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Ghostbusters VR: Here's What You Need To Know
December 30, 2022 3 min read
You'll be excited to hear this news if you're a fan of the iconic Ghostbusters franchise. A virtual reality game set in the Ghostbusters world is currently in production. This blog post will explore this new VR game and what you need to know before getting your hands on it. So, grab your proton packs, and let's dive into the world of Ghostbusters VR gameplay!
Ghostbusters VR Gameplay
If you're a fan of Ghostbusters, you'll be excited to know that a Ghostbusters VR game is in development. In this game, you'll take on the role of a Ghostbuster as you battle ghosts and attempt to save the world from an apocalyptic event.
The gameplay of Ghostbusters: Rise of the Ghost Lord is similar to that of other first-person shooters. You'll use your ghost-busting proton pack to shoot at ghosts, and you can also use it to trap them. There are a variety of different ghosts to battle, each with its own unique abilities.
You'll also have access to other Ghostbusters equipment, such as the Ecto-1 car and the Slimer remote control vehicle. These can be used to help you in your ghost-busting efforts.
Ghostbusters VR is a fun and exciting game that fans of the franchise will love. This is definitely one to check out if you're looking for a new first-person shooter.
How to Play Ghostbusters VR
If you're a fan of the Ghostbusters movies, you're in for a treat with this VR game. You'll get to suit up as a Ghostbuster and help save the city from ghosts.
The gameplay is pretty simple. You'll use the PlayStation Move controllers to aim and shoot your proton pack at ghosts. There are also some physical challenges, like avoiding slime attacks and breaking down barriers.
You can play through the story mode by yourself. You can also play with your friends in co-op mode and take on the challenges together. There's also a competitive multiplayer mode where you'll battle other players to see who can capture the most ghosts.
Set in San Francisco, players will run a ghost-busting business. The goal of this game is for players to stop the powerful Ghost Lord and his group of malevolent ghosts from causing chaos throughout the city. With this new game, you can suit up and get ready to bust some ghosts!
What to Expect with Ghostbusters VR
The Ghostbusters: Rise of the Ghost Lord is a first-person shooter game that puts the player in the middle of all the action. You'll have to fight your way through hordes of ghosts and other supernatural creatures using a variety of different weapons and gadgets. This game requires a VR gaming headset . It will be available for Meta Quest 2 and PlayStation VR2 and is slated to launch in 2023.
Sony Pictures VR also confirmed that this upcoming Ghostbusters game is not a direct sequel to the 2021 film Ghostbusters: Afterlife. Thus, the game will be released the same year as Sony's second generation of VR headset, PlayStation VR2, will be released in the market. This new VR headset is expected to launch in early 2023.
According to Sony, Ghostbusters: Rise of the Ghost Lord will have an "extensive and engrossing campaign" which you can play solo or with up to three players.
Ghostbusters VR: Release Date
The Ghostbusters: Rise of the Ghost Lord is an exciting, immersive experience that puts you in the shoes of a ghostbuster. It's a great way to explore the world of Ghostbusters and relive some classic scenes from the movie. With its realistic graphics, engaging story, and challenging puzzles, this game offers hours of fun for fans of all ages. Whether you're playing solo or with friends, this game promises to keep players entertained for many hours.
Aside from Sony's The Ghostbusters: Rise of the Ghost Lord, developer Illfonic is also developing a game titled Ghostbusters: Spirits Unleashed. Its gameplay pits a team of four players against another player who controls the ghost. This game is expected to launch on PC, PlayStation, and Xbox in the last quarter of 2022.
As of now, The Ghostbusters: Rise of the Ghost Lord is a working title. While no specific release date has been announced by SonyVR, Meta stated that everything shown at the Quest Gaming Showcase will launch in the next 12 months. This includes Ghostbusters VR.
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'Ghostbusters: Rise of the Ghost Lord' trailer shows off co-op VR gameplay
Here's our first look at ghost-busting in vr..
The Ghostbusters virtual reality game teased earlier this year now has a full trailer. Ghostbusters: Rise of the Ghost Lord comes to Meta Quest 2 and PlayStation VR2 in 2023.
The trailer shows four Quest 2 users donning their headsets to battle dark forces descending on San Francisco. The in-engine (pre-alpha) footage follows the players using an arsenal of PKE Meters, Proton Packs and traps to hunt down and ensnare a slippery phantom. Just as the players close their trap and breathe a sigh of relief, a gigantic, skull-faced specter we can only assume is the titular Ghost Lord emerges over the rooftop. It’s exactly the gameplay you’d expect from ghost-busting in VR.
Publisher Sony Pictures Virtual Reality (SPVR) and developer nDreams (known for Far Cry VR: Dive Into Insanity ) are launching the title right as the Ghostbusters IP is enjoying a pop-culture resurgence. Although the latest movie received mixed reviews, it did well at the box office, ranking as the tenth highest-grossing movie last year. An animated Netflix series is also in the pipeline, and a 4v1 co-op game that lets you play as a ghost launched on PC and consoles this October.
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‘Ghostbusters VR’ Co-op Game Coming to Quest 2 & PSVR 2 Next Month, Gameplay Trailer Here
During PlayStation’s State of Play event developer nDreams announced that the long-awaited ghostbusting VR game, Ghostbusters: Rise of the Ghost Lord , is set to launch October 26th.
Update (September 15th, 2023) : nDreams and publisher Sony Virtual Reality announced Ghostbusters: Rise of the Ghost Lord finally has a street date: October 26th, 2023. The game is priced at $55. Pre-ordering on Quest or PSVR 2 gets you the ‘FULL CONTAINMENT EDITION’, which features the full game plus six months of upcoming DLC and bonus content, the studio says. The original article follows below:
Original Article (June 1st, 2023) : nDreams, also known for Fracked (2021) , Phantom: Covert Ops (2020), and upcoming PSVR 2 exclusive Synapse , also released a new trailer featuring a few snippets of gameplay, showing off some of the game’s four-player co-op in action.
In it, we see some a bunch of the franchise’s iconic stuff, such as proton packs, ghost traps, P.K.E. meters, and even the Ecto-1.
If you’re just hearing about Ghostbusters’ first at-home VR title, here’s how the studio describes it:
Strap on your proton pack and step into the world of Ghostbusters in immersive virtual reality. Run your Ghostbusters HQ in a new city, San Francisco, and unravel a rich mystery in a new chapter for the Ghostbusters universe. Wield iconic equipment as you track, blast, and trap ghosts in gripping encounters across an extensive and engrossing campaign. Go it alone, or as a team with up to three friends in co-op to defeat a ghastly new threat – the Ghost Lord. Continue the Ghostbusters’ legacy, protect the city from fiendish ghosts, and experience all the humor and frights from the beloved franchise.
Ghostbusters: Rise of the Ghost Lord is set to launch on Quest 2 and PSVR 2 at some point this fall (see update). Notably, the game’s first trailer was captured on PC, so it’s possible we may also see a release on SteamVR as well, although nDreams hasn’t confirmed as much.
In the meantime, you can wishlist the game on PSVR 2 here and Quest 2 here .
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Given my name, I’m not sure I’m a fan of this title….
You must be crapping your pants. Stick to haunting these pages, it’s safe here
I really wish they would be accurate with the platform information, we are not all Quest or Sony consumers. VR needs to be easy to get into, not confusing for potential customers.
What’s the exact whinge? The article clearly specifies Quest 2 and PSVR2. Should they have included pictures of the retail boxes?
I really wish they would be accurate with the platform information, we are not all Quest or Sony consumers.
Then you won’t be playign the game as it looks like a SONY-Meta exclusive
This looks more like a launch in stages than an exclusive. nDreams has produced PSVR exclusives, but several of their VR games are available on Steam, including Fracked, which released for PSVR in 2021 and got a PCVR version about a year later. So it is not unlikely that the Ghostbusters VR launch is simply focused on the commercially more interesting PSVR 2 and Quest, but they later will also offer a PCVR port later.
It seems rather unlikely that Sony and Meta banded together and payed nDreams to make Ghostbusters VR exclusive to both, but not Steam VR. If anything, they’d pay to also exclude the other (mobile) VR console. So not also launching on PCVR at the same time is most likely about cost. For a smaller company/title not launching on all platforms at the same time allows for much better use of development resources, and the decision for or against a PC port may also depend on the reactions on PSVR 2/Quest. If it flops there, nDreams probably won’t bother, if it sells well, they’ll release a PCVR version later.
VR will never take hold while it’s restricted to STANDALONE Graphics… AAA gamers won’t take it seriously, casuals get bored and hardcore VR nuts (like me) have seen it all before 10 years back on DK2/Rift 1 on PC (but even worse gfx still).
PCVR with Quest Pro wireless is about the best you can get currently (its what I use), PSVR2 had a shot but the hardware is shoddy (sent mine back). Valve may be the only true bet on quality VR and slick usability if it does the high end VR via ‘console like’ device (or PC).
Until we get at least the best AAA GFX in VR then it’ll just coast along. I’m already sad about the masses of low quality cartoon looking jankware/shovelware out there for ‘VR’ that VR is now associated with that rather than the better stuff like GT7, RE8 (PSVR2) and all the decent PC stuff like Lone Echo/Alyx.
Yeah.. I get it can’t be ‘mass market’ unless standalone but the question is, if THAT is the only VR we can get to mass market then why bother? It’s literally ruining its own rep as it goes… confirming its a gimmick to those that think this.
VR should have remained a niche on on PC (or PS5 but with better hardware) until standalone could at least try to do it proper justice.
It’s getting there slowly but surely, but the question is whether the current market will keep up. My bet is that it will, but I agree with you that there is a very valuable and impressive aspect of VR that has been lost in the last few years and which was expected to evolve along with CV1. And I personally enjoyed something like Edge of Nowhere a million more times than all the shoot ’em ups and rhythm shooters that are invariably released nowadays. Nevertheless, without Meta where would we be?
then put pressure on Valve; they’re the defacto owners of the PCVR platform and they’re doing diddly squat (like what’s even the point of buying a dedicated PCVR headset in 2023 when it’s just the same rehash of games).
I get that ppl are conditioned to point their outrage towards Facebook, but perhaps start pointing that angst towards the ‘ally’ sitting on their ass doing nothing.
they are too busy working with skins casinos to support counter-strike 2. that’s where money is, together with steam deck. gaben would be out of his mind to focus on anything vr.
man is so fat he wouldn’t last a minute standing. have you ever seen him wearing a vr headset? EVER? i can only find some early prototype, but that person doesnt look like “the lord”.
Using alyx as high end experience… If it wasn’t done by valve you would be crapping all over it.
Oh please, if you look at the detail, it just is a really good looking VR game, it hasn’t got anything to do with the fact that it was done by Valve. It’s just you who has a big distaste for Valve.
It has everything to do with it being done by valve.
Only in your fucked up little mind.
Aggressive troll alert!!
Alyx has lost 98.68% players from the launch day. Cope with that old man.
That’s pretty normal for a single player game that’s already years on the market. But that’s just you, taking everything out of context. Alyx is still a very good and beautiful game.
Beat Saber has been no1 for years before it got multiplayer.
You really are a retard aren’t you. Beat Saber might be a single player game, but it isn’t a single player game where you play through a story and come to an end. Beat saber is also used by many as a fitness addition/replacement. Really you never seem to use your head other then to be very negative to everybody.
You are special talented, and rewarded person-alike. Vertigo 2 never reached even 0.1% of Alyx peak.
You always have wrong answer for everything. I recommend you to check the latest video of Mr VR Voice – he is literally talking about toxic positive people like you. Please give it a few minutes and think of your behavior.
Alyx lost 85.15% of its playerbase a month later after release. Shut your motereffing fat mouth. OH OFCOURSE ITS SINGLE PLAYER GAME, EVERYONE BEAT IT IN THE FIRST 2 DAYS AND THEN MOVED ONTO… UMMMM… MORE SINGLE PLAYER GAMES?
the king of retards.
STANDALONE Graphics… […] casuals get bored
Two short comments regarding the state and importance of standalone/mobile graphics:
– “Casual” gaming is by far the most successful and fastest growing part of the gaming market, generating the most revenue for both flat and VR games. So the idea that casuals will stop playing games that don’t feature graphics levels only gaming PCs can deliver is pretty much the opposite to what happens in reality.
– For some perspective on where mobile/standalone graphics performance is (going): RE8, the RE4 remake, Death Stranding, Assassin’s Creed Mirage and The Division Resurgence will all be released for the iPhone 15 Pro in late 2023/early 2024. These are all the full versions as on console/PC, not just some mobile ports that are just using the same name for a completely different and inferior experience.
No way Assasin’s Creed Mirage is the same full (graphical) version as on the PS5/Xbox series X/PC. the GPU of the iPhone 15 might be great, but it’s not THAT great. It will be just like the PC version run on a low-end PC. But it gives a lot of hope for the near future for standalone VR.
TL;DR: the iPhone 15 Pro GPU is still much slower than desktop GPUs, and that won’t change anytime soon due to the physics of power consumption. But thanks to fewer pixels on a small screen and a much improve SoC, it could reach PS5 performance levels (with some tricks). The PS5 would will in a direct comparison at 4K with more than 5x the raw power. Nonetheless, these chips/phones are FAST, which is a very good sign for near future standalone VR, and the AVP GPU should already be almost twice as fast as the one in the iPhone 15 Pro.
The announcements are for the iPhone 15 Pro, not the normal iPhone 15. The Pro uses a 3nm A17 compared to the 5nm A16 in the regular iPhone 15, with AFAIK the same architecture, getting about 16% boost from the improved process alone. It features six instead of five GPU cores, so combined it should provide almost 40% more GPU performance, which most likely mean Assassin’s Creed Mirage will not run on a normal iPhone 15/Plus. For some games the difference would be even larger, as according to Apple the A17 offers 4x the raytracing performance of the A16.
The iPhone 15 Pro has a screen resolution of 2556*1179, about 45% more pixels than 1080p or 82% of 1440p, 36% of 4K. It is very unlikely that games will render at native resolutions, as you’d need magnifying glasses to see single pixels. Metal 3 introduced MetalFX that features DLSS/FSR like upscaling, and the A17 now comes with a 16bit 35TOPS neural engine, up from 17TOPS on A16, so it will most certainly be upscaled.
For comparison, somewhat apples to oranges: an RTX 2060 has a 16bit tensor compute performance of about 42TOPS, and the PS5 GPU is about as fast as an RTX 2070 (super). There are no GPU benchmarks for the A17 yet, and synthetic benchmarks are problematic themselves, but for GFXBench 5 in offscreen “Aztec Ruins High Tier” an RTX 2060 is about 5x, RTX 2070 6x and RTX 2070 Super 8x as fast as the A16, which would translate to 3.5x/4,3x/5,7x compared to the A17. With the native resolution of the screen at about 1/3rd of 4K, Assassin’s Creed Mirage should THEORETICALLY run about as well as with an RTX 2060 without having to rely on upscaling. So the idea that it might look just as the PS5 version isn’t that far off, simply because the PS5 has to render way more pixels, and you will be hard pressed to notice the difference between 540p or 720p upscaled to 1179p on a 6.1″ display.
Again, all this is theory, we’ll have to wait till 2024 for reviews and comparisons of Assassin’s Creed Mirage on iPhone 15 Pro. It will also be very interesting to see the performance of the AVP, which features an M2 (actually two, the second is a special I/O version called R1) that scores about 2.5x-3x as high as the A16 in Aztec Ruins High Tier, meaning it should be 1,8x-2,1x faster than the iPhone 15 Pro.
Personally I cannot see myself playing a game like Assassins creed on a small phone screen. But times have changed a large portion of young gamers has grown up playing games on their phones.
Isn’t this one of the main reasons why VR is where it is today? I bet most of the potential players don’t even know about the good old Ghostbuster movies. Well, I might be wrong… do we know the average age of regular VR gamers/users?
But regarding mobile SoC power, I really hope Meta will/can use the 8cx Gen 4 (Oryon) in their next Quest Pro.
The average age of regular VR users should be rather young, as in around 20 or below, due to the Quest 2 being a popular Christmas gift. We have no actual surveys among VR users, but there is a long running survey called “Taking stock with teens” that has been tracking US teen behavior for decades, and recently started asking about VR. In the Fall 2022 survey 26% of them stated that they already own a VR device, which boils down to 11mn HMDs in the hands of US teens alone, at a time when around 16mn Quest 2 had been sold worldwide, with the US being the largest marked by far, so roughly 70% of all global VR users should be teens.
A lot of these will not (yet) have seen either the original movie(s) or the 2016 remake, though many may have seen the 2021 “Ghostbusters: Afterlife” by now. But I’m pretty sure most of them are familiar with Ghostbusters through lots of memes, and could properly answer the question “who ya gonna call?”
What nonsense about VR should have remained a nice on PC. I’m glad the standalone VR is here to make it mainstream, you still can use the PC for PCVR using a standalone headset. Yeah, it will still take a few generations before standalone can have the same graphical power as current highend PC’s, but it will come. Sorry, but needing a 4090 to drive a current AAA game on a modern headset at acceptable framerate is just ridiculous niche. It’s actually headsets like the Quest that will make it possible for newer generations to come. And IMHO the games on the Quest 2, aren’t as bad as you say. A lot of people do like the ‘simple’ graphics. The new Quest 3 will have a serious bump in graphical power and will be another step closer. But it will only come through pumping out new ‘cheap’ headsets as expensive headsets don’t sell. And to be honest I’d rather have lesser graphics with a wireless headset then a PCVR with only a cable. Since I replaced the cable on my Vive Pro(1) with the wirelessmodule, I never want to go back, already hated the cable enormously, even with the kiwi pulleysystem, which already is a decent improvement.
So I think they are doing a great job with putting out the current standalone headsets, and I sure as hell don’t care that they can’t run the latest AAA games in ultra mode (for the coming years).
Ofcourse I would love to see highend wireless PCVR, but I refuse to pay $1.5k-2k just for the GPU to be able to run a AAA game on a ‘highend’ PCVR headset.
Ignorant troll alert!
it will still take a few generations before standalone can have the same graphical power as current highend PC’s, but it will come.
Depending on how you count, with about nine generations/years delay, using the 2020 PS5 as “current highend PC” baseline and Qualcomm Snapdragon performance increasing at a similar rate to the last five years. But that’s just raw power, better upscaling, working ETFR and SoC competition should get standalone VR to todays PCVR graphics levels faster than that.
I fully agree that Meta is doing a great job for consumer standalone and that the idea to limit VR to PCVR is extremely bad and misguided. I will never understand why people cannot appreciate both and see how they actually push each other forward.
And the whole concept that only AAA ultra graphics are acceptable is like saying that Undertale or Walkabout Mini Golf are horrible games, because they don’t make the GPU fans scream in agony. People still enjoy Super Mario Bros on NES emulators, and not because they are clinically insane, but because it is fun and a gameplay masterpiece. A game dev rule of thumb I’ve heard quite often is “the graphics really only matter for the first 10 minutes, after that it’s all about the gameplay”. Exceptions will apply, and I’m sure there are people who will not stand for anything that doesn’t require at least a USD 1000 GPU. But that’s not about “good games”, that’s a personal matter of principle or just arbitrary elitism, and projecting that onto others or everyone is … questionable.
Yup. Beat Saber is a great example that proves your point. Todays stand-alone VR can provide more than enough juice to run a fun game. Period.
Who wouldn’t like better graphics? I get it. Still, the very best GAMING experiences I had on ANY platform, was because of GAMEPLAY. Graphic snobs seem not to care about actual gaming… Games were way more entertaining when you actually played them instead of looking at them…
Yep, sure is, just look at people like this developer not developing for it.
Dead as a doornail.
/s, for those lacking cranial capacity.
Oh my God so many devs making crappy quest games Oh and thanks to existing games that went dead But maybe it isn’t completely dead now But when that unreal injector drop…
what are you hoping for with unreal injector? the games people actually want to play arent even on unreal. so you end up with selection of “hundreds” of games that nobody cares about.
clearly you are already burned out on vr, and for some reason flat games with vr headtracking and nothing else will be such a game changer?
nobody cared for gta 5 vr mods. why would suddenly unreal games be interesting?
you’ve been hanging out in flat2vr echochamber for far too long.
Um squad will be working and that’s all I need, how about you get some poosc before you shit on real progression
calm down idiot. squad in unreal vr lmao. you got to be nuts to even talk about injector fps games. why don’t you sell your headset already? it’s pretty decent game on flat.
You’re a dumass? It’s been tested It’s been done on half life 2, idc about yout bitchy mood This is for people like me Go play your horizon world plenty of kids to argue with on there coomer
i played half life 2 with official vr support from valve 10 years ago in 2013. cope with that. now go ahead and stick that gun to your face.
“this is for people like me” xD
yeah it’s coming soon! it’s going to be great laughing stock!
Please keep conversation on-topic and respectful. This is a place for meaningful discussion, not argumentation.
Yeah. Right. Because that’s what I see here… respect as some unrelenting ass ehochaunts this website for years ruins another thread with his actions. Just another thead being trolled and nothing being done since he is probably one of the writers here taking the piss…
I’m tired of your intolerance.
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Ghostbusters: Rise of the Ghost Lord Review – Engaging But Quickly Repetitive Co-Op
Ghostbusters: Rise of the Ghost Lord brings new co-operative multiplayer action to Quest and PSVR 2, but does it do enough to keep players coming back for more? Here's our full review.
Heralding the start of a pre-holiday season game rush, Ghostbusters: Rise of the Ghost Lord has positioned itself as perhaps one of the most high-profile titles to release this year so far. It marks a potential sigh of relief for Quest 3 and PSVR 2 owners waiting for exciting new content, but also a rare partnership bringing together a huge multi-film intellectual property and one of VR's most veteran development studios.
It's a big bet from all angles, but does it pay off?
Ghostbusters has always been about team efforts, so it makes sense that Rise of the Ghost Lord revolves around co-op multiplayer. While it is possible to play through the game solo, the experience will be worse off for it – this is a game designed around playing with others online or, ideally, your friends.
There's support for up to four players at one time with built-in audio chat and full cross-platform play between Quest and PSVR 2 from the get go, which is fantastic. There's a room code system for playing with friends or a quick match option with online matchmaking to find one or more players to bust ghosts with.
A Ghostly Structure
The game begins with a solo intro sequence that does double duty as a tutorial and a set-up for the game's loose narrative featuring the titular Ghost Lord villain. The game's story is completely original, featuring very little tie-in to the existing movies beyond the core Ghostbusters premise.
Once the tutorial is over, you find yourself in the game's lobby area, the San Francisco Ghostbusters HQ. It's an original location that you'll find yourself in before every missions, acting as a hub where you can upgrade gear, change skins and begin missions.
Mission order is dynamic, with players able to choose from a selection of three or more at any given time. Missions last around 10 minutes (give or take) and are split across four types, each with different objectives – Harvester, Giga Trap Retrieval, On the Clock and Exorcism.
Harvester missions involve repairing a large ghost-catching machine on the map and then using it to fill canisters with ghosts. On the Clock is a straightforward timed objective mode, requiring you to catch as many ghosts as you can within 10 minutes, while Exorcism sees your team locating objects on the map that will help close a ghost-ridden portal. Giga Trap Retrieval sees the team locating a Giga Trap and then getting one player to carry it across the map for extraction while fighting against ghosts. If a team member drops the trap and nobody picks it up again quick enough, the mission will fail.
The maps are set across San Francisco, including some iconic locations like Alcatraz and the Golden Gate Bridge. While not the most detailed environments ever, some nonetheless feature impressive scales, especially for a standalone headset like Quest.
After completing a set amount of missions, you'll eventually get the option to take on a special mission to fight against the Ghost Lord. Though this technically rounds out the game's loose narrative, the intent is clearly for players to continue playing afterwards, whether to unlock skins and upgrades or simply take on harder 'Extreme' difficulty versions of levels.
Ghost Hunters & Collectors
In terms of actual second-to-second gameplay, the ghost busting itself is fairly well-designed and features solid built-for-VR mechanics. Players are equipped a PKE meter (used to track objectives and scan the environment), a launch-able trap (for catching ghosts, of course) and a proton wand (to shoot out streams that vaporize ghosts). As you complete missions, your equipment can be upgraded with better stats and additional abilities.
The PKE meter and trap are located on your hip, with the main proton wand is over your shoulder. The latter shoots out the recognizable bendy stream of energy, which you'll aim around the environment at ghosts.
Smaller ghosts don't require traps and can just be vaporized, but larger one require a bit more teamwork and coordination. These ghosts have two deplete-able bars floating on each side of them – shields on the right and health on the left. Tracking them with your stream will wear down the shields, which then tethers the ghost to your stream. You'll need to pull your proton wand in the opposite direction to the ghost's movement to wear down its health. Doing this will also heat up your proton wand, requiring you to press the A button right at the peak to vent it. If not, your wand will overheat and temporarily shut down.
Once its health has been depleted, you can pull it into a nearby trap or harvester. Overall, it's a clever system that takes good advantage of motion controls and rewards efficient communication between teammates.
Ghosts will also attack you through all of this as well though. Some get up close while other shoot projectiles from afar. You'll need to keep moving to evade attacks – a system which largely benefits those playing with smooth locomotion, though teleportation is also available. If downed, you'll need to high five a team member to be revived. The mission fails if all players are downed at once.
Busting The Gameplay Loop
On paper, this sounds like a good foundation on which to build a replayable, live service game that could retain player interest long after release and onward through new content drops. However, what's on offer here likely won't have that level of staying power.
There is a lot of repetition in Ghostbusters: Rise of the Ghost Lord.
It's not so much that there isn't variety, because there is – you can choose from multiple maps, there's different missions types and you'll encounter different varieties of ghosts as you play.
The problem is that it's simply not enough to stay fresh beyond the first few hours. Once you've done everything once, you will be doing it again. Maps repeat themselves frequently. The mission objectives play out the same each time. Ghosts frequently reappear across the game, all defeated in roughly the same way.
Before long, it all starts to blend into one. Elements that felt unique soon become laborious. There's few stand-out moments in the gameplay and everything quickly becomes rote. Though the final boss battle against the Ghost Lord has some unique and epic moments, it also features appearances from the same set of ghosts you've grown sick of fighting across the other missions.
Just under week post-launch, many of the players I spoke with in-game had already played missions several times over and were completing them again just to unlock more skins or upgrades. When loading a run of the final Ghost Lord mission with another player online, I asked if he had completed it already. "Oh, like five times," he responded, with a sense of resignation.
There's also a lack of depth to most missions. Getting downed often feels disorientating and unfair, but is then paired with a very lax revival system. Ghosts have different types of attacks, but none require much more strategy than evasion via constant movement. Even the 'Extreme' missions, designed for long-term replayability, just seem to amount to more ghosts per area requiring extra damage to be taken down.
Fun With Friends
That's not to say the game is devoid of anything enjoyable – there's an initial novelty to the gameplay that lasts a little while before wearing off. Who you're playing with also makes a big difference – if you're enjoying the company of your teammates, it goes a long way to staving off the repetition. I had some online sessions with friendly players that made the missions more enjoyable. I also had some sessions with muted players that made the repetition all the more grueling.
I did also encounter a variety of bugs during my playthrough – not enough to ruin the experience or stop me from playing, but frequent enough to be noticeable. There was once instance where the mission select buttons wouldn't work for the lobby host, for example, or another point where me and a teammate got stuck on the mission complete scene. After one mission, ghost attack effects continued to appear around me and another player as we returned to the lobby.
Alongside bugs, I often noticed glitch-y, pixel-sized visual artifacts flash on screen for a few frames at various points while playing on Quest 3. There were also occasional frame judders on Quest, even during less demanding sequences. Though the vast majority of my playthrough was on Quest, a quick test of the PSVR 2 version seemed to indicate solid performance and a noticeably higher level of visual detail, alongside improved lighting and shadows.
Mini-Puft Mayhem Mixed Reality Mode
On Quest, Rise of the Ghost Lord also includes a mixed reality mini game that breaks open your ceiling to reveal a giant Stay Puft Marshmallow Man.
You'll use a cannon-slingshot device (with fairly wonky controls) to suck up floating mini-pufts and bombs that can be shot at the giant Marshmallow Man above you. One round won't take you more than five minutes to complete.
I'd say you're likely to play through Mini-Puft Mayhem once and then never again, but that might encourage you to give it a try – I'm not sure it's even worth that. It amounts to a fairly uninspired mixed reality experience that will look great in a Quest 3 commercial but offers little of substance to players.
Ghostbusters: Rise of the Ghost Lord Review – Final Verdict
Sony Pictures VR and nDreams built a solid foundation for a decent co-op multiplayer experience with Ghostbusters: Rise of the Ghost Lord, featuring a VR-first approach to combat and an engaging overall presentation.
Where Rise of the Ghost Lord falls flat is in its repetitiveness, which quickly makes itself apparent and will likely rob the game of becoming a live service staple to come back to over time, even with additional content promised. It's easy to see players enjoying the first few hours with friends – it's harder to see them coming back for more afterwards.
After his fifth run through of the game's 'final' Ghost Lord mission in under a week since launch, my fellow ghost buster summed it up pretty well as we stood in front of the post-mission summary screen. "Well, I think I'm gonna go play another game now." You know what? Me too.
UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines .
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Ghostbusters: Rise of the Ghost Lord is light on lore but stuffed with fun
Don't cross the streams in this co-op Ghostbusters VR game.
Just in time for spooky season, the new Ghostbusters VR game has dropped for the Meta Quest 3 , with plenty of ghosts and slime to go around. I was lucky enough to grow up with the original Ghostbusters, and that was my first memory of watching a movie. In fact, I remember watching it from the backseat of my parent's car at a drive-in theater and hiding on the floor of the car when Slimer came flying at the screen. Does the new Ghostbusters: Rise of the Ghost Lord do enough to satisfy that nostalgia for me? Yes and no. But is it fun? Yes, yes, it is.
Originally planned to launch in 2022, the long-delayed Ghostbusters VR game brings new characters, ghosts, missions, and more to a familiar world. The game is available for PSVR2 , Meta Quest 2 , and Meta Quest 3 with the same game modes across each platform; it even allows for cross-platform play.
There is one exclusive: a mixed-reality mode where you battle the Stay-Puft Marshmallow Man in your living room as he rips the ceiling off that is only available on the Quest 3.
For each hardware set, there are two versions of the game you can buy — the base package for $34.99 and the Full Containment Edition for $54.99. The latter gains you six months of post-launch content, which includes equipment skins, 10+ extra avatars, a Slimer Hunt mode, and discounts on other bonus material.
I spent my time playing this on my Quest 3, but did give it a go on the Quest 2, too. On each of the headsets, the game played largely the same. Of course, the graphics and actual gameplay were better on the new device. Whichever version you buy, you get an animated style of art rather than offering a realistic look at the franchise. I thought the style was great and helped the game feel light and less serious, allowing for more freedom in the design of each part.
This game isn't made to satisfy Ghostbuster diehards or even new fans of the series.
With that being said, while I do like the artistic style of the game and the overall game itself, it won't be something that will satisfy fans of the OG Ghostbusters or even new fans. Instead, the game allows fans from both sides of the franchise's history to get a taste of what it's like to be a part of the ghost-busting team with familiar equipment and phrases. If you enter the game with the goal of having a good time in a fun movie universe, it'll be a great time. But you shouldn't buy it for the lore.
OK, enough of that. Let's get to the fun parts. I have really enjoyed playing Ghostbusters: Rise of the Ghost Lord. You start out the game in San Francisco, helping members of the Ghostbusters team to track down some gear, find a lost colleague, and find out what happened to the rich and reclusive Gustav Hookfaber. This is your introduction to the gameplay and basic equipment.
This is also where you first see the dreaded Ghost Lord and your AI-powered spectral to help you out on solo missions. With the PKE meter, trap, and proton pack at the ready, you can now begin tackling the rest of the game. First, you have to go to the headquarters, where you pick your avatar uniform, and purchase upgrades to your equipment. You gain funds by completing missions — no pay-to-play here.
While you can play Ghostbusters: Rise of the Ghost Lord solo, there is more fun to be had in multiplayer modes.
That AI ghost you meet in the introductory level is there to help you out while working through the game in solo mode. The game is still fun this way, but it loses some of the added appeal of conversing with friends and working together to defeat the ghosts terrorizing the city. In playing through a couple of levels with Android Central's VR guru Nick Sutrich , the gameplay was quite fun.
We began with an "on the clock" game mode: you have a set time to take out as many ghosts as possible, blasting smaller ghosts with your proton pack and trapping the larger ones. The bigger foes, regardless of the game mode you’re playing, require you to blast them until the life gauge drops so you can lasso them with the energy stream and drag the ghost to your trap.
This mode can get hectic with smaller play areas, ghosts flying everywhere, and everyone trying to take out the ghosts. That's where the Quest 3's mixed-reality tech can come in handy, in case you need to check your surroundings.
Next, we played the "harvester" game mode, where you and your team have to repair a large ghost trap machine, place canisters onto it that you’ll fill up with captured ghosts, and then return those canisters to ECTO-1 (the iconic Ghostbuster car) so that you can return them to HQ for permanent containment. This was fun as it requires some teamwork to find parts and keep the ghosts from taking out your team during repairs.
In another game mode, "exorcism," you and your teammates have to scan normal, everyday objects with your PKE meter to find possessed ones. When you find one, you’ll have to take the item to an item-matching “generator” to force the spirit out so you can capture it in a trap. After nabbing three ghosts from the objects, you take on a boss ghost in an epic battle.
Last but not least is the “Giga Trap Retrieval” mode, where you find out more about the Ghost Lord by extracting a Giga Trap that has been tuned to the evil ghost’s frequency. After fighting to get the trap, you have to battle your way back to HQ to finish extracting the contents. Of course, while escaping with the Giga Trap, you’ll have plenty of ghosts to take on and deal with, on top of not letting the trap blow up — piece of cake!
The game isn’t a linear story, with each level completion progressing along the line. Instead, it retains the story as you complete different tasks for a final mission.
Each game mode reveals a bit more about the story of the Ghost Lord and Gustav Hookfaber’s involvement, but the game doesn’t follow a linear path where you are constantly immersed in the story. I can see how this could be frustrating to some players, but with a focus on the enjoyment of playing with others and blasting ghosts, I found it fun.
The singular character that does tie back to the original film is in Quest 3’s MR mini-game, Mini-Puft Mayhem. As I mentioned before, this game you are playing the game using the passthrough cameras in your home with the game overlaid on it. After finding a bag of marshmallows on your floor, they begin to come alive and then disappear. This leads the Stay-Puft Marshmallow Man to bust through your ceiling and attack you.
You are equipped with a slingshot that you use to fire floating mini Stay-Puft Marshmallow Man characters at the big guy. This is a fun game illustrating what mixed reality can be like. It doesn’t tie into the rest of Ghostbusters: Rise of the Ghost Lord story, but it’s still a fun little game. My kids loved slinging marshmallows while watching each other play, thanks to the ability to cast the Quest 3 on our TV.
Don’t be afraid of no ghosts
I’m sure plenty of super Ghostbuster fans will find things about this game that don’t satisfy their craving for nostalgia. Would I have loved to have some original characters and ghosts from the first movies? Of course, I would. But looking at the game as a standalone property that incorporates fun pieces from the past, it is a good time.
Nothing about Ghostbusters: Rise of the Ghost Lord is meant to be serious. It’s got plenty of fun quotes from your helpers, light-hearted gameplay, and a way to tackle some cartoon ghosts with online friends. This is a great VR game where you can play in a universe blasting slime-throwing ghosts with friends, which is all that mattered to me in the end.
Ghostbusters: Rise of the Ghost Lord brings you to the world of Ghostbusters in a way that you don't have to know the history of the universe to have fun with friends blasting slimy ghosts across various game modes.
See at: Quest store | PlayStation store
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How Ghostbusters: Rise of the Ghost Lord captures the best of PS VR2
Team up with friends and become a Ghostbuster in this made-for-VR adventure.
We’re excited to debut our first trailer for Ghostbusters: Rise of the Ghost Lord, featuring PlayStation VR2 gameplay. The game launches October 26 and is available for pre-order now. Check out the new gameplay below and then read on for some highlights about how we’re utilizing the PS VR2’s unique capabilities to truly immerse players in the Ghostbusters universe. Then, for an extra treat, you can watch a roundtable interview with me and some of my team from nDreams that goes into greater detail about the game.
If you’ll excuse the pun, Ghostbusters is a “super” natural fit for cooperative multiplayer VR. Ghostbusting is all about teamwork. There’s no Ghostbusters movie about one person taking on the paranormal by themselves – and there’s nothing like wielding the iconic equipment together as you get up close and personal with angry ghosts. Add into the mix a new story, new location, new equipment, and new cast – and we have the recipe for the ultimate Ghostbusters experience in VR.
Keep an eye on your friends with eye tracking
Eye tracking on PS VR2 is a game changer when it comes to accuracy and ease of use. We had first-hand experience with the power of eye tracking in our game Synapse, which released earlier this year. As you’d expect, we’ve implemented it here too as an option for menu navigation, as well as making it intuitive to grab objects from a distance.
However, it’s been most transformative in our cooperative game when it comes to communication, like seeing where your teammates are looking – as well as sharing a wink or two! It’s uncanny how easy it is to recognize a friend from the real world by their avatar’s mannerisms.
Immersive lighting that really darkens a room
The PS VR2’s graphical capabilities help us deliver on emotional tone, such as feeling a sense of dread and unease going into a dimly lit dark basement that might be hiding all manner of nasties. That is, until you unleash your particle thrower and it suddenly fills the room with light.
The PlayStation 5’s power also enabled a number of ethereal ghost effects that evoke the movies. It makes it especially rewarding when they are flying right at – and through – you.
These ghosts get in your head with PS VR2 headset haptics
Speaking of ghosts flying through you – as they’re known to do – you’ll feel it viscerally thanks to the PS VR2’s headset haptics. The degrees of haptics we can tap into allow us to use it in several ways, from subtly cuing players when there’s something afoot, to more shocking effects from our scariest ghost.
Give Mini-Pufts a squeeze with adaptive triggers
The PS VR2 Sense controllers’ adaptive triggers enhance the sense of presence and were particularly effective in bringing the authentic ghostbusting gear to life; from the PKE Meter and the Proton Wand to the brand-new Muon Trap “thrower.” I particularly love priming the Proton Wand with a partial press, before the satisfying click to unleash a blast of positively-charged subatomic particles.
The adaptive triggers come to life when it comes to squishing Mini-Pufts. These little critters like to wreak havoc on you and your gear during the most inopportune times. Luckily, you can help your buddies out – picking them off them and giving them a satisfying squish in VR. I believe we’re the first VR game where you can squeeze a marshmallow!
And for more, check out our roundtable
One of the cool things about working on this game is collaborating with Ghost Corp itself, who are charged with stewarding the entire Ghostbusters universe. We had the honor of visiting the set for the upcoming Ghostbusters film to host a roundtable conversation about the game. You can watch it below – we cover a lot of topics from equipment upgrades and the types of missions you’ll encounter to maybe even dropping a few hints about upcoming DLC after the game launches. Enjoy… and I’ll see you in Ghostbusters HQ.
Pre-order Ghostbusters: Rise of the Ghost Lord now. The game will be available on PS VR2 October 26, 2023. For a limited time, you can preorder Ghostbusters: Rise of the Ghost Lord – Full Containment Edition to get the game, upcoming DLC, and bonus content at a discounted price. Upcoming DLC includes additional playable characters, equipment skins, bonus content, and more.
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Praydog's UEVR mod is a literal game changer for PC VR
VR support for potentially thousands of Unreal Engine games is now only a couple of clicks away!
A new flatscreen to VR mod released earlier this week and I'm not exaggerating when I say that it is quite literally a game changer for PC VR. With just a couple of clicks of the mouse, you can now magically add VR support to potentially thousands of flat Unreal Engine games and it's all thanks to God-like VR modder Praydog's UEVR mod.
Praydog's Unreal Engine VR Injector Mod (UEVR) has been in the works for at least a year now and, in the Flatscreen to VR Modding Community at least, the buzz for it has been palpable since it was first announced. But does it actually live up to the hype?
Well, that's where this week's episode of Ian's VR Corner comes in! Check out the video below for an introduction to the mod which includes some short examples of how easy it is to convert flat UE4/5 games to full 6DoF VR and six examples of the mod in action across a variety of different game types. Including, most impressively, Housemarque's incredible shooter Returnal running in first-person VR with added motion controls!
Installation and operation of Praydog’s mod is super simple, as proven my tech-illiterate self in this week’s VR Corner video. After downloading the mod all I then needed to do was turn on my Quest 3, load an Unreal Engine game, open the UEVR mod tool, select the game I was playing in its menus and then simply click the ‘inject’ button to instantly turn the game from a pancake playground into a fully fledged VR title.
And it didn't take me long to find a compatible game either, the Flatscreen to VR Modding Community Discord hosts a list of hundreds of games that have been extensively tested by its members. Each one tested comes with details on how well it runs with the mod, plus any extra trouble shooting techniques you may need to use to get your chosen game running as smoothly as possible.
Along with testing hundreds of UE4 games, some of the members of the Flatscreen to VR Modding Community have also created bespoke motion control configs for a variety of titles. Due to these games originally being playable in flat screen only, they can all be played with controllers or keyboard and mouse as they were intended but, find a specific config for a game you want to play and you can easily import it into UEVR where again it will work in just a couple of clicks.
As mentioned above, one of the most impressive examples of this is Returnal in first-person with motion controls, but I also tested out Robocop: Rogue City which you can see in action in my video. Unfortunately I couldn't show much gameplay as playing that and running Oculus Mirror was a bit too much for my rig to handle so the combat footage came out really stuttery but I assure you it was fine in my headset! I've included some quieter moments in the video though, just so you can get a glimpse of the motion controls in action in this gorgeous UE5 game.
And it's not just first person games that work with Praydog's mod either. In my video I test out the arcade driving game Horizon Chase 2, racing bike sim Ride 5 (to try out some cockpit cam action), third-person Souls-like Mortal Shell and even a little bit of Ghostbusters: Spirits Unleashed with a gamepad and let me tell you right now, if you're a fan of Ghostbusters, exploring that famous firehouse in VR feels really special!
The UEVR tool itself also comes with a massive amount of menus which you can tinker with to improve your experience, including comfort settings like click-turning for first-person games and pitch-locking for third-person games. There are options to increase or decrease resolution so you can find a performance sweet spot and there are many more menus that are full of words that I didn't understand but will probably help you make things run even better. Honestly though, I didn't need any of them. For me pretty much everything was a case of just plug and play. Download the game, run it, inject the mod and go.
Within seconds I was able to experience games that were never built with virtual reality in mind in VR. Sure the performance can be scrappy here and there and some menus and cutscenes just look a bit wonky in VR but to be able to play literally any UE4/5 game in my Steam or Epic libraries from start to finish in VR with only the minumum of effort is just astonishing.
My VR library basically quadrupled (at the very least) overnight thanks to Praydog's groundbreaking work here and this makes UEVR the single most impressive modding tool I have ever seen. If you have a VR capable PC and a VR headset, I urge you to check this mod out for yourself as it feels like a breath of fresh air for the medium and an amazing step forward for VR in general.
Praydog , you are a legend!