

Ghost Master®
Sick Puppies · 2006 · Strategy, Comedy, Puzzle, Simulation, Classic
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About Ghost Master®
Command an army of ghosts, ghouls, and gremlins to terrify the citizens of Gravenville in this supernatural strategy adventure that blends puzzle-solving with resource management. Switch between human and ghost perspectives as you navigate 15 branching missions across haunted locations, leveraging innovative AI and macabre special effects inspired by classic horror films.
- Up to 15 unique, hair-raising adventures with multi-branching scenarios - all within a coherent plot and complete virtual world.
- Spook's-eye view - an innovative 3-D camera lets you view the action from the perspective of humans or ghosts.
- Revolutionary special effects, incredibly detailed characters, and macabre settings inspired by classic horror films.
- Groundbreaking artificial intelligence-interact with up to 30 AI-driven characters at every level.
- Eleven expansive and distinctive locations, including the town's lunatic asylum, military base, sorority and frat houses, and police station.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Spooky indeed.9 found this helpful
Scare the s*** out of the sims. Brilliant. Very replayable. Oldie but a goodie.1 found this helpful
My childhood!
it is a fun game to play, despite of it's release many years ago, but you know oldies are goldies! and I enjoy this type of games, and I recommend it!
one of the best games ive ver played top 30 for sure
Even from a retrospective point of view, [i]Ghost Master®[/i] was nothing more than a standard, bargain-basement video game, where creativity is heavily discouraged in favor of linear gameplay. All levels have a "recommended" button where specific ghosts are automatically added to the player's roster to fit the interactable objects in them. This does not sound too terrible until it is realized that certain levels have puzzles that require specific skills from certain ghosts, meaning that levels can become softlocked or completely uninteractable. Any outcome wherein players are punished, directly or indirectly, for their creativity or want of roster freedom is an immediate turn-off for most individuals, especially in a game where ghosts [b]can[/b] be unlocked and upgraded. It does not matter what combinations one may come up with, if a certain power is not available to any one of your ghosts, such as “quake” to knock a brick out of the wall hiding a corpse or “telekinetic storm” or disrupt certain electronic device, then one can expect to fail mission objectives completely and have no means of unlocking ghosts tied to an objective. Players naturally enjoy having options and utiliz…
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