There was a time when strategy games of a certain type were pretty much limited to the PC due to the mouse controls. Games like Dungeon Keeper, Evil Genius and Ghost Master all provided level based, objective driven goals which normally required some building and trap setting. The last time we played Ghost Master was around 2003 so it’s been a fair while since we tried any spook-themed strategy.
The first thing to say is don’t expect much from a visual
point of view. The game is pretty much just the original with sharper images.
If you can imagine the sims with ghosts, you are close to the mark. But levels
are clear and you can see what’s going on so it’s not something that really
effects the way the game plays.
The structure of the game sees you picking a location
(normally based on a horror film or other haunting stereotype), then picking
from a team of ghosts and heading into achieve whatever the objectives are. As
you progress you unlock more ghosts, each of which have different powers and
skills. More can be rescued from the within the levels by achieving certain
goals as well – breaking a glass jar holding a floating brain for instance.
Generally, the objective is to try and scare people out of locations,
but this does get mixed up quite a lot. One level has you trying to get
characters to finish the summoning of a demon, while another requires you to
get the people roaming the house to uncover the various dead bodies hidden
within it. This is all done by possessing various objects and areas.
This requires some forward thinking as certain ghosts can only
be bound to certain things so you need to have a team capable of doing the job.
There is an auto select option for those not sure though. If you are going to
need to attract people to a certain area you are going to need a ghost that can
make noise for instance, or if you need to knock something down, you’ll need a
ghost that can control wind or create tremors.
Scaring everyone is always entertaining but it can be
frustrating at times to get characters exactly where you need them. Especially,
if you want them to try and complete a specific task. Some of the trapped
ghosts are also obscure puzzles as well that require a real knowledge of ghost
powers. Generally, though the game is forgiving enough for anything not to be
too big a problem once you get used to it.
In terms of the games transition to the Switch, it has
worked well. It’s not the most complex game of its type in terms of mouse
controls as you are generally attaching ghosts to specific, non-moving points
and the movable cursors does a good enough job at this. The camera is a bit of
a pain, but then it always was and it’s easy enough to move up and down the
levels of a building with the press of a button. We also found we could play
the game perfectly well in handheld mode without squinting to see what was
going on, something a lot of these types of games suffer from on the Switch. One
thing we are little surprised by though is there are no mouse controls or touch
screen on the Switch 2 version.
Overall, Ghost Master remains the game it always was. It’s
fun and silly with some good core strategy backing it up. But it can also be a
bit fiddly and frustrating at times. If it’s a game, you remember playing or
you are a fan of this genre then it’s well worth revisiting as it does hold up.
But it always had some faults, and little has been done in this remaster to
address those.
Overall 7/10



