. In the woody house, you’ll encounter the Fire Dragon and Fire Giant; while the “giant” is anything but and leaps all over the place spitting embers at you and is comparatively weak, the dragon is a pain in the ass as it randomly pops up through the floor to breathe a long plume of fire at you that is very difficult to dodge.

Monstrous creatures, possessed Ghostbusters, and even Death itself must be conquered to progress.

In the high-rise building, you’ll come across the 100-Eyed Centipede that worms around in mid-air and splits into separate, sweeping parts as you damage it; the 3-Way Shot upgrade is super useful here as the creature spreads itself across a large area and can be tricky to dodge as a result. You’ll also battle the Shell Beast, a green, glob-like ghost that shields itself from attacks with a pink shell and bounces around the arena; you must fire up at it when it cracks open, but can blast its projectiles to make this one of the easier encounters in the game. Finally, in the castle, you’ll battle the massively annoying Broccoli Worm that’s a bastard to jump over and splits into separate parts, the Grim Reaper himself (who flies about swinging his scythe at you and sending flaming blades spinning around the arena, and who can only be damaged by hitting his head), and even possessed versions of your kidnapped Ghostbuster pals! These two will mimic your currently-equipped weapon and match you shot for shot but, oddly, cannot damage you on physical contact; equally, the only way you can free them from their possession is to get around them to blast the spirit floating around near them, and I recommend equipping the Phaser Shell weapon as it’s slow and easier to dodge than other shots.

Bosses can take quite a bit of punishment, and love hopping about and firing projectiles.

Once you’ve captured the middle ghosts in each stage, you’ll be able to fight the boss can acquire a piece of the tablet or other key item to progress the story. There are five main bosses, one for each of the main levels, and four of them will need to be battled again in the “Deep Hole” stage before you can tackle the game’s final boss. In the apartment stage, you’ll find Scalon, a reptilian creature that rolls and hops about and is protected by its scales. When it attacks, it sends its scales flying off its body, exposing its true form and leaving it vulnerable, but you’ll need to fend off these projectiles and try to hop over or run under it as it moves back and forth across the arena. The frozen apartments are home to a demonic Snowman; this frosty customer floats above your head and spawns smaller versions of itself that shoot their carrot noses at you, but is pretty simple to take out, especially if you have the 3-Way Shot equipped. One of the more laborious bosses for me was the Wall Man from the woody house; in the first encounter, this massive projectile-spitting face is fought over a gap that leads to a lava pit, but this obstacle is missing in the “Deep Hole” stage, making the battle a lot easier. Basically, you need to fire diagonally upwards or jump-shoot at the eye that appears on the Wall Man’s forehead or chin, avoiding the enemies and projectiles he spits out, but he appears (seemingly at random) on either side of the screen, making this an exercise in trial and error.

After defeating a couple of familiar foes, you’ll face the newest God of Destruction on the block!

On the roof of the high-rise building, you’ll have a rematch with Mr. Stay Puft; this joyous kaijiu looms in the background firing lasers from its eyes, will-o’-the-wisp-like flames from its mouth, and trying to punch you from either side of the screen. However, it’s surprisingly simple to just blast away at Mr. Stay Puft’s grinning visage and put him down for the count. Easily the most difficult boss you’ll encounter before the finale is the Insect Trapper, a huge man-eating plant and fires a large laser from its gaping mouth and constantly spawns fines and snapping plant minions to attack you. I couldn’t quite tell if he creature was immune to my shots when its mouth was closed, so I simply poured on the firepower non-stop and kept low to the ground, switching to 3-Way Shot to dispatch the smaller minions. Once they’re all defeated, you’ll face off against Janna in a two-stage encounter; first, the massive, armoured monstrosity sits stationary and tosses an easily-avoidable bouncing heart at you and launches a spinning scythe that you need to race all the way to the left to avoid. Damage her head (her one weak spot) enough and she’ll detach from the background and float around, constantly hovering just out of reach of your attacks and tossing her scythe at you; however, if you stay on the move, duck and crawl when necessary, and take to the high ground when she exposes herself, you can take her down without too much trouble.

Power-Ups and Bonuses:
In-game power-ups and pick-ups are few and far between, making this a tough experience at times; you’ll come across Slimer in every stage (sometimes more than once, and usually right before or after an encounter) and can blast him for a health or energy boost, but he won’t respawn unless you lose a life or use a continue. If you’re extremely lucky, you might stumble across a 1-Up in a stage, which is massively useful, but you’ll generally be dependent on capturing ghosts or defeating the boss to refill your health and energy meters outside of buying items. You’ll find safes in each level that can be destroyed to gift you bags of cash (or damaging bombs) and you can spam-collect these by entering and exiting stages over and over so you can buy everything you need.

Slimer will drop power-ups, but you’ll need cold, hard cash to purchase new weapons and gear.

There are two shops at Ghostbusters HQ; an item shop and a weapon shop. At the item shop, you can buy health-restoring items, bombs, and infrared scopes but these items will sell out pretty quickly so be sure to use them sparingly in stages. At the weapon shop, you can purchase new weapons and shields to make things easier on yourself; I found the most useful weapon to be the 3-Way Shot but you can also get the Phaser Shell (which fires a slow, but powerful, burst of energy), the Bubble Projectile (a slow, floaty bubble that I had little use for), and an explosive shot to damage multiple enemies at once. These additional weapons do drain your energy meter a lot faster, however, which can limit their use and your ability to capture ghosts. You can also upgrade and extend your energy meter and buy protective gear like the Special Suit that reduces the amount of damage you take for a limited time and the Barrier, which renders you temporarily invincible at the cost of draining your energy meter. Each of these items and weapons can be equipped from the inventory menu, carries a hefty price tag, and often can only be used once per life.

Additional Features:
Although Ghostbusters is a fairly lengthy game for its era, there’s not too much extra material to spice things up. As mentioned, there’s no two-player mode and there isn’t even a high score to try and beat. Instead, the replayability comes from the addictive gameplay, the option to play as a different Ghostbuster, and the freedom in picking which order you play the first four stages.

The Summary:
I have to admit that I was a little intimidated and concerned when I finally sat down the play Ghostbusters; the game is so expensive and so hard to come by that I was worried that it wouldn’t live up to the hype I’d built up for it or the promise of its graphics. Thankfully, the game definitely delivers a solid experience; the controls are tight and responsive and blasting ghosts and enemies is a lot of fun, despite how difficult I found it to be to actually capture the little buggers. The graphics are charming and amusing, especially the sprite work on the main characters and the enemies, which more than makes up for some lacklustre environments. I actually really enjoyed earning cash to purchase new items and weapons; while you will need to grind a bit if you want to buy everything on sale, you don’t necessarily need to have every item the game offers to you and can fare well enough with the default weapon and setup. While it’s a shame that the game doesn’t include some kind of two-player mechanic or the ability to play as Winston or drive Ecto-1, Ghostbusters is easily the best videogame adaptation of the film I’ve played from this era of gaming; it’s tough but fair, presented wonderfully, and kept me engaged from start to finish. The only real drawback is how hard it can be to get your hands on a physical copy; I got lucky with mine, but it’s probably best you emulate it to save your money and also take advantage of save states to make things even easier on yourself.

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever played Ghostbusters on Mega Drive? If so, what did you think to it and how does it compare to other Ghostbusters videogames from that era? Which of the Ghostbusters did you play as, and were you disappointed by Winston’s absence? Which of the bosses was your favourite and did you also struggle with capturing spooks for cash? What memories do you have of Ghostbuster merchandise like cartoon and action figures? How are you celebrating Ghostbusters Day today? Whatever your thoughts and memories of Ghostbusters, go ahead and share them below.

Movie Night [Ghostbusters Day]: Ghostbusters II


Throw on your proton pack and get ready to bust some ghosts because June 8th is officially “Ghostbusters Day”! Ghostbusters (Reitman, 1984) was first released on this day back in 1984 and, since then, has become a major pop culture franchise that includes comic books, a popular cartoon and line of action figures, and videogames and it is, easily, one of my favourite films and franchises from that era.


Released: 16 June 1989
Director: Ivan Reitman
Distributor: Columbia Pictures
Budget: $25 to 30 million
Stars: Dan Aykroyd, Bill Murray, Harold Ramis, Ernie Hudson, Sigourney Weaver, Rick Moranis, Annie Potts, Peter MacNicol, and Wilhelm von Homburg/Max von Sydow

The Plot:
Five years after the events of the first film, the Ghostbusters are no more and are legally forbidden from conducting any ghostbusting or paranormal investigations. However, when a mood-altering slime is discovered beneath the city and the spirit of an ancient Carpathian warlord awakens, the four return to action to once again defend New York from malevolent spirits.

The Background:
Originally developed by actor Dan Aykroyd as a project for himself, Eddie Murphy, and close friend John Belushi, Ghostbusters finally took shape when director Ivan Reitman, writer/actor Harold Ramis, and Bill Murray came onboard. The film was an incredible critical and financial success and, despite the movie intending to be a simple standalone affair, a sequel was considered inevitable. However, Ghostbusters II was a publicly arduous production; Columbia Pictures’ new chairman, David Puttnam, wasn’t interested in making big-budget blockbusters and the creation of a script stalled as the director and actors all required unanimous approval before shooting could begin. After Puttnam was replaced by Dawn Steel, Ghostbusters II finally got underway. Having left acting following Ghostbusters’ success and with a dismissive attitude towards sequels, star Bill Murray demanded an outrageous $10 million salary and his co-stars naturally wanted the same and, after months of negotiations, a fair salary and percentage of the film’s profits was agreed upon for all involved. The script also underwent numerous issues; Aykroyd’s first draft had the team battling witches in Scotland before Ramis helped to shape the sequel towards the film we know today while also factoring in the popularity of the first film’s cartoon spin-off. After a lacklustre response from test audiences, Reitman added an additional twenty-five minutes to the film’s ending and the film eventually grossed just over $215 million, some $67 million less than its predecessor. While I consider it an under-rated sequel, Ghostbusters II was met with mostly negative reviews; its derivative nature, pacing, and performances were criticised and both director Reitman and star Murray found the film to be a disappointing and unsatisfying experience.

The Review:
By the time I was old enough to really have any idea of what was going on in life, both Ghostbusters and Ghostbusters II had been out for some time. Consequently, as a kid, there was very little delay for me between seeing the first film and its often-maligned sequel, meaning that both were formative influences on my childhood. I’ve always held the two in equal regard as a result; yes, the first had the Stay Puft Marshmallow Man but the second had the mood slime and benefitted from a slightly brisker pace so I’ve always thought that Ghostbusters II did a pretty decent job of capturing the same spirit as the first film and building on its foundations with a natural continuation.

No longer allowed to bust ghosts, the Ghostbusters have been forced into other avenues.

The film begins five years after the events of the first film to find our beloved characters in very different situations; after being sued out of business, the Ghostbusters have had to close their doors and have largely gone their separate ways. Only the heart of the team, Doctor Raymond Stantz (Ackroyd), and the “Everyman” of the group,  Winston Zeddemore (Hudson), keep the brand alive by degrading themselves with appearances at children’s birthday parties. While Doctor Egon Spengler (Ramis) has returned to science and is busying himself testing the specifics of human emotions, Doctor Peter Venkman (Murray) has found minor success as a talk show host where he interviews eccentrics who claim to have psychic powers or other inexplicable tales, and Ray has also set up a small occult bookshop for himself. While the four remain on friendly terms, there is a clear sense of discontentment amongst most of them; Ray longs for their glory days as celebrities, Winston glibly remarks that their efforts went unappreciated by the masses, and even Peter, despite his celebrity status, seems unfulfilled, especially as he is widely (and accurately) regarded as being a fraud.

Dana’s newest plight reunites her with the Ghostbusters and rekindles her romance with Peter.

Since the last film, Dana Barrett (Weaver) has split up with Peter, birthed a son, Oscar (William T. and Hank J. Deutschendorf II), with her ex, and has moved away from the orchestra and into the art world. Cleaning paintings at a New York museum, Dana’s life is mired only by her quirky and overeager boss, Doctor Janosz Poha (played with glee by MacNicol), who, like Louis Tully (Moranis), harbours unrequited affections for her. When Oscar’s pram carriage suddenly becomes possessed and escapes from her in the street after she unknowingly rolls over a puddle of “mood slime”, Dana immediately turns to Egon for help and he and Ray investigate her apartment once again. Despite her attempts to keep Peter out of the loop, he forces himself into the investigation and the two reunite once more; despite them having split up over his childish antics, there’s still an attraction there and he laments that he missed the opportunity to be Oscar’s father, and the two eventually rekindle their romance as the film progresses.

A river of evil slime incites new paranormal activity and precedes Vigo’s return to power.

The investigation quickly leads to Egon, Ray, and Peter tearing up the section of the street where Oscar’s possession occurred under the amusing guise of Consolidated Edison (ConEd) workmen; this leads to them discovering that the abandoned Beach Pneumatic Transit system is literally flooded with writhing, pink mood slime that exhibits both paranormal and sentient behaviour. Since they were conducting paranormal investigations, the three are soon brought before a court and face prosecution for their actions (which caused a city-wide blackout); thankfully, however, the mood slime reacts violently to Judge Stephen Wexler’s (Harris Yulin) aggressive outburst and causes two ghosts to manifest in the courtroom and run riot, giving Wexler no choice but to rescind the mandate against the Ghostbusters and allow them to return to work. And just in time, too, as the build-up of the mood slime is no accident; it coincides with the awakening of the brutal and malevolent Vigo the Carpathian (von Homburg/von Sydow), a ruthless Carpathian dictator whose spirit is trapped in a painting in Janosz’s museum. Mustering all of his evil energy, Vigo desires to possess the body of a child in order to live again and easily manipulates Janosz into finding him a suitable host. In exchange for being with Dana, Janosz offers to bring the spirit Oscar so that the two of them can raise the would-be conqueror as their own, and the influx of mood slime causes a new wave of restless spirits to terrorise the city.

Returning characters and a fantastic balance of comedy and horror make for a worthy follow-up.

As if that wasn’t bad enough, Mayor Lenny Clotch’s (David Margulies) sleazeball assistant, Jack Hardemeyer (Kurt Fuller), dogs the Ghostbusters at every turn and ends up going behind the Mayor’s back to have them committed to keep them from threating Clotch’s election for Governor with their maniacal outbursts. Also returning from the first film are the aforementioned Luis and the Ghostbuster’s sharp-tongued receptionist, Janine Melnitz (Potts); while there were hints towards a romance between Janine and Egon in the first film, the focus shifts to the odd couple of Luis and Janine in the sequel and the two comically indulge their whims while babysitting for Dana when the Ghostbusters are briefly arrested. As in the first film, comedy is a large part of Ghostbusters II and is handled beautifully; the courtroom scene where Louis struggles though defending the Ghostbusters is a particular highlight and the Ghostbusters’ various pratfalls, childish antics, and witty retorts provide the same level of bickering entertainment as the first film. I’ve always had a lot of admiration for how these original Ghostbusters films handle the balance of romance, action, comedy, horror, and fantastical science-fiction and, for me, Ghostbusters II more than holds its own when compared to the first although I am still disappointed that the script doesn’t give Winston more to do (he literally disappears for big chunks of the film’s first act and, most notably, isn’t even with the other three when they dig up the street and end up in court).

The Nitty-Gritty:
Thirty-five minutes into the film, the Ghostbusters are legally allowed to return to action and the film noticeably picks up as the foursome return to chasing down and trapping ghosts all over the city. This sees the team wear new versions of their traditional boiler suits, adopt a new logo and produce more (if equally cringey) television advertisements, and even upgrade Ecto-1. I can understand the argument that the film might have been better off had it picked up here, with the Ghostbusters at the height of their popularity and ability, and the film kind of glosses over how the city coped with its supernatural occurrences without the Ghostbusters (who, I feel, have been proven to not be frauds by this point) but I never really minded the narrative structure of the film as it not only echoed the first one but also gave the characters something to overcome and showcased different sides to their personalities by showing us what they get up to when not busting ghosts.

Once the ghosts start popping up, all kinds of terrifying visuals hit the screen!

A central aspect of the movie is the mood slime; although ectoplasmic residue played only a minor role in the first film as a by-product of paranormal activity, here the slime is directly responsible for the resurgence in supernatural activity across the city. When Winston and Ray take an accidental dip in the slime, it immediately heightens their aggression and emotions and the two almost come to blows but, after investigating the substance, Egon discovers that the slime can be equally affected by positive emotions and finds a way to effectively weaponise it to their benefit. This becomes a prominent element of the film as the Ghostbusters must galvanise the positive feelings of the city to counteract the build-up of negative energy that threatens to bring about Vigo’s resurrection and gives them additional weapons to use alongside their traditional proton packs. Like the first movie, Ghostbusters II is bolstered by a number of truly frightening visuals; although the Terror Dogs are gone, Janosz’s glowing eyes in Dana’s hallway are pretty creepy, to say nothing of his ghastly ghostly form when he flies in to kidnap Oscar! Seriously, I remember that creeping me out so badly as a kid and, even now, it’s an uncomfortable scene that manages to be both chilling and amusing thanks to McNicol’s gloating expression. Oh, and did I mention the scene in the subway where a demonic voice calls to Winston and the guys are spooked by severed heads on pikes!? Absolutely crazy stuff that I was shocked to see and which work beautifully alongside the film’s new ghosts; once again rendered through traditional composite effects, animatronics, and practical filmmaking techniques; we get such apparitions as a ghostly jogger, a massive beast under the Washington Square Arch, a monstrous bathtub, a living fur coat, a brief cameo from Slimer, and even the Titanic showing up in the middle of the city!

The finale sees the Ghostbusters bring Lady Liberty to life to confront Vigo!

This all culminates the film’s finale where, rather than having to fend off a gigantic apparition, the Ghostbusters use their positively-charged mood slime and a modified Nintendo Entertainment System Advantage control stick to take control of Lady Liberty! I’ve seen people complain about how the film doesn’t feature the Stay Puft Marshmallow Man but, honestly, that wouldn’t make any sense at all and by no means diminishes the impact of seeing the Statue of Liberty come to life and casually stroll through New York City. In many ways, the finale is actually better than the original since, rather than simply standing around and crossing the streams to win the day, the Ghostbusters have to rappel down into the museum to confront Vigo and Janosz and even have to content with a possessed version of Ray when Vigo briefly takes control of his body after his resurrection is interrupted. This time around, in order to save the city (and the entire world) from falling under Vigo’s influence, the Ghostbusters need more than just their proton packs; they need the combined goodwill of the city and a hefty hosing of their positive-charged mood slime in order to force Vigo back into his painting, end his threat, and presumably fully repair their reputation.

The Summary:
Now, look…I get it. Ghostbusters II isn’t as good as the first film; honestly, Ghostbusters set a high bar that would be difficult for any sequel to reach but, for my money, Ghostbusters II does a really good job of continuing the story from the first film. While many of the story beats are similar, the film adds plenty of fun, scary new stuff to make it well worth your while, especially for fans of the first movie. Thanks to the immortal Max von Sydow’s booming tones, Vigo makes for a compelling and intimidating villain and the addition of the mood slime allows for some gruesome and comedic scenes. All of the characters are just as likeable and entertaining as in the first film, and even fleshed out a little more (sadly, with the exception of Winston…) by seeing their interests outside of work, and the balance of horror and comedy continues to be handled masterfully. I can understand why many were left disappointed by the film, to a degree, but I’ve always had a soft spot for Ghostbusters II and think it makes for a great companion piece to the first film; watch them both back-to-back and you have one pretty consistent and enjoyable story. I’ll always step up to defend this film when I see people talking shit about it because it’s a fun little romp that deserves more attention, and has a great message of positivity that we could all stand to learn from.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of Ghostbusters II? Do you think it deserves the negativity it often gets? What did you think to the five year time jump and the plot of the Ghostbusters being barred from working? Were you a fan of Vigo and Janosz and what did you think to the overall plot? Which of the film’s ghosts and scares were your favourite? Perhaps you grew up with the cartoon and action figures; if so, what memories do you have of them? How are you celebrating Ghostbusters Day today? Whatever your thoughts and memories of Ghostbusters, drop a comment down below.

Movie Night: Ghostbusters: Afterlife

Released: 19 November 2021
Director: Jason Reitman
Distributor: Sony Pictures Releasing
Budget: $75 million
Stars: Mckenna Grace, Carrie Coon, Finn Wolfhard, Logan Kim, Celeste O’Connor, and Paul Rudd

The Plot:
After being evicted, Callie (Coon) and her children Trevor (Wolfhard) and Phoebe (Grace) move to a decayed farmhouse ravaged by unexplained earthquakes. After discovering that their grandfather was Ghostbuster Doctor Egon Spengler (Harold Ramis), the children reclaim the Ghostbusters’ equipment to battle the supernatural forces seeking to enter our world.

The Background:
Ghostbusters (Reitman, 1984) began life as a project developed by actor Dan Aykroyd for himself, Eddie Murphy, and close friend John Belushi that finally came together when director Ivan Reitman, writer/actor Harold Ramis, and Bill Murray came onboard. Initially produced as a standalone film, Ghostbusters’ incredible critical and financial success eventually led to what I consider to be an under-rated sequel. Still, while Ghostbusters II (ibid, 1989) underperformed compared to the first film and was met with mostly negative reviews, the 2016 reboot was subjected to scathing criticism and controversial backlash. Following this failed reboot, Jason Reitman, son of Ivan Reitman, began development of a new Ghostbusters film that would be a direct continuation of the original films. Taking his cue from Ackroyd’s many unproduced attempts at a third film, Reitman aimed to show a younger generation picking up where their predecessors left off. He also sought to pay homage to the original films, returning the original actors in a way that made sense, and recapturing the spirit of what made the first film so successful. Thanks to the COVID-19 pandemic, Ghostbusters: Afterlife was delayed numerous times; upon release, the film was met with generally positive or somewhat mixed reviews. Critics praised the cast, atmosphere, and references to the first film but also questioned the reliance on nostalgia and narrative direction of the film. Regardless, Ghostbusters: Afterlife grossed over $204 million worldwide, more than justifying the production of a sequel in 2024.

The Review:
I’ve always been a big Ghostbusters fan; if you’ve read my review of the first film, you know that it’s one of the many formative movies and influences on my childhood. I had the toys, watched the cartoon, and even enjoyed the under-rated sequel, so to say that my anticipation was high to finally see a proper third entry in the franchise is a bit of an understatement. I was excited by the prospect of the trailers, which depicted a world that has moved past the need for the Ghostbusters and a new generation taking up their roles, and the only thing I was concerned about was that the film would retcon or out-right ignore the sequel. It was pretty clear from the trailers (and the younger cast) that the film was going for more of a Stranger Things (2016 to present) than being a straight-up sequel or requel of the original Ghostbusters, and this is pretty clear right from the beginning of the film with the focus squarely being on young Phoebe.

Something of an awkward outsider, Phoebe is the clear focus and highlight of the film.

Phoebe is something of an outcast in her family; while Callie is a struggling working mother and Trevor is more mechanically minded (when he’s not being an angst-and-hormone-fuelled teenager), Phoebe is a shy, awkward scientist prodigy. She has no friends, struggles to make emotional connections with people, and is fascinated by science and logic; although Callie worries over Phoebe’s development and personality, the forced move to Summerville, Oklahoma actually turns out to be the best thing for Phoebe as she slowly discovers her late-grandfather’s Ghostbusters technology and finds a connection to him that is otherwise lacking with her family and in her life. She also makes an actual friend in the form of “Podcast” (Kim), an enthusiastic young boy with an obsession interest in unsolved mysteries and the supernatural, and who actually finds Phoebe’s awkward attempts at humour funny and fills in the backstory of Summerville by relating the ghost stories surrounding Ivo Shandor’s mining operation. Ghostbusters: Afterlife is Phoebe’s story, first and foremost, which I actually wasn’t expecting heading into it; however, she’s a sweet and compelling character who is just trying to find herself and realise her potential as a scientist. Easily the smartest person in every room, she has a kind of naïve enthusiasm for science and the Ghostbusters tech and is eager to follow in her grandfather’s footsteps and redeem his reputation in the eyes of her mother, the entire town, and even his old team mates.

Sadly, there isn’t much for Trevor and Lucky to do beyond being support characters.

Comparatively, there isn’t that much for Trevor to do; he’s the typical moody teenager who despairs of their poor fortune and the backwater nature of Summerville, but he quickly finds a reason to stick around when he becomes infatuated with Lucky Domingo (O’Connor), a young girl who works as a roller-skating waitress. His awkward attempts to flirt with her do help to emphasise the importance of the mountain and the derelict mine, and he does fix up the Ecto-1 in this spare time, but he’s very much a supporting character next to Phoebe and both he and Lucky just seem to be here to make a new team of four would-be Ghostbusters. Trevor is far less intelligent than Phoebe, and also far less interested in figuring out why Summerville is routinely beset by unexplained tremors or uncovering the mystery of their grandfather. He comes into his own when driving Ecto-1, which makes for a fun-filled sequence where he and the others frantically chase a ravenous ghost through the town and cause all kinds of destruction, and it was interesting to see Finn Wolfhard take more of a backseat considering he’s the more prominent actor of the youngsters.

Callie feels a deep-rooted sense of abandonment while Gary is just excited by Ghostbusters tech.

Similarly, Callie is far from the primary focus of the film; a struggling single mother, she’s forced to uproot her family and move to Summerville when they get evicted from their flat. She has a very bitter, cynical, and sarcastic outlook on life; she resents her father for abandoning her and her kids and becoming such a fanatical recluse, and dismisses him entirely because of her strong feelings of abandonment. Because her father chose his obsession and his scientific experiments over her and others, Callie is far from interested in science, which causes a rift between her and Phoebe; Callie advises Phoebe not to be herself so that she can make friends better, which is pretty terrible advice, and it’s implied that she might be heading towards alcoholism, but it’s also clear that she’s hanging on by a thread and has a huge emotional void in her heart where her father’s love should be. Phoebe does find another adult figure to relate to, though, in the form of Gary Grooberson (Rudd), a lackadaisical high school teacher, seismologist, and Ghostbusters fan; Gary encourages Phoebe’s scientific curiosity and aptitude and is excited at the chance to get his hand son some Ghostbusters tech. he brings the kids (and the unknowing audience) up to speed with the Ghostbusters and the days when ghosts used to roam around unhindered, which has been long forgotten due to the passage of time. He strikes up a bit of a romance with Callie, and is generally a supportive and enthusiastic and positive influence, but again doesn’t really factor too directly into the plot until the final act when things start ramping up.

The Nitty-Gritty:
I think one thing to keep in mind going into Ghostbusters: Afterlife is that it’s very different from the first two Ghostbusters films; for starters it’s set in a small town in the middle of nowhere rather than the busy streets of New York City. Second, it’s focused more on the kids and exploring their characters and reactions to their family lineage, especially Phoebe, who we see grow from an awkward young girl into a far more confident budding Ghostbuster thanks to applying her scientific acumen to her grandfather’s long-unused technology. And, finally, it’s much more concerned with slowly refamiliarizing us with the Ghostbusters world than actually depicting the frantic and fun-filled bustin’ of ghosts. It takes about an hour or so for Phoebe to fix up a proton pack, Trevor to repair the Eco-1, and the four characters to chase down and capture their first ghost and, although Summerville is literally sitting right on top of a tumultuous death pit full of ghosts just waiting to escape into the world, restless spirits that need snapping up aren’t really a focus of the film.

While some familiar ghoulies reappear, there isn’t all that much ghost bustin’ in the film.

That’s not to say that there aren’t ghosts or ghouls to contend with; Ghostbusters: Afterlife circles back around to Ivo Shandor, a mysterious and fanatical figure briefly mentioned in the first film who was a devout follower of Gozer and built up a cult and temples in her/his honour. Shandor is responsible for building and founding the entire town and economy of Summerville, and his legacy is something of a local legend as his miners and workers spontaneously all committed suicide decades ago. Given Shandor’s devotion to Gozer, it’s little surprise to find that the mine hides a temple to the demented eldritch being, and as a result the film not only massively borrows from the original movie’s soundtrack and technology but also its monsters. Terror Dogs make a return in the film, hunting down two unwilling hosts in a bid to unite the Keymaster and the Gatekeeper and awaken their master, and Gary is attacked by one of these dogs and some adorable little “Mini Puffs” while in Wal-Mart. These miniature, mischievous versions of the Stay Puft Marshmallow Man are used more for comedic purposes and cause trouble in Wal-Mart and by sabotaging a proton pack at a critical moment, and the main ghost of the film, the Muncher, is basically an altered version of the famous Slimer meaning that the looming threat of ghosts and Gozer’s potential return is more prevalent than the spirits themselves. It was, however, very much appreciated to see practical effects and animatronics used here and there, especially with the Terror Dogs, and I can’t fault the inclusion of the classic proton packs, jump suits, gadgets, and beat-up car.

Phoebe’s curiosity leads to ghosts reappearing and a call needing to be made…

Far more integral to the plot and the characters is the reputation of former Ghostbuster Egon Spengler; although Harold Ramis sadly passed before Bill Murray could get his shit together and sign off on a proper third film, a combination of darkness, a body double (Bob Gunton), and CGI allow his character to make a brief appearance at the beginning of the film, where we see he has exiled himself to a dilapidated farmhouse in an unsuccessful attempt to capture Gozer and prevent his/her return to the world. After learning of her true lineage, Phoebe is both enamoured by her grandfather’s genius and former heroics and curious to find out how he fell so far from grace; her curiosity leads her to contacting Ray Stanz (Dan Ackroyd), still working at Ray’s Occult Books, who bitterly reveals that work dried up soon after they took care of Gozer and that Egon left the team in financial ruin after stealing Ecto-1 and all of their equipment in service of his ravings about the building apocalypse. Although Ray expresses regret at Egon’s recent death, he bitterly reveals that the Ghostbusters parted ways after Egon left and that none of them believed his claims that Gozer was prophesised to return, which works in terms of setting up the overall plot but I found to be a little sad and out of character. I’m not sure why Ray, of all people, would ever doubt Egon’s intelligence, no matter how manic his personality became, and it’s disheartening to see so many characters mock or disregard Egon as simple a mad hermit. Thankfully, Phoebe retains her belief in her late grandfather and goes out of her way, even putting herself in repeated danger, to prove that he wasn’t some crazy old man.

The film features some fun (if gratuitous) cameos and call-backs to the original movie.

This all comes to a head in the final act and the film’s finale; Phoebe and the others discover that Egon was perfectly on the money, and that the temple beneath Summerville houses a death pit full of restless spirits eager to burst forth and only held at bay by an intricate proton pack  system setup by Egon. Essentially, Egon has been pushing back the apocalypse and preparing for Gozer’s return for about thirty years, but Gary’s enthusiasm for Phoebe’s ghost trap and the characters’ overall ignorance regarding the Ghostbusters results in the Terror Dogs possessing him and Callie and birthing the Keymaster and Gatekeeper once more. When Gozer (Olivia Wilde/Shohreh Aghdashloo/Emma Portner) finally returns, spirits briefly over-run Summerville but the focus is more on Phoebe completing Egon’s plan to lure the Gozerian to a dirt field lined with numerous ghost traps. Although Gozer is easily able to fend off the kids, they get some last-minute assistance from Ray, Doctor Peter Venkman (Bill Murray), and Winston Zeddemore (Ernie Hudson), who show up for the finale to confront their old foe. Thankfully, they’re just as bungling as ever and, rather than swooping in for a last second save, Gozer uncrosses their streams and is finally undone by the efforts of the new generation of Ghostbusters. Perhaps the most poignant moment of the finale is the incorporeal appearance of Egon, who makes an emotional appearance as a ghost to help Phoebe aim her proton stream and reconcile with his friends and family. It definitely tugs at the heartstrings but I can’t help but think that maybe the film lingers a little too long on Egon’s unnervingly silent ghostly form, and while its fantastic to see the original actors back in their iconic roles, they do end up just being gratuitous cameos. It’s definitely a triumphant moment and a great return to form, but it’s also undeniably the three going through their most famous motions and lines and, seemingly, passing the torch to the kids rather than adding something new beyond regret at how their relationship with Egon ended.

The Summary:
Anticipation was high for Ghostbusters: Afterlife; when you are forced to wait decades for a third film in a franchise, it’s inevitable that you’ll be meeting a new generation of characters and potentially seeing a new direction for the series. Ghostbusters: Afterlife definitely falls into these categories, being primarily an entirely different beast than the previous two films and reintroducing the concept of the Ghostbusters to a new, younger audience through far younger characters. While there isn’t much for Trevor or Lucky to do, Podcast is a notable highlight and makes use of every scene he’s in to make an impression, and Phoebe absolutely carries the heart and emotion of the story on her back. She’s an interesting character, being curious and introverted and logical but still full of that wide-eyed, childish inquisitiveness to make her a compelling character and the clear highlight of the movie. By the time the third act rolls around, the call-backs and references to the first film become far more prominent, but the film still does enough things differently to stand on tis own two feet. The problem may be that perhaps it does a little too much differently, being a very different film to its predecessors and focusing far ore on characters and legacy and rediscovering the past rather than actually going out and bustin’ ghosts. It’s great seeing the returning score, technology, gadgets, and characters but I can’t help but feel maybe a little more ghost action would have helped bolster the plot and the film’s pace and given characters like Trevor a bit more to do rather than just stumble along until they hook back up with the more plot-relevant Phoebe.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you seen Ghostbusters: Afterlife? What did you think to the new characters and which of the kids was your favourite? Which of the call-backs, references, and cameos was your favourite? Do you think a third Ghostbusters film would have worked better a few decades ago or was even necessary or was it worth the wait for you? Did you like that the film delved a little deeper into Ivo Shandor or would you have preferred a more unique antagonist for the finale? Would you like to see another film with the characters, maybe something a little more in line with a traditional Ghostbusters film? Whatever your thoughts on Ghostbusters: Afterlife, drop a comment down below.

Movie Night [Ghostbusters Day]: Ghostbusters (1984)


Throw on your proton pack and get ready to bust some ghosts because June 8th is, officially, “Ghostbusters Day”! Ghostbusters (Reitman, 1984) was first released on this day back in 1984 and, since then, has become a major pop culture franchise that includes comic books, a popular cartoon and line of action figures, and videogames and it is, easily, one of my favourite films and franchises from that era.


Released: 8 June 1984
Director: Ivan Reitman
Distributor: Columbia Pictures
Budget: $25 to 30 million
Stars: Dan Aykroyd, Bill Murray, Harold Ramis, Ernie Hudson, Sigourney Weaver, Rick Moranis, Annie Potts, and William Atherton

The Plot:
After being fired from Columbia University, four bungling scientists put their research into the paranormal to use as supernatural exterminators of ghosts and ghouls across New York City. However, while a government official attempts to prove them frauds and shut them down, they soon discover that an ancient God of Destruction is gearing up to wreck havoc across the city…and the world!

The Background:
Ghostbusters was the brainchild of actor Dan Aykroyd, who originally wrote the script (which also went through a number of slightly different titles) as a vehicle for himself, Eddie Murphy, and close friend John Belushi before the latter’s untimely passing. After Aykroyd settled on Ivan Reitman as the director, Reitman brought Harold Ramis onboard to star and rework the script into something they could realistically film, with the group casting Bill Murray soon after and specifically tailoring the script to the three actors’ strengths, characteristics, and ironing out the special effects sequences. Despite concerns from Reitman regarding the film’s ridiculous finale, Ghostbusters tracked well with test audiences and, upon release, finished as the number one movie for the weekend and made nearly $230 million by the end of its release, an incredible achievement considering the comparatively minuscule budget. A subsequent re-release in 1985 saw the worldwide gross hit nearly $240 million and established Ghostbusters as the most successful comedy of the 1980s. Reviews were, accordingly, extremely positive, with the film winning many awards and launching a multimedia enterprise that included an under-rated sequel, a cartoon, loads of toys, and later film projects.

The Review:
Ghostbusters is a brisk, well-paced horror/comedy that immediately establishes its semi-realistic world right from the beginning before introducing us to our three main characters. The first of the Ghostbusters we meet is Doctor Peter Venkman (Murray), a lackadaisical scientist to say the least who uses his research as an excuse to get out of doing any real work and to try and impress women. He’s the sarcastic, cynical, loud-mouthed member of the team and, as Dana Barratt (Weaver) points out, is more of a con man than an actual scientist. At the same time, though, he’s the most socially conscious and capable of his fellow scientists, being much more street smart and handling a lot of the Ghostbusters’ press and advertising. Of course, you can make the case that Venkman is little more than a womanising, egotistic prick; a creep who literally chases every pretty face he sees and who has, despite his many legitimate degrees, literally no idea of what he’s doing or how to work his equipment. He is, as his former dean states, “A poor scientist” and, as Dana astutely observes, more like a gameshow host than a paranormal expert. Still, despite my dislike for Murray and his attitude towards the franchise after the sequel, it’s hard to deny that Venkman is the breakout character of the group thanks to his greedy, outspoken, snarky personality; where the other Ghostbusters maintain a degree of professionalism and awkwardness, Venkman is loud, arrogant, and ballsy and the most candid of the group.

The Ghostbusters are goofy and making it up as they go along but rarely portrayed as incompetent.

Doctor Ray Stanz (Akyroyd), meanwhile, is the overly enthusiastic heart of the group; without Ray, there would be no Ghostbusters since he’s the one who really drives their research and cause forward. Ray, however, is quite naïve and easily distracted by his passion for the paranormal; he is crushed when they are kicked out of the university but extremely excited to be putting their research into practise as the Ghostbusters and remains, despite the often dire nature of their situation, the general optimist. It is fitting, then, that since Ray is the heart of the Ghostbusters, it’s Ray who ultimately (accidentally) causes the Ghostbusters to face their ultimate threat as he’s unable to clear his mind when they’re forced to “choose the form of the Destructor”. Even knowing this, Ray attempts to think of the most harmless thing possible, a cherished memory from his childhood, and instead causes a hundred-foot-tall marshmallow man to rampage through downtown New York. Doctor Egon Spengler (Ramis), meanwhile, is the pragmatist of the three; he’s the most clearly intellectual and rational of the Ghostbusters, rarely letting his emotions rule him, but he’s not just a mere stick in the mud. He is as excited as Ray about the presence of ghosts and the potential their organisation has and has many more subtle moments where he really shines, such as his love for Twinkies, snappy one-liners (“I looked at the trap, Ray!” and his cry of “Your mother!” always gets a chuckle out me me), and his sly indications to Venkman to up the charge for their services to the Sedgewick Hotel’s manager.

Dana expertly rebukes Peter and Louis’s advances but appears to be a conduit for the supernatural.

The Ghostbusters are (eventually) rounded out by Winston Zeddemore (Hudson); if you forgot about Winston, I wouldn’t blame you since Hudson’s name and image is missing from practically all of the film’s promotional materials and that’s a real shame since he’s my second favourite character after Ray. Winston isn’t a scientist; he’s just a normal, everyday working man who joins the team when they expand their operation and, through him, we get a relatable character who voices many of the concerns and questions we may have with an entertaining bluntness. Winston also brings  a unique perspective to the group by being a religious man; he approaches their work not from a scientific perspective but as that of a man exorcising awakened spirits yet, when faced with claims of the Ghostbusters’ legitimacy, passionately advocates for the reality of their work with one of my favourite lines in the film: “I have seen shit that will turn you white!” A prominent sub-plot in the film revolves around Dana, her encounters with Zuul’s minions, and Venkman’s subsequent attempts to flirt and impress her. Dana is a refreshingly strong and candid character; she doesn’t really believe in the supernatural, but the experience rattles her, forcing her to turn to the Ghostbusters, and she puts up with absolutely none of Venkman’s shit. She’s strong and independent, easily able to deter unwanted advances from the likes of Venkman and Louis Tulley (Moranis), and only ends up needing to be rescued because she gets possessed and, even then, this transforms her more into a secondary antagonist than a damsel in distress. Despite what is initially a purely superficial attraction to her, Venkman comes to respect Dana and more seriously, honestly pursue her; when he finds her possessed by the “Zuul, the Gatekeeper”, he sets aside his normally cavalier personality to subdue her and seems genuinely concerned for her wellbeing.

Peck is an insufferable thorn in the Ghostbusters’ side but was riled up by Peter’s attitude.

Despite dealing with an increasing number of ghosts and ghouls, the Ghostbusters also face the most dangerous threat of all: governmental red tape in the form of Walter Peck (Atherton), a representative of the Environmental Protection Agency. Peck is deeply sceptical of the Ghostbusters and their operation, believing them to be frauds and con artists but, to be fair, he only becomes an unbearable antagonistic character after Venkman gives him the run-around; had Venkman simply co-operated, things might have gone down a lot different and less disastrously. Still, it’s from Venkman’s rudeness that we see, arguably, Peck’s true nature as a slimy, rotten, manipulative little git who uses every resource at his disposal to shut down the Ghostbusters no matter what the consequences are despite the fact that he really doesn’t know anything about the Ghostbusters’ operation or equipment. One of the main appealing aspects of Ghostbusters is the goofy humour; while this is largely embodied by the three main cast members, it is Louis who fills the primary role of comic relief thanks to his clumsy, ungainly personality. Mostly an annoyance to Dana, Louis is a perpetual loser who throws parties for his clients rather than friends and is like a hyperactive dog who doesn’t know when to quit and Moranis really brings a quirky hilarity to the character when Louis is possessed by “Vince Glortho, Keymaster of Gozer” and begins running around the city spouting nonsense and talking to horses. Similarly, Ray, Egon, and Peter sneaking around in the library bantering back and forth is highly entertaining, as is their panicked fleeing when the Librarian Ghost attacks them. It’s not all goofball humour, though; much of the comedy comes from simple line delivery, particularly from Venkman and Janine Melnitz (Potts) thanks to their dry delivery and snarky ab-libs. The cast all gel so well together that it’s easy to believe that they are long-term friends and colleagues who are more like a dysfunctional family; they’re bungling fools at times, often making stuff up as they go along and playing it by ear, but they’re not incompetent fools and there’s a difference. Like, for example, they might not have had a successful live field test of their unlicensed nuclear accelerators and are, in all likelihood, operating an extremely volatile operation in the middle of the city, but they’re still smart and capable enough to construct all of their equipment, to say nothing of fixing up the fire station and the frankly scrap-worthy hearse Ray secures as their vehicle.

The Nitty-Gritty:
Ghostbusters immediately establishes its world with an effective opening sequence that shows that, yes, ghosts are real and they are infrequently haunting buildings throughout New York City. One thing that is, seemingly, often forgotten about Ghostbusters is the truly creepy and terrifying elements of the film amidst its humour and the Librarian Ghost is our first exposure to that but this is only escalated later in the film with more monstrous ghosts and creature designs. Ghostbusters has a fantastic, timeless quality to it thanks to its masterful use of practical effects and traditional special effects work; ghosts are all unique and increasingly gruesome, being semi-transparent and slightly cartoony in their appearance but it works because they’re meant to be otherworldly spirits of a somewhat horrific nature. Similarly, the Ghostbuster’s equipment all looks suitably cobbled together and their proton streams are given an ethereal tangibility thanks to a combination of special and practical effects (sparks fly from the proton wand and explosions and scorch marks are left behind by the proton stream).

For a comedy film, Ghostbusters has a lot of terrifying moments and effects.

The score really helps towards emphasising the film’s more terrifying moments, most of them revolving around Dana, such as when eggs spontaneously begin to fry on her kitchen counter, her apartment is drenched in ectoplasm, and her various encounters with the Terror Dogs (with her abduction being particularly horrific). These monstrous Hellhounds are truly horrifying and are brought to life through a combination of (admittedly terrible) stop motion effects and practical animatronics. When a practical effect, the Terror Dogs are disturbingly scary, dripping with saliva and menace and help to place Ghostbusters as one of many films of the time to really push the boundaries of the PG rating.

The Stay-Puft Marshmallow Man makes for a ridiculously amusing finale.

Of course, the film’s most impressive effect is the absolutely ridiculous Stay-Puft Marshmallow Man. Up until the Stay-Puft’s appearance, the film plays its humour and concept mostly straight and realistic, but the Stay-Puft Marshmallow Man flips that entirely on its head. It’s a hilarious sequence where the intended and much-feared “Destructor” is forced into the most absurd form possible and, as Mr. Stay-Puft stomps through the middle of New York City as only suits, camera trickery, and miniatures can deliver, it’s both comical and alarming to think that the end of human life could come from such a cute, ludicrous being.   

The Summary:
I grew up watching Ghostbusters; it was one of the quintessential movies of my childhood that helped shape my love for cinema and big, special effects sci-fi/horror productions. As such, I have a great deal of fondness, nostalgia, and respect for the film but, even with all that aside, Ghostbusters is an effortlessly entertaining piece of cinema that, honestly, has everything you could want from a film. It’s funny, scary, enjoyable, charming, and appealing on so many levels, with some amazing old school special effects, great cinematography, and a fun and varied soundtrack, with the film becoming instantly iconic for Ray Parker Jr’s award-winning theme song alone. What I love the most about Ghostbusters, despite the great effects and unique premise, is how naturally organic all of the humour is; the leads have a realistic and appealing banter with each other that makes them instantly likeable and they bicker and trade snarky barbs like old friends. Even better is the fact that, unlike the much-maligned 2016 reboot, almost none, if any, of the humour is gender-based; the only character who’s slightly deplorable is Venkman and neither the film, nor its humour, is geared towards one gender over another. Instead, the humour is largely simple banter that can be enjoyed by anyone and everyone rather than always taking the lowest possible route and relying on crude toilet humour and gender-based insults. If anything, Ghostbusters is more an amusing commentary on politics and governmental bodies and even those aspects aren’t so explicit that they take over the film, making it a fun comedy/horror that appeals to everyone and remains highly recommended.

My Rating:

Rating: 5 out of 5.

Fantastic

What are your thoughts on Ghostbusters? Were you a fan of the film back in the day? Which of the four Ghostbusters was/is your favourite? What did you think to the Stay-Puft Marshmallow Man and the film’s premise? Perhaps you grew up with the cartoon and action figures; if so, what memories do you have of them? How are you celebrating Ghostbusters Day today? Whatever your thoughts and memories of Ghostbusters, drop a comment down below.

Game Corner: Ghostbusters: Sanctum of Slime (Xbox 360)

GameCorner
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Released: March 2011
Developer: Behaviour Santiago
Also Available For: PC, PlayStation 3, Xbox One

The Background:
Ever since the release of Ghostbusters (Reitman, 1984), the concept of four somewhat-bumbling New York parapsychologists running around zapping and trapping troublesome spirits has seen some significant success as a franchise. We’ve had the under-rated sequel, a reboot that was met with middling to less-than-favourable reviews, a couple of cartoons, a whole slew of action figures and comic books, and, of course, videogames. A few years after the release of Ghostbusters: The Video Game (Terminal Reality/Red Fly Studio, 2009) was released, Atari made the…interesting decision to follow-up with a straight-to-digital twin-stick shooter rather than continue the adventures of the titular Ghostbusters after the decent reception of that aforementioned, semi-official continuation of the film franchise.

The Plot:
Some time after the events of Ghostbusters II (Reitman, 1989), the Ghostbusters have been run ragged by an influx of supernatural occurrences through the city. Hiring in four new team members, the Ghostbusters send their rookies out to investigate a disturbance and, soon, the greenhorns stumble upon a plot to summon an ancient evil once more.

Gameplay:
Ghostbusters: Sanctum of Slime is a one to four player, top down twin stick shooter reminiscent of the awesome old arcade game Smash TV (Williams, 1990); no matter which of the new Ghostbusters you choose to play as, or whether you’re playing alone or with friends, you’ll bust various ghosts and other supernatural entities in a constant team of four. The controls of Sanctum of Slime couldn’t be simpler; you control your Ghostbuster with the left analogue stick, fire your Proton Pack with the right, and switch to your different Proton Streams with the Left and/or Right Trigger. When a team mate is downed by an attack, you can revive them by rapidly tapping A and they will do the same to you, with surprising speed and efficiency. Your computer-controlled allies are extremely capable and helpful, to be honest; they’ll constantly blasts ghosts with Proton Streams, resuscitate you and the others as a priority, and are generally much more comfortable at navigating the game’s limited areas than you will be. Technically, there’s nothing necessarily wrong with the game’s controls or settings, there’s just not a lot to it; your character controls quite well, being just slippery enough to move at a decent speed but a dash function would have been appreciated.

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Watch your health bar as it can drain surprisingly (and frustratingly) quickly.

You and each of your team mates come equipped with a life bar, unlimited lives, and unlimited continues; should you fall in battle and your fellow ‘Busters also be defeated before they can revive you, you can simply continue from the last autosave checkpoint. Unfortunately, these are often placed before gauntlets and boss battles, which can end up with you having to slog through some of the game’s more difficult and frustrating battles again and again as it seems your health can get drained in anywhere from three to one hits with little consistency. There are four playable characters in Sanctum of Slime but there is absolutely no difference between each of the new Ghostbusters other than cosmetic; why the developers felt the need to bring in four completely new characters is beyond me as their word balloon dialogue could easily have been taken up by the original foursome and it doesn’t really add that much to the plot or the lore to bring in four new faces. Even more disappointing is the fact that you can’t even unlock the original Ghostbusters as skins (or anything else for that matter) to play as.

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You may as well select “Random” as all the characters play exactly the same.

As you explore the game’s familiar surroundings (we’re back at the Sedgewick Hotel again, a haunted graveyard, and other locations that were rendered far more impressively in Ghostbusters: The Video Game), you can destroy various aspects of the environment with your Proton Stream. Doing so adds to your score and you can gain additional points by reviving your team mates, destroying ghosts, capturing the bosses, and grabbing various power-ups. The score is merely for bragging rights, however, as the team’s performance is ranked (well…not exactly “ranked”…more tallied, I guess) at the end of each mission but you don’t get anything special for getting the highest score. There are no difficulty settings for Sanctum of Slime; the game gets progressively challenging as you venture along, throwing more and bigger ghosts at you and filling the screen with red, blue, and yellow spirits that force you to quickly switch between your three different Proton Streams extremely quickly. This isn’t so bad and things progress quite well until you reach the fittingly-named “Gates of Hell” mission, which sees you having to endure seemingly-endless waves of the game’s most difficult enemies, desperately trying to avoid damage and revive your team mates before you get wrecked and have to restart all over again. As if this wasn’t frustrating and annoying enough, my game crashed on me a few times during one of the more difficult of these gauntlets, which only added to the aggravation in this mission.

Graphics and Sound:
Ghostbusters: Sanctum of Slime is pretty basic in terms of its presentation; each area is rendered quite well but there’s not much definition in the character models. This is to be expected considering the perspective the game employs and, clearly, the developers put more effort into rendering the game’s numerous colourful and unique spooks and spirits. Honestly, you’re not going to get the same level of graphical quality as in Ghostbusters: The Video Game or most double-to-triple-A titles and nowhere is this more evident in the fact that there are only a handful of environments to explore. You’ll revisit the same locations in the game’s later missions and maybe they’ve been altered a bit and you battle more difficult ghosts but while the game lacks much in the way of level or graphical variety, for a budget digital-only game, Sanctum of Slime does a decent enough job; you simply move from location to location, busting ghosts and trying to stay on your feet and the game’s pacing is fast and frantic enough where you won’t be stopping to examine the intricacies of the little details.

GhostbustersSanctumCutscenes
The original Ghostbusters only appear in the game’s comic book-like cutscenes.

The game’s plot is told using comic book-like cutscenes that use word balloons and the very basics of animation to tell its story; this isn’t necessarily a problem, and you can skip through them (which is always welcome, though you need to watch them all to earn an Achievement), but their visual style clashes somewhat with the more semi-realistic aesthetic of the in-game graphics. Similarly, you’ll hear a bunch of familiar Ghostbusters tunes and sounds in Sanctum of Slime, all of which are ripped or heavily inspired from the first movie to, which adds to the game’s authenticity.

Enemies and Bosses:
As you blast your way through the game’s twelve missions, you’ll come up against all kinds of ghosts, spirits, and supernatural entities. You’ve got the bog-standard flaming skulls, bellhops and chefs who throw luggage and knives at you, respectively, and a whole slew of different slime-born creatures ranging from spiders, to giant hands, to huge, mud-like monstrosities. These basically act as mini bosses, of a sort, as they can decimate you and your team mates in no time at all; as if that wasn’t bad enough, they’re often accompanied by flying gargoyles that spit fireballs at you and a slew of other smaller, more generic spooks. When locked into an area, you’ll generally be tasked with clearing the immediate vicinity out of any ghosts present or enduring a frustrating gauntlet that can wipe you and your team mates out in seconds if you’re not careful.

GhostbustersSanctumBosses
Bosses are bigger and tougher and some are more than familiar…

You’ll also come up against some bigger bosses; like most of the other enemies, these have a health bar that must be whittled down with your Proton Streams but, unlike the other enemies, bosses have a far bigger bar and have numerous phases and methods of attack. Whether by coincidence or design, a few of the bosses are extremely reminiscent of those seen in Ghostbusters: The Video Game; you’ll once again find yourself in the kitchen of the Sedgewick battling a demonic chef and tackling demonic spider in a nest of webs, for example (though, to be fair, this latter boss at least looks significantly different).

GhostbustersSanctumFinalBoss
Ah, yes, the tried and true demonic final boss…

There are some more original bosses to contend with, though, such as a monstrous, dragon-like possessed subway train and a massive stone gargoyle. However, Sanctum of Slime commits one of the cardinal sins of videogames but having you battle through all the bosses you previously bested before reaching the game’s final boss (which, as in Ghostbusters: The Video Game, involves battling a possessed avatar and the game’s principal antagonist, Dumazu the Destroyer). Ultimately, none of the bosses pose that much of a problem; you simply keep your distance, keep pouring on the heat, chipping away at their health until they are weak enough for you to toss a trap, and then all that’s left is for you to win a quick-time event and the boss is trapped forever. The final boss itself is large and intimidating and can swipe, incinerate, and crush you and your team mates with ease but, for the most part, its pretty simply to stay out of danger and cycle through your Proton Streams to whittle its health down to nothing.

Power-Ups and Bonuses:
Every time you destroy an enemy, you’ll earn points; after clearing some areas of ghosts, you can pick various power-ups to increase your score (such as a cash bonus or cash multiplier) but what you really want are the full health and invincibility power-ups, which are few and far between and often dropped by blasting Slimer when he floats into the area. When you start the game, you’re equipped only with the basic Proton Pack and a trap, which you can only use in boss battles. Once you reach the second mission, you’ll receive your first Proton Pack upgrade (the Fermion Shock) and, upon reaching the sewers (because Ghostbusters videogames love a good sewer level), you’ll get the third and final upgrade, the Plasma Inductor.

GhostbustersSanctumRace
Racing missions help break up the monotony a little.

Essentially, these are just different coloured beams or bolts for you to shoot out; the Proton Stream fires in an inexhaustible beam and is most effective against red-coloured ghosts, the Fermion Shock fires out in waves and damages yellows ghosts, and the Plasma Inductor fires blue bolts that rebound off walls and are best used against blue-coloured ghosts. You can’t upgrade any of these or spend your points/cash on anything to increase your performance, meaning you’ve pretty much seen everything the game has on offer by the fourth mission. To break up the monotony of the constant ghostbusting, a fifth rookie comes and picks your team up in the ECTO-4WD, a jeep-like vehicle that you have absolutely no control over; you simply sit in the back and blast at ghosts as the vehicle races at break-neck speed through a questionably-rendered New York City.

Additional Features:
Ghostbusters: Sanctum of Slime comes with a handful of Achievements for you to earn; honestly, the amount of offer is quite disappointing and the developers simply opted for having you earn them by doing mundane tasks such as beating the first level, the entire game, reviving team mates twenty times, or making it through online with three other players. Yes, the game supports both couch and online co-op and is probably a lot more fun with a few more friends to play alongside. Considering one of my gripes with Ghostbusters: The Video Game was that it foolishly didn’t include a co-op mode for the main campaign so it’s good to see that corrected here but, unfortunately, the game isn’t anywhere near as much fun. Scattered throughout each mission (with the exception of the racing missions and certain boss battles) are a number of collectables; unlike in Ghostbusters: The Video Game, these are all little Stay Puft Marshmallow Men and all you get for collecting them all is an Achievement. They don’t unlock any concept art or skins and the only way to expand upon the main game is to purchase the downloadable content, which consists of a bunch of items for your Xbox avatar and a Challenge Pack that offers you the chance to play completely alone or with a limited number of lives through the game’s more challenging missions.

GhostbustersSanctumBanner

The Summary:
Ghostbusters: Sanctum of Slime is simple, frantic fun; it’s a cheap, digital-only title so you can’t really expect too much from it but, having said that, I have played similar games that have a lot more going for them. Dead Nation (Housemarque/Climax Studios, 2010), for example, is strikingly similar in its execution and presentation but has far more depth to it; in comparison, Sanctum of Slime seems like it was rushed out by Atari simply to maintain the Ghostbusters licence. While there is a lot of arcade style fun to have with Sanctum of Slime, there are a lot of missed opportunities; just adding skins for the original characters or their animated counterparts would have been nice (or, you know, using those familiar characters in the first place) but there also could have been an actual upgrade system or some reason for you to get all those points and collectables. Instead, you’re left with a short, relatively inoffensive little game that is good for a few hours of mindless action but you’re unlikely to come back to it again unless you can find a few other people to play alongside.

My Rating:

Rating: 1 out of 5.

Terrible

What did you think of Ghostbusters: Sanctum of Slime? Which of the original Ghostbusters and the lame new ones introduced in this game is your favourite? Which Ghostbusters videogame do you have fond, or bad, memories of? Do you think it’s time for a new co-op Ghostbusters videogame? Whatever you think about this game, or Ghostbusters in general, drop a comment below.

Game Corner: Ghostbusters: The Video Game: Remastered (Xbox One)

GameCorner
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Released: 4 October 2019 (Hey! That’s my birthday!)
Originally Released: 16 June 2009
Developer: Saber Interactive
Original Developer: Terminal Reality / Red Fly Studio
Also Available For: Nintendo DS, Nintendo Switch, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, and Xbox 360

The Background:
Ghostbusters, as a franchise, has always had a bit of a chaotic history; the original Ghostbusters (Reitman, 1984) went through numerous rewrites and changes of concept to get the project off the ground, the under-rated sequel, Ghostbusters II (ibid, 1989), failed to match the critical or financial success of its predecessor and has been largely (unfairly) written off by cast, crew, and fans, and the difficulties stars and writers Dan Aykroyd and Harold Ramis had in getting a long-awaited third film into development eventually led to an all-female reboot in 2016, whose scathing reception finally led to an official continuation being green lit for release at some point next year. Personally, I blame a lot of this on star Bill Murray; Aykroyd and Ramis fought to produce a true third film for years, turning in all kinds of different scripts and concepts, only for Murray to balk at every suggestion and hold production back. Somewhere in that void, though, Atari announced that they were working on a new Ghostbusters videogame, one that would revisit a lot of the undeveloped ideas for the unproduced Ghostbusters III and even, after some back and forth with Murray (obviously), managed to reunite the four main characters of the movies for what is largely considered to be the third Ghostbusters movie…but in videogame form! I first played Ghostbusters: The Video Game on the PlayStation 3 and remembered enjoying it for its fidelity to the original movies; having the four main cast members back, featuring the same locations, music, and aesthetics, all gave the game a sheen of quality largely missing from other similar videogame tie-ins. Yet, for whatever reason, I got rid of the game shortly after completing it and always regretted that decision so, when the remastered version was announced for Xbox One, I jumped at the chance to revisit the game and try to figure out what it was that kept me from keeping the game in my library the first go around.

The Plot:
Some time after the events of Ghostbusters II, the Ghostbusters are universally lauded and have an official contract with New York City to conduct their business. However, when a supernatural energy pulse emanates from the Gozer exhibit at the Museum of Natural History, ghosts begin to increase in frequency and, alongside a new recruit, the titular Ghostbusters find themselves facing off Ivo Shandor, who seeks to merge the Ghostworld with the real world.

Gameplay:
Ghostbusters: The Video Game: Remastered is a third-person shooter, of sorts, in which the player takes control of an unnamed new Ghostbusters (generally referred to simply as “Rookie” or some variation). The Rookie is given the…honour?…of lugging around the Ghostbusters’ new experimental tech, doing all the team’s heavy lifting, and generally being sent in to investigate disturbances first to reduce the risks faced by the team. As you might expect, given the nature of the franchise, your primary goal is to use the Ghostbusters’ patented Proton Pack to fire a stream of nuclear-charged protonic energy at various ghosts, whittling their health down until they are ready to be trapped in a small mechanical box. When ensnaring a ghost, you have to keep an eye on the steadily rising bar on your Proton Pack; if you simply hold down the R trigger with reckless abandon, your Proton Pack will overheat and you’ll be left vulnerable while you wait for it to recharge. Therefore, it’s advisable to press the R button to vent the pack and keep your Proton Stream going strong; basically, it’s like a reload function in a shooter. Once the ghost is worn down and in your Proton Stream, you can slam it to weaken it further or force it into a trap but you need to be careful that you don’t cross your stream with those of the other Ghostbusters as you’ll get blown on your ass. Once you successfully trap the ghost, you’ll earn in-game currency that is used to buy new upgrades for your Proton Pack to make catching and trapping ghosts slightly easier. I say “slightly” because the main issue with trapping ghosts is that the game doesn’t have an auto-lock on or any kind of lock-on feature, basically meaning your Proton Stream goes flying all over the place and can be extremely difficult to aim and keep trained on a ghost, especially as the fly around the game’s locations.

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You’ll have to dip in and out of both views to scan everything.

When you’re not trapping ghosts, you’re tasked with exploring your surroundings, many of which are extremely faithful recreations from the first Ghostbusters movie. You can do this in third-person mode, where you’re able to sprint and blast at a whole host of destructible items, or switch to a first-person mode, equipping both the Psychokinetic Energy Meter (P.K.E. Meter) and the Ecto Goggles in the process. In this mode, you’ll scan your environment; when the P.K.E. Meter turns red, a ghost is nearby and you can hold the R trigger to scan it and learn its weaknesses to aid you. When the meter turns blue, it means you’re close to one of the game’s many Cursed Artefacts, which can be collected to add bonus items to the Ghostbusters’ firehouse and earn you a couple of Achievements. This mode is very similar to the forced first-person perspective of Resident Evil: Revelations (Capcom, 2012) or the detective vision from the Batman: Arkham series (Various, 2009 to present) in that, since it’s your only real indication of where you need to go thanks to the game lacking a traditional map, you’ll be spending a great deal of your time either in scan mode or flipping in and out of it to scan every ghost you encounter. Personally, I feel the developers could have incorporated the P.K.E. Meter function into the game’s heads-up display, placing it in the bottom left corner and having it light up whenever something of interest was near so that you spend more of your time in third-person mode but, once you’ve scanned everything you need to scan and know where you need to go, you’ll probably not be switching to this mode in future playthroughs.

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Keep an eye on your health gauge and be sure to revive your team mates!

The Rookie is portrayed as fairly clumsy in the game’s charming cutscenes but, in-game, he’s generally quite competent; his health is measured on the side of the Proton Pack and, whenever you start to take too much damage, the screen will flash and turn red, so it’s best to use the B button to awkwardly hop out of harm’s way or find some cover until your health replenishes. If you or any of your Ghostbuster allies take too much damage, you’ll need to be revived or revive them yourself, respectively; if you’re all incapacitated, the mission is failed and you’ll have to reload your last checkpoint. There are a couple of drawbacks to this: one quite crucial one is the your character can sometimes be incapacitated in just one or two hits, leaving you at the mercy of your computer-controlled allies, and another is that there is never an onscreen indicator of when the game is auto-saving so, when you die, you could be sent all the way back to the start of the mission or you could be sent back to right outside the last door you entered. It’s also doubly frustrating that the game has such long loading screens; considering this version is supposed to be optimised for the Xbox One, I don’t expect to be sitting there for a minute or two while the game struggles to load up my last checkpoint. When you’re not busting ghosts, exploring your environment, or scanning your surroundings, you’re tasked with solving a few rudimentary puzzles. Generally, these are as simple as crossing a room and activating a switch but, often, some kind of obstruction will require the use of your Proton Pack and other attachments to clear the way, such as moving an electrified wire out of water, clearing slime or vines, activating a winch, or yanking open doors with your slime tether.

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Obtuse puzzles break up the game’s action.

The game can be a bit obtuse with telling you exactly what you need to do, though; there’s a part in the sewer where you need to clear out the black slime so you can proceed further and there’s literally nothing to tell you to use your slime tether on the weights next to the gate. Later, when on Shandor’s Island, I was faced with a locked door; Egon Spengler (Ramis) helpfully said something like “Do what I do!” but all he was doing was standing still. I am not ashamed to admit that it took me a good couple of minutes to spot the seemingly-obvious stairs that led down to the hedge maze, and the solution to this puzzle, below. The main appeal of Ghostbusters: The Video Game: Remastered is that it is chock full of attention to detail, little Easter Eggs, and call-backs to all the best and most beloved moments of the first movie. For me, though, this is a double-edged sword as, while the game clearly acknowledges and takes place after the second movie, everything about the game is geared towards it being more of a Ghostbusters 1.5 or a “real” Ghostbusters II as the characters are all modelled after their appearances in the first movie (despite looking different in the second), the music is all ripped straight from the first movie’s fantastic soundtrack, and very little of the game revolves around any of the fallout of the second movie beyond the inclusion of slime. It almost feels like the developers should have simply had the opening mission of the game be a flashback to the events of the first movie and then just presented the rest of the game as taking place between the two films or in place of the second as, while the game’s narrative just about line up, it’s clearly more geared towards paying homage to the first, more popular movie.

Graphics and Sound:
Ghostbusters: The Video Game: Remastered is a bit of a mixed bag: on the one hand, the game’s locations, ghosts, bosses, and in-game models look amazing but, on the other, the game’s pre-rendered cutscenes (and even those that use the in-game models) leave a lot to be desired. In its first mission, the game takes the team back to the Sedgewick Hotel from the first movie, which is recreated in stunning detail. Here, you’ll explore these familiar surroundings and then engage in an extremely faithful recreation of the Ghostbusters’ first encounter with Slimer before heading out into Times Square, making your way up a building, and battling the reborn Stay Puft Marshmallow Man. Another mission takes you make to the New York Public Library to settle up with the Librarian Ghost from the first film and, between missions, you’ll get to freely wander around the Ghostbusters’ firehouse. All of these familiar locations are recreated in meticulous detail, ripped straight from the first movie, and really make it feel as though you are playing a true Ghostbusters videogame.

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The game’s locations become suitably horrific and grandiose.

The game then expands upon its locations considerably, transporting the team to the Lovecraftian Ghostworld, where spirits and spectres roam freely, a nightmarish version of Central Park, dilapidated cemeteries, a suitably Gothic and haunted island, and even a hellish version of the ghost dimension. While many of these locations are quite linear (you can explore but, more often than not, you’ll just run into a dead end), they are full of little details, lighting effects, and Easter Eggs to find and things to do. Almost everything is destructible, for one thing, and you can interact with certain elements (water fountains, the exhibits in the museum, and others), though, at the same time, environments can feel a little bland and restrictive. The in-game models are pretty much spot-on, though, especially for the ghosts and the Ghostbusters themselves. Despite the faithful recreation of the returning actors, though, the models can end up looking a little bit like action figures; they’re a bit stiff, their eyes tend to get washed out or swallowed up by their faces, and the cutscenes are often a little out of synch.

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There’s a stark contrast between the pre-rendered cutscenes and the in-game ones.

There’s also a marked difference in quality between the pre-rendered cutscenes and the in-game cutscenes, which is to be expected but, again, I expect more from a remastered version of a videogame. The game’s soundtrack, though, is fantastic; every track is a familiar tune (or heavily based upon tracks) from the first movie (again, no love for the sequel in this regard), which only adds to the immersive experience. The four main actors return to voice their characters and it is amazing to hear them all bantering and bouncing off of one another in true Ghostbusters fashion. It’s just a shame, then, that the game includes this weird glitch where the in-game audio and spoken dialogue will cut out when you wander too far from the group; this kind of makes sense as you’ve moved out of earshot but it can also happen if you stand still and simply rotate the camera and, most embarrassingly of all, often happens mid-way through an in-game cutscene. I also couldn’t help but notice that Bill Murray’s reading of some of his lines felt far less natural as he over- or under-emphasised certain words and generally came across as a complete inept moron, even more so than his character, Peter Venkman, is generally portrayed.

Enemies and Bosses:
Given that you’re placed in the shoes of a rookie Ghostbuster, you’ll be spending the majority of your time tracking down and busting ghosts of all shapes and sizes. Your first mission is to recapture Slimer but, from there, you’ll also hunt down all kinds of other spooks, all of them rendered in the same semi-translucent style presented in the movies. Sometimes, you’ll also have to contend with possessed items, such as candlesticks, coffins, and tombstones, which will spring to life and scurry after you and are immune to your traditional Proton Stream.

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Ghosts and other enemies come in many different forms.

These minions can’t be trapped and must be dealt with using the other attachments you get to your Proton Pack, meaning they’re far more annoying as enemies as they’ll swarm around you, throwing projectiles your way, and generally keep respawning until you seal off the portal that birthed them. Some ghosts also have the ability to possess nearby non-playable characters or even your fellow Ghostbusters, meaning you’ll have to hose them down with your Mood Slime before you can capture the offending ghosts. Others bring massive statues and suits of armour to life or transform the environment to suit their needs but one thing most of them have in common is that you’ll need to switch to different attachments to whittle them down and they are slippery devils that force you to run around in circles getting pummelled by projectiles and attacks, constantly reviving your teammates or being.

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Mr. Stay Puft is a joke compared to some of the enemies you’ll have to contend with!

Easily one of the worst enemies in the entire game are the kamikaze cherubs you encounter late into the graveyard mission; these little bastards not only shoot at you with flaming arrows, they also fly at you head-first and explode, dealing massive damage. If that wasn’t enough, you also have to contend with a never-ending slew of possessed gravestones, Ray Stantz being all but useless as a partner character, and the fact that the only way to clear this area is to slam or slime tether the cherubs into a gate. This kind of frustration really brings Ghostbusters: The Video Game: Remastered down; it’s just so inconsistent as one minute you’ll be having a whale of a time busting ghosts and, the next, you’ll be beaten to a pulp in seconds over and over and forced to sit through those long-ass loading screens. This inconsistency is translated into the game’s boss battles as well; after making short work of Slimer and a ghostly fisherman, you’ll do battle with the Stay Puft Marshmallow Man and, honestly, the little Marshmallow Minions he spawns throughout the preceding mission are more of a threat than he is! You simply hang from a tether, clear away his minions, and then zap him in the face enough times to turn him into marshmallow mush once more.

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Azetlor is easily the game’s toughest boss!

The next mission sees you settling the score with the Librarian Ghost, who surrounds herself with a shield to drag the fight out a bit but is nothing compared to Azetlor! This demonic entity is comprised of books and is initially protected by its mask, which you must shoot your Mood Slime at for what feels like an eternity. Once the mask is finally removed, you’ll probably fail the mission almost immediately as Azetlor makes mincemeat out of you and your team mates. Apparently, you’re supposed to dodge into the portals scattered throughout the arena to avoid Azetlor’s attacks and ignore reviving the other Ghostbusters but this never worked for me as, when you enter a portal, you exit it with the controls slightly janky so if you press up on the analogue stick you just jump back through the portal again! Seriously, the boss battle was the most annoying and challenging boss in the entire game, including the game’s final bosses!

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The game’s other bosses can be a drag but aren’t exactly challenging.

Later, you’ll have to chase the Spider Witch around her lair; after dealing enough damage to her, she disappears and you have to desperately follow your P.K.E. Meter to find her before she replenishes too much of her health, making this battle more of a chore than anything. You’ll also encounter a giant Sloar chained up in a dungeon-like sewer, which you must bait into attacking you so you can damage the glowing weak spot on its head. When you reach the finale of the game, you’ll battle against Ivo Shandor himself in a two-stage boss battle. In the first, he has possessed the New York City Mayor and is protecting himself with a green energy shield. You’ll be constantly reviving your team mates as they are either pummelled into submission by the skulls that home in on them (and you) or instantly incapacitated by Shandor’s whirlwinds but, if you blast away at Shandor’s shield with your Mason Collider, he’ll activate four nearby pillars to regenerate his health. Blast each of these in turn and the battle will end, making the most difficult part about this boss simply having enough Ghostbusters alive to see the mission through.

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Shandor’s final form looks more impressive than it actually is.

Shandor then assumes a far more demonic form, that of the “Architect”, an enormous Satanic being that forcibly drags you all back to the Ghostworld in a final encounter that is laughably easy compared to some of the bosses and enemies you’ve battled up until that point. Seriously, I had to revive my team mates the least in this battle and never once had to be revived; you simply keep your distance, blasting at Shandor with Boson Darts and, when he moves to the centre of the arena to regenerate, blow up the pillars. Wash, rinse, repeat, and he’s done in no time at all.

Power-Ups and Bonuses:
As you progress through the story, you’ll be gifted with additions to your base Proton Pack; you start out with the basic Proton Stream, which can whittle away a ghost’s health, ensnare them, and slam them to help trap them, but soon gain access to additional components. The first are the Boson Darts, highly concentrated bursts of protonic energy that are great for clearing out large swarms of enemies and dealing heavy damage, though you can only use them a couple of times before your Proton Pack overheats. Next, you get equipped with the Dark Matter Generator, which allows you to blast at enemies with a shotgun-like Shock Blast or freeze ghosts in place with the Stasis Stream, both of which can be handy for crowd control and giving you time to regenerate health. After this, you’ll get access to the Slime Blower, a smaller, heavily modified version of the ones seen in Ghostbusters II. This allows you to clear caustic black slime from the environment, reduces certain enemies to mush, and allows you to attach slime tethers to objects and ghosts. Unfortunately, the lack of a lock-on feature makes using the slime tether in this latter fashion more frustrating than helpful and it is, by far, the feature I used the least. Finally, you upgrade to the Composite Particle System, which allows you to use the Mason Collider for a rapid-fire function similar to a machine gun. You can also use the Overload Pulse to have your shots home in on a specific target, both of which can be useful for rapidly wearing down ghosts for the capture. While you never get to drive the Ecto-1b (that honour is, awkwardly, generally left to Winston Zeddemore (Ernie Hudson), my second favourite Ghostbuster after Ray), it does feature a few times in the story mode and is, at one point, equipped with the Super Slammer Trap that allows you to instantly trap ghosts once they’re lured over to the car. Otherwise, you’ll be using your own trap to grab the ghoulies and earn cash to spend on upgrading each of the features of your Proton Pack to reduce overheating, speed up the trapping process, and other improvements that marginally improve the experience.

Additional Features:
As you progress, you’ll unlock each story chapter to replay on one of the game’s three different difficulty settings. This is crucial to revisiting areas and finding any Artefacts you missed, scanning and recording every ghost in the game, and earning all of the game’s Achievements. While you can replay from each mission’s checkpoints, the upgrades you’ve purchased don’t carry over and you can’t take features like the Slime Blower back to the first mission, for example, somewhat limiting the game’s replayability. You’ll also unlock the game’s cutscenes to view in the game’s “Extras” menu but that’s pretty much it; you don’t unlock any additional characters or costumes, there’s no post-game content, and even the multiplayer aspect from the original version has been excised from this remaster! Apparently, all of these features (and more) were apparently planned for the game and a multiplayer component was supposed to be released shortly after the remaster’s launch but, as of this writing, it’s not happened.

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The Summary:
Soon into playing Ghostbusters: The Video Game: Remastered, I suspected what it was that kept me from keeping the game in my PlayStation 3 library back in the day. While it looks and sounds fantastic and really feels like an authentic Ghostbusters experience, the game is just so damn inconsistent; it looks great and can be really fun to play, running smoothly and featuring some great vocal work from everyone involved who isn’t Bill Murray but then wham! Suddenly you’re faced with an obtuse puzzle, lost in maze-like corridors, or battling enemies and bosses than can one-shot you and your team with cheap, difficult to avoid attacks. Honestly, it really stinks that the developers couldn’t at least release the game with couch co-op; the game begs for it, seeing as you’re running around with the other Ghostbusters the entire time, so a split screen multiplayer would have only increased the game’s appeal. Plus, not adding anything new to the game for this remaster is a real disappointment; the only thing that’s been changed is that the graphics have a bit more polish and that’s it. We could have gotten new skins or costumes, maybe even some extra Achievements or gameplay modes but, instead, we’re left with a slightly better looking version of the base game that really doesn’t deserve being bought at full price. It’s great to see all the guys back together and to experience a version of what Aykroyd and the late, great Ramis had planned for Ghostbusters III but, as a complete package, Ghostbusters: The Video Game: Remastered fails far more than it succeeds and is recommended only really for hardcore Ghostbusters fans.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think of Ghostbusters: The Video Game: Remastered? Did you play the original version; if so, which console did you play it for and how do you think this remaster holds up compared to the original? Which Ghostbuster is your favourite? Which Ghostbusters videogame do you have fond, or bad, memories of? Do you think I am being too harsh on Bill Murray? Are you looking forward to the new Ghostbusters movie? Whatever you think about Ghostbusters, drop a comment below.

10 FTW: Under-Rated Sequels

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Sequels are funny things; you have to get the balance just right between providing everything people enjoyed about the first moving but expanding upon the plot and characters in a natural way. If it’s difficult for a lot of sequels to get this right, it’s even harder for third, fourth, or other sequential entries to hit the mark. There’s a few prime examples of sequels done right (Back to the Future Part II (Zemeckis, 1989), Terminator 2: Judgment Day (Cameron, 1991), and The Dark Knight (Nolan, 2008) spring to mind as some near-undisputed examples of sequels that were everything their predecessor was and more) and even fewer examples of completely perfect movie trilogies as most stumble by the third entry due to one reason or another. I can’t tell you, though, how often I’ve seen people talk shit about some sequels that are actually not that bad at all and, arguably, criminally under-rated. When movies, comics, and videogames produce remakes or other ancillary media based on these franchises, they either always complete ignore these films or openly criticise them for absolutely no reason. Today, I’m going to shed some light on ten under-rated sequels and, hopefully, try to show why they’re actually not as bad as you might think…

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10 Saw II (Bousman, 2005)

While the Saw (Various, 2004 to present) noticeably dipped in quality as Lionsgate milked the series for all its worth with sequel after sequel after sequel (most of which were actually interquels as they foolishly killed off John Kramer/Jigsaw (Tobin Bell) way too early in the series), I feel like a lot of people don’t give Saw II enough credit. Saw (Wan, 2004) was an intense, terrifying experience that saw two people trapped in a room with the only option of escape being death or sawing a foot off with a rusty hacksaw. It kick-started a whole “torture porn” sub-genre of horror, despite most of its terror coming from the horrific situations rather than copious amounts of gore. Saw II, however, put the focus on Jigsaw, who was an almost mythic figure in the first movie and wasn’t fully revealed until the film’s dramatic conclusion. Here, we delve deep into his motivations for putting people through his gruesome “tests” and this film is a worthwhile watch simply for the subtle menace exuded by Tobin Bell.

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Saw II has some gruesome traps.

Not only that, Saw II ramps up the gore and the desperation by having seven shady individuals all infected with a deadly, slow-acting nerve agent and trapped in a horror house, of sorts. The film’s tension comes from the desperation of Detective Eric Matthews (Donnie Wahlberg), who is frantic to save his son from Jigsaw’s trap and to bring Jigsaw in by any means necessary. Yes, there’s more gore and more onscreen violence and, arguably, Saw II set the standard for the myriad of sequels to come by ramping up Jigsaw’s traps and plots to an absurd degree, but this was before the series fell off a cliff. Here, minor characters from the first film are expanded upon, the lore of this world is fleshed out beautifully, and we have some of the franchise’s best traps ever.

For many of us back in the nineties, Teenage Mutant Ninja Turtles (Barron, 1990) was the first time the “Hero” Turtles were depicted as being as violent and nuanced as in their original Mirage Comics run. Up until the release of this movie, the Turtles were cute, cuddly superheroes who we watched foil the Shredder (James Avery) week after week and whose toys we bought with reckless abandon. However, given how dark and violent the first film was, this sequel does a massive course correction, increasing the silliness and reducing the onscreen violence and decreasing the Turtles’ use of their weapons in an attempt to align the live-action movies more with their more kid-friendly, animated counterparts. Yet, that doesn’t mean this sequel isn’t good in its own right. The Turtle suits (once again brought to live by Jim Henson’s Creature Shop) look amazing and are probably better and more expressive than in the previous movie; the film also stays relatively close to its source material by focusing on the mutagenic ooze that created the Turtles, and it also introduced two mutant antagonists for the Turtles to fight.

Tokka and Rahzar are surprisingly formidable.

While they’re not Bebop (Barry Gordon and Greg Berg) and Rocksteady (Cam Clarke), Tokka (Rock Lyon and Kurt Bryant) and Rahzar (Gord Robertson and Mark Ginther) are a fun, welcome addition. It’s great seeing the Turtles kick the snot out of faceless members of the Foot Clan but Ninja Turtles has always been about the crazy mutated characters and these are two of the most impressive looking and formidable, especially considering their childlike demeanours. The Shredder (François Chau) also returned in this movie and is a lot closer to his animated incarnation, being decidedly more theatrical than in the first movie but no less intimidating. Probably the only thing that lets this movie down for me (no, it’s not the Vanilla Ice rap scene) is the final battle between the Turtles and the ooze-empowered Super Shredder (Kevin Nash) in which Shredder is unceremoniously defeated by being crushed under a pier due to his own foolishness. Apart from that, though, I feel this movie is the perfect balance between the dark, violent Mirage Comics and the light-hearted animated series and this balance is where the Ninja Turtles (a ridiculous concept to begin with) shine the brightest.

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8 Batman Forever (Schumacher, 1995)

Now, admittedly, Batman Forever has its fan-base; there’s plenty of very vocal people out there who rate this quite highly among the many Batman movies (Various, 1966 to present) , especially after viewing the special edition and a lot of the deleted scenes which, had they been implemented, would probably have elevated this movie even higher. There’s a couple of reasons why this film is often unfairly attacked: one is because of how God-awful its sequel, Batman & Robin (ibid, 1997) was. That film’s over-the-top camp, painful performances, and nipple-suits are often considered so bad that both of Schumacher’s Bat-movies are unfairly lumped together and judged as a failure, when this just wasn’t the case. The second reason is because of how dramatically different it is from the previous Bat-movies; after Tim Burton brought us a dark, brooding, serious interpretation of Batman (Michael Keaton) in 1989, he was given free reign on the sequel, Batman Returns (Burton, 1992). While this made for one of my personal favourite Bat-movies thanks to Burton’s Gothic sensibilities, it upset a lot of parents (…and McDonald’s) and, similar to Turtles II, Schumacher was brought in to make Batman more “kid friendly”.

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It’d be some time before Robin would truly fly again.

And yet despite the gratuitous neon lighting, the slapstick elements, and an incredibly over-the-top (and massively unsuitable) performance by Tommy Lee Jones, Batman Forever not only brought us a physically imposing Bruce Wayne/Batman (Val Kilmer) for the first time but it actually had the balls to include Dick Grayson/Robin (Chris O’Donnell). Schumacher smartly uses Robin’s origin as a parallel to Batman’s so that the film can tread familiar ground but in a new, fresh way while also bringing us one hell of a bad-ass Robin suit. Thanks to the blinkered, narrow-minded opinion that Robin (a character who has been around basically as long as Batman) is somehow “not suitable” for a Bat-movie, it wouldn’t be until the recent Titans (2018 to present) series that we would finally see Dick Grayson realised in live-action once again (though we came so close to seeing another interpretation of the character in the DC Extended Universe). Also, sue me, I grew up in the nineties and have always been a big fan of Jim Carrey’s. His performance as Edward Nygma/The Riddler might be over-the-top but his manic energy steals every scene he’s in and he genuinely looks like he’s having the time of his life channelling his inner Frank Gorshin and chewing on Schumacher’s elaborate and impractical scenery.

7 Terminator Salvation (McG, 2009)

Okay, I’m just going to come out at say it: Terminator Salvation was, hands down, the best Terminator (Various, 1984 to 2019) sequel after Terminator 2 and always will be, no matter how many times they force Arnold Schwarzenegger to throw on the shades and the jacket. After how perfectly Terminator 2 ended the series, the only smart way to produce further sequels was to have Terminators travel to other times and target other key members of the resistance (a plot point touched upon in the Dark Horse Comics, the dismally disappointing Terminator 3: Rise of the Machines (Mostow, 2003), and threaded throughout the semi-decent Terminator: The Sarah Connor Chronicles (2008 to 2009) television series) or to make prequels that focused on the war against the machines in a post-apocalyptic future. This latter idea would be my preference and, as such, I absolutely love Terminator Salvation. Is it perfect? Well, no, but it’s a different type of Terminator movie…and that is a good thing, people! Rather than making yet another lacklustre retread of Terminator 2, Salvation is, ostensibly, a war movie depicting the last vestiges of humanity driven to the brink of extinction by increasingly-dangerous killer machines.

Christian Bale always makes for fantastic casting.

Not only that, we got Christian Bale as John Connor! After the pathetic casting and portrayal of Nick Stahl (remember him?) in the third movie, we got freakin’ Batman as the last, best hope of humankind! And he gives a great performance; stoic, gritty, hardened, this is a Connor who is on the edge of accepting his true destiny and is desperate to do anything he can to stay one step ahead of Skynet. Add to that we got a pretty decent battle between Connor and the T-800 (Roland Kickinger). People like to shit on this sequence because Kickinger has Schwarzenegger’s likeness digitally laid over his face but, honestly, it isn’t that bad an effect and, if you can’t get Arnold back, this was a great way to utilise him. The only faults I have with this movie are that Connor shouldn’t have received such a clearly-mortal wound from the T-800 (I know he was originally supposed to die but, after they changed the ending, they really should have re-edited this scene to make his wound less deadly) and that the franchise has largely ignored it with subsequent sequels rather than continuing on from its open-ended finale, meaning we’ll forever be denied the bad-ass visual of an army of Arnold’s marching over a field of human skulls!

Okay, just hear me out…Attack of the Clones is not that bad, especially after Star Wars: Episode I: The Phantom Menace (ibid, 1999) focused way too much on boring shit like “trade disputes” and politics, insulted our intelligence with the dreadful Jar Jar Binks (Ahmed Best), and sucked all of the menace and intrigue out of Darth Vader (David Prowse and James Earl Jones) by portraying Anakin Skywalker (Jake Lloyd) a whiny, annoying little brat. Arguably, the Prequel Trilogy would have been better if Lucas had opted to have Anakin discovered as a young adult and cast Hayden Christensen in the role from the start as this would be a far better parallel to his son’s own journey to becoming a Jedi. Christensen is a decent enough actor and he was simply handicapped by Lucas’s dreadful script; if Lucas had opted to let someone else take another pass at his dialogue, we could have seen a bit more of the snarky banter Anakin shares with his mentor, Obi-Wan Kenobi (Ewan McGregor). Despite the copious amount of green screen and computer-generated characters thrown at us here, Attack of the Clones has a lot of visual appeal; from the city planet of Coruscant to the rain-swept Kamino and the dry lands of Geonosis, the only location that lets Attack of the Clones down is its return to the sand planet Tatooine but even that is used as a pivotal moment in Anakin’s turn towards the Dark Side.

I would’ve preferred to see what Boba Fett was capable of.

And let’s not forget the fantastic Lightsaber battles on display here; every battle is as good as the final battle from The Phantom Menace, featuring some impressive choreography and setting the stage for one hell of an epic showdown between Anakin and Obi-Wan in the next movie. While I don’t really care for Yodi (Frank Oz) being a CG character, or wielding a Lightsaber, there is a perverse pleasure to be gained from seeing Yoda flip about like a maniacal spider monkey. Oh, and this movie has freakin’ Christopher Lee in it! Unfortunately, Lee’s Count Dooku/Darth Tyranus is criminally underused in this movie and killed off all-too-soon in the sequel. Another misfire for me was Lucas wasting time introducing Jango Fett (Temuera Morrison); I’ve never really understood why people love Boba Fett (Jeremy Bulloch) so much as he’s a bit of a klutz and doesn’t really do anything, but he does have a rabid fan base and, since we never see his face in the Original Trilogy, I would have instead cast Temuera as Boba so that we could see him actually do something.

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5 Hellraiser: Bloodline (Yagher (credited as Alan Smithee), 1996)

Hellraiser (1987 to present) is a horror franchise that seems to have struggled to be as successful as some of its other peers. I’ve already talked about how the original Hellraiser (Barker, 1987) really hasn’t aged very well and this applies to every sequel in the series as well as they seem to immediately age to moment they are released thanks to the decision to release every sequel after the third movie direct to video. Admittedly, a lot of my fondness for Hellraiser: Bloodline is based on two things: it was the first Hellraiser movie I was able to sit through from start to finish and was responsible for me becoming a fan of the series, and Event Horizon (Anderson, 1997) is one of my favourite science-fiction/horror movies. Arguably, Event Horizon is a far better version of Bloodline’s core concept (that being “Hellraiser…in Space!”) but there’s an important thing to remember about that: Bloodline isn’t set solely in space! Instead, Bloodline takes place in three different timelines and follows the descendants of Philippe Lemarchand (Bruce Ramsay), an 18th century toymaker who was unwittingly responsible for creating the magical Lament Configuration, a puzzle box that, when solved, summons Cenobites from a dimension where the lines between pleasure and pain are blurred.

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Pinhead has lofty aspirations in Bloodline.

Cursed for this act, Lemarchand’s descendants are driven by an inherent desire to create the Elysium Configuration, a means to forever seal the Cenobites from our world forever Dr. Paul Merchant (also Ramsay) is merely the latest in a long line of these toymakers to encounter the demonic Cenobite dubbed Pinhead (Doug Bradley) and his acolytes; unlike his predecessors, Merchant actually succeeds in his mission and destroys both Pinhead, and the portal to Hell, forever using a massive space station. There’s a few reasons I think people misjudge this movie: one is that it was absolutely butchered by Miramax, who demanded all kinds of reshoots and changes, meaning that the film’s original director’s cut has never been seen. Another is a holdover from Hellraiser III: Hell on Earth (Hickox, 1992), which saw Pinhead ape Freddy Krueger (Robert Englund) and become just another slasher villain with a twisted sense of humour. Similarly, in Bloodline, Pinhead goes from being a representative of the Order of the Gash (…lol), to wanting to unleash Hell on Earth permanently like some kind of invading force, to the point where he takes hostages and transforms people into Cenobites whether they have opened the box or not. Yet none of this changes the fact that Bloodline is a pretty decent film; we finally get to see some background into the mysterious puzzle box, there’s multiple times when the structure and history of Hell is hinted at, and there’s some really disgusting kills and gore. Personally, I rate this film higher than the second (because that film is boring) and the third simply because it doesn’t have a Cenobite with CDs jammed in its head!

4 X-Men Origins: Wolverine (Hood, 2009)

This one is gonna cost me a lot of credibility but I honestly do not get why X-Men Origins: Wolverine gets so much shit, especially considering how incoherent and screwed up the timeline and continuity of the X-Men (Various, 2000 to present) movie series became after this film. Sure, Wade Wilson/Deadpool (Ryan Reynolds) is poorly represented, some of the CG is a bit wonky, and there are a lot of flaws in the plot, but there’s also a lot to like about this film. First, and most obvious, is the film’s opening credit sequence, which many have cited as being their favourite moment of the film. Seeing James Howlett/Logan/Wolverine (Hugh Jackman) and Victor Creed (Liev Schreiber) racing through various wars is stunning and I do agree that the film really should have based around this premise and their slow degeneration into bloodlust, with Logan overcoming it and Victor giving in to it to become Sabretooth. Yet, often, I see a lot of criticism about how the X-Men movies tend to always focus on Wolverine at the expense of other Mutants…yet people still hate on this movie, which puts the spotlight entirely on Wolverine and still manages to feature some new Mutants and fill in a few plot points along the way. We get to see Logan’s time in Team X, the full extent of the procedure that gave him his Adamantium skeleton (although we miss out on the feral Wolverine showcased so brilliantly in the otherwise-disappointing X-Men: Apocalypse (Singer, 2016)), and even how unknowingly pivotal he was in bringing the original X-Men together.

The cast for Origins was pretty much perfect.

The casting really makes this movie shine: Jackman is at his most jacked as Wolverine and, while he’s a little too tame compared to what you’d expect from this point in his life, he always brings a great intensity and charisma to his breakout role. Schreiber was an inspired choice to portray Logan’s brother, who (it is strongly hinted) eventually succumbs to his animalistic ways to become Sabretooth (Tyler Mane), bringing a nuanced menace and sophistication to what is normally seen as a feral character. Danny Huston is always great as a smug, scenery-chewing villain (though he doesn’t exactly resemble Brian Cox) and Reynolds gave a great tease at what he was capable of as everyone’s favourite “Merc with a Mouth” (…until it was sown shut). We also get some new Mutants, which I appreciate even more after subsequent sequels could never seem to let go of having teleporting demons involved in their plots; Fred Dukes/The Blob (Kevin Durand) is fantastically realised in the movie and has a great (and hilarious) boxing match with Logan and everyone’s favourite card-throwing Cajun, Remy LeBeau/Gambit (Taylor Kitsch) also makes his one (and, so far, only) film appearance here. I only expected a brief, unsatisfying cameo from Gambit but he actually has a surprisingly substantial role. Could it have been bigger? Sure, but I’d say he was treated a lot better than Deadpool (who, it should be remembered, was still planned to get a spin-off from this film).

3 RoboCop 2 (Kershner, 1990)

Now, don’t get me wrong: I love RoboCop (Verhoeven, 1987). It told an easily self-contained story of Detroit City police officer Alex Murphy (Peter Weller) being rebuilt from death as a bad-ass cybernetic enforcer of the law and rediscovering his humanity. It’s a classic film, with some amazing effects, hilarious commentary on consumerism, media, and corporate greed, and would be a tough act for anyone to follow. Yet, call me crazy, but RoboCop 2 succeeds far more than it fails. RoboCop has a fresh coat of paint and has (literally) never looked better onscreen; he’s just as efficient and pragmatic as before and, though he seems to have regressed back to a more mechanical mindset, he still exhibits a great deal of humanity but in new and interesting ways. First, he is routinely referred to as “Murphy” by other officers (particularly Anne Lewis (Nancy Allen), his partner) and struggles so badly with reconnecting with his wife and son (who believe that Murphy is dead and buried) that he routinely stalks them, which contributes to his superiors deciding to reprogram him. This results in a deliciously over-the-top sequence where RoboCop, his head full of insane, politically correct directives, tries to calm situations with talk rather than bullets. It eventually becomes so maddening that he is forced to electrocute himself just to clear his head enough for him to focus on the big bad of the film, Cain (Tom Noonan).

RoboCain is an impressively ambitious inclusion.

Now, Cain and his psychopathic gang of untouchable drug dealers are great, but they’re not Clarence Boddicker (Kurtwood Smith); instead of Clarence’s manic energy, Cain brings a quiet, intellectual approach to his menace. He also manages to dismantle RoboCop’s metallic body, just as Clarence destroyed his human one, and is eventually able to go toe-to-toe with RoboCop as the frankly fantastic RoboCop 2 (or “RoboCain”). If you liked ED-209 from the last movie, RoboCain is bigger, badder, and better. A combination of animatronics and stop-motion, RoboCain was an ambitious choice for the film and actually works really well considering the technological limitations of the time. The fight between Cain and RoboCop also holds up surprisingly well and is far more interesting than Robo’s encounters with ED-209 thanks to the villain being far more versatile than his clunky counterpart. I think what brings this movie down, for many, is that Cain’s gang aren’t as charismatic or memorable as Boddicker’s (I can only name two of Cain’s guys off the top of my head, whereas I can name at least five of Boddiker’s), some of the plot is a bit redundant (Robo’s story arc is, essentially, a truncated version of the same one from the first), and the awfulness of subsequent RoboCop movies leaving such a sour taste that people assume all RoboCop sequels are terrible…and that’s just not the case.

2 Predator 2 (Hopkins, 1990)

Okay, full disclosure: as a kid, I was not a fan of this movie. I loved Predator (McTiernan, 1987); it was over-the-top, filled with massive action heroes, and featured a tense build-up to one of cinema’s most memorable alien creatures. The sequel just seemed to be lacking something; maybe it was because we’d already seen the Predator (Kevin Peter Hall) in its full, gruesome glory and didn’t really need to go through the suspense of its eventual reveal all over again. Replacing Schwarzenegger is Danny Glover’s Lieutenant Mike Harrigan, a hardened, smart-mouthed loose cannon who plays by his own rules (as was the tradition for any cop worth a damn in cinema back then). I was in awe at Schwarzenegger as a kid so it was disappointing to go from him to Glover but, honestly, Glover is probably better in many ways: his anti-authoritative, roguish nature makes him more relatable as a character and the fact that he actually gets hurt and struggles to physically prevail makes him far more human. He’s a much more believable protagonist in a lot of ways and, thanks to his more developed acting chops, is more than a suitable replacement for Arnold. Predator 2 also takes the titular hunter out of the jungle and places him in the next most logical place: the concrete jungle. Now, a lot of people hate this change; even Arnold hated that the Predator would be in Los Angles for the sequel but…surely doing the sequel in the jungle again would have just resulted in exactly the same movie as before?

Predator 2 established almost all of the Predator’s lore and society.

It’s so weird that people rag on the city setting as it makes perfect sense, is realised really well, and even set the ground for a lot of the Dark Horse comics. No other sequel around this time repeated the first in this way; Aliens (Cameron, 1986), Terminator 2, Batman Returns, Lethal Weapon 3 (Donner, 1992), just to name a few, all fundamentally alter the concept of the first movie rather than rehashing it so why does Predator 2 get such a hard time for doing it (and doing it well, I might add)? To make matters worse, Predator 2 has been criminally overlooked in subsequent sequels; there was no mention of the film’s events at all in the otherwise-excellent Predators (Antal, 2010), a film that went out of its way to reference (both through homage and direct mention) the first movie, and it only gets a passing mention in the disappointing The Predator (Black, 2018). Jake Busey, son of Gary Busey, even featured as an expert on the Predator species but there was no mention in the film of his relationship to Busey’s character, Peter Keyes, despite the two being father and son! I’ll never understand this; it’s a real insult, to be honest. Predator 2 brought so much to the table; it defined the honour system of the Predator species, introduced a whole bunch of the alien’s iconic weaponry, and laid the foundation for comic books, videogames, and sequels and spin-offs to follow for years to come. Subsequent movies have no problem reusing the weaponry or the culture of the Predator introduced in this movie but when it comes to actually directly referencing the film’s events they shy away and why? It’s a great film! Great kills, great action, great tension, some fantastic effects, and a super enjoyable chase sequence between the Predator and Harrigan across the streets and rooftops of Los Angeles! I just don’t get the hate, I really don’t.

1 Ghostbusters II (Reitman, 1989)

Man, if you thought I was mad about Predator 2, just wait until you hear this one. Ghostbusters II suffers from a lot of the plagues of Predator 2, and other films on this list: it’s unfairly criticised for not being exactly the same as the iconic first film, it’s overlooked time and time again, and direct references to it are few and far between. Just look at the majority of Ghostbusters-related media; be it toys, videogames, or otherwise, the characters almost always look exactly like the first movie rather than this one. And why? Because it doesn’t have the Stay Puft Marshmallow Man in it. Give me a fuckin’ break! As much as I love him, and that entire sequence, it wouldn’t make any sense of Mr. Stay Puft to appear in this movie! The Ghostbusters destroyed it when they defeated Gozer the Gozerian (Slavitza Jovan and Paddi Edwards) and this movie revolves around an entirely different villain and plot so why bring it back? I guess audiences were just used to antagonists returning ins equels at that time but to judge this movie just for not having Mr. Stay Puft is not only unfair, it’s down-right stupid.

The river of slime always freaked me out as a kid.

After all, it has the Statue of Liberty coming to life instead! Sure, it doesn’t match up to Stay Puft’s rampage, but it’s still pretty decent. Also, the film’s antagonist, Vigo the Carpathian (Wilhelm von Homburg), is voiced by Max von Sydow, who is an absolute legend. Vigo’s threat is arguably much higher than Gozer’s in a way as his mood slime has been brewing under New York City for decades and is the direct result of all the animosity in the world (…or, just New York, which is bad enough). It’s powerful enough to cause ghosts to go on a rampage again and turn the Ghostbusters against each other, and is a far more grounded threat than Gozer’s plot to destroy the world. The stakes are raised in Ghostbusters II through the fact that the titular ‘Busters have been forced to disband and go their separate ways. Through this, we see something that is also often overlooked about this movie: character growth. Would you criticise Ellen Ripley’s (Sigourney Weaver) character growth in Aliens? Well, yes, probably; you are the internet after all but this plot point allows Ghostbusters II, like RoboCop 2, to retread the familiar ground of the disgraced Ghostbusters being called upon to save the city in a new way. The characters are all a bit more haggard after how badly the city burned them so seeing them rise up regardless, to the point where they’re even able to resist the mood slime, is a great arc.

There are some really horrific scenes in this film…

Add to that the film’s consistent and enjoyable special effects, the truly gruesome sequence in the abandoned Beach Pneumatic Transit system, and a creepy performance (as always) by Peter MacNicol and you’ve got a film that, like Turtles II, is more than a worthy follow-up to the original. And, yet, like I said, this film is often overlooked, almost with a vendetta. It doesn’t help that co-star Bill Murray despised the movie, which is always bad press for any film; his cantankerous ways also constantly held up the long-awaited third movie to the point where we had to suffer through that God-awful reboot before a follow-up would be approved. Despite Murray’s opinions, Ghostbusters II has managed to endure in some respects, though; characters and events were directly referenced in Slimer! and the Real Ghostbusters (1988 to 1991) and Vigo’s portrait was prominently featured in the true third entry, Ghostbusters: The Video Game (Terminal Reality/Red Fly Studio, 2009). In fact, I was very surprised that Ghostbusters: Afterlife (Reitman, 2021) didn’t completely ignore this movie and even then it barely references it.

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Do you agree with my list? I’m guessing not and you think most of these movies are terrible but why do you think that? Are there any other under-rated sequels you can think of? Write a comment and give me your thoughts below.