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Each crew member under your control will be alloted so many action points to use on their turn, whether it be to move, shoot, interact with objects, and so on. Unlike the aforementioned “Ghostbusters” game for the Atari 2600, these ghostbusting sessions are turn-based (hence my earlier “XCOM” reference). Not to worry, the difficulty will increase appropriately as you complete objectives, giving you some sense of direction as you make a bigger and more badass ghostbusting force. Of course, all of these things will require money, and you won’t earn that until you start bagging a few ghosts. You’ll even be able to obtain a new HQ, if you so fancy. The car dealership will let you buy new vehicles and the “Traps R Us” store will let you purchase new equipment. The gas station allows you to, you guessed it, fill up your company vehicle with gas. The hospital, for example, can be visited to heal your staff. The world map just isn’t a collection of mission markers…there’s actually stuff to do. As complicated as running your own ghostbusting business may sound though, all you’ll really need to keep in mind is that you’ll be busting ghosts for cash in order to grow your company. Admittedly, there’s not much depth in that department for they just seem to roam around and eliminate missions should you not get to them fast enough.
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Not only will you be responding to calls, but so will other AI competitors…something that the original “Ghostbusters” game didn’t have. “GhostControl Inc.” takes the world map idea and builds upon it tenfold. You’d jump into your trusty “Ecto-1”, be treated to a really crappy top-down view of the car driving on a road, and then try to capture the ghost floating around outside the building. For those of you who haven’t played “Ghostbusters” for the Atari 2600, you were presented with a world map that required the player to respond to ghost sightings as they came up.
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