OPERATION:

When Good Players Go Bad...

DATE: 2003-05-26 22:45:43

By now, I'm sure we've all played enough games to see how the pattern usually goes. With the exception of maybe the Legacy of Kain games, you're usually the good guy trying to save the day against the forces of evil. But Gregg Barnett and Empire Interactive don't see why the tables can't be turned.

In Ghost Master, you are a civil servant for the afterlife (see, even in the afterlife you'll have to deal with government workers) sent by the Haunter Committee to Gravenville. Your job is to manage the town's supernatural resources to manipulate and just plain old scare the hell out of people in order to discover Gravenville's secrets. In order to do this, you will have the power to control ghosts, who in turn will allow you to help other beings to cross the ethereal plane and join your cadre of happy haunts. By placing your ghostly helpers in certain spots in the game's 3D world, you'll be able to scare people and increase your supply of plasm, which works as the fuel for your ghostly powers. At your disposal will be over 45 ghosts, including the usual suspects -- ghosts with sheets over their heads, headless horsemen -- as well as some brand new, never before seen ghosts (Empire Interactive clearly has some sort of hookup on the ethereal plane).

As you bring spirits into existence, they will have a certain power level that will determine the extent of their powers in the Earthly realm. The higher their power, the more power they will have to spook humans. The trick to the game is to decide when/where to spook people to collect plasm, otherwise you'll send them running for the doors faster than people at a Michael Bolton concert.

Your command of spooks, specters and everything that goes bump in the night begins later this year on both the Xbox and PS2.

Starscream aka Ricky Tucker
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