|18 ноября 2016 г.
|Mac, Linux, Windows
- Requires a 64-bit processor and operating system
- OS: Mountain Lion 10.8
- Processor: 2 GHz
- Memory: 2 GB RAM
- Graphics: 800x600+
- Storage: 200 MB available space
- Requires a 64-bit processor and operating system
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Ghostlords is a strategic turn-based RPG that tells the story of a post-apocalyptic haunted Great Britain. Experience the new world, capture wild spirits, and put together a team of ghosts to help you battle the forces of evil.
- Build Your Team - As a Ghostlord, you can capture ghosts to help you fight. Each type of ghost has different strengths and weaknesses - you'll have to think carefully to build a well balanced team.
- Turn-based Combat - Ghosts have four abilities, with a variety of different effects. Will you go all in with powerful attacks that will leave your ghost drained of energy? Or will you play the long game, taking advantage of status effects and stat boosts?
- Multiple Campaigns - There are many heroes in Ghostlords, with their own quests to complete and challenges to overcome. Can you help all of them?
- Mod Support - All the content in Ghostlords is accessible to modders, making it easy to tweak things or even to add new content. You can create new ghosts, characters, quests, encounters, environments, and even brand new campaigns.
- Catch Them All - There are more than fifty different kinds of ghost for you to find in the world. Catching a ghost permanently unlocks it for subsequent playthroughs. Can you catch them all?
The year is 2038. It has been twenty years since the Rending - an event that left most of the world's population dead, their souls severed from their bodies. These souls linger, and survive as ghosts.
The surviving humans have done their best to rebuild society, but the world is a very different place. Ghosts roam the land, wild and unpredictable. Their magical abilities make them extremely dangerous to anyone who gets on their bad side.
There are rumours, however, of humans developing supernatural abilities. Apparently there are people possessing the same magical abilities as the ghosts, and even people able to control the ghosts themselves. Ghostlords tells the stories of these individuals and the world they live in.
Reviews about the game
This game came out of nowhere, I never heard of a single thing about it nor anything else and last night I saw under new releases, ghostlords. It looked up my alley, I love it already. I beat one campaign, I won't spoil who or what you had to do. But I imagine it was the easiest of them all, because it offered the most healing stations along the way a majority of which being free. In GhostLords you play as one of several Ghost Lords of your own choice, the world basically got raptured as in everybody died but their spirits didn't go anywhere, if anything it just made them evolve in terms of spiritual stuff. There is only about a chunk of the population left, and the story/stories take place a good while after things have calmed down. Basically ghosts roam the lands, but ghost lords have a talent that most don't. You can link your soul to not only one, but three ghosts. Of varying elements and strengths, that can know up to only four moves when they learn a new one one move has to be replaced, and they can have their stats improved via leveling up by your choice of what they get. Before ya go saying it's like pokemon, it kind of is but I've been in entire runs (that I did lose.) Where I had to fight straight up the same element with the same element, and I would come out on top because I trained properly and had gotten good relics. Basically exploiting enemy weaknesses is nice, and helps. But it's doable without it. To put it bluntly, it is like pokemon, but with actual battle animations instead of still sprites. Speaking of relics those things are life savers, you can buy them or some ghosts outright offer them to you (or offer to sell them to you for cheap) in the playthroughs. They all are useful, I found myself stalling for quite some time wonderin which relic to replace with another. The game has plenty of places to explore during each campaign, you get a nice description of each location and get a good feel for how bad of a position it was left in after the rending. They do make things easy for you to travel, with flags describing what is going to be there when you go there. Red = Unknown, Green = Heal, Magenta = wild ghost, Orange = merchant, Yellow = Quest. I apologize for rambling on, this game is a lot of fun, for the price its perfect. There is a lot of humor to be had in it, as well. I found myself laughing far too hard at some things, like the pugs. Or some of the dialogue exchanges that went down, that always got me off guard. One last thing before I go, you can pick what ghost you start with each new campaign. And when you tame new ones you unlock them for the same purpose (I believe? It's confusing.) Who's my favorite ghost you may ask? Inky the AquaGeist. I recommend the game FULLY. Support this developer, these types of devs deserve support. Not the ones that make purposely bad simulators, which frankly has gotten ridiculous in the last few years.
A scenario-based variant of the usual monster-catching RPG formula. There's a pretty nice variety of creatures, each with their own personality. Balance-wise some of these creatures are clearly stronger (or weaker) than others but it never gets out of hand as every creature has a type (or two), which comes with its own set of strength and weaknesses. I really like how they gave each creature a set of 3 achievements; it adds a lot of replayability to the game and encourage you to try out different teams. There's plenty of random events to keep you on your toes and I found most of the game's dialogue to be enjoyable. It scratched my monster-catching itch and it made me fall into that "Just one more game" loop. It also has a hardcode-mode. :L...
The simplest way to put it, if you like or love playing Pokémon you need to play this game. Its downside is that just like Pokémon, Ghostlords may get repetitive after a few replay and once you completed everything in the game there really nothing much to do anymore but the different campaigns, type of ghosts and typing for the ghosts just like Pokemon…keep the game fun and enjoyable to play and I would definitely recommend this game to any turn-based RPG fans especially Pokémon fans.
So this is a pared down trail-blazing pokemonlike roguelike set in England following a ghost apocalypse. It's got some downsides, though. The graphics feel retro in a garish, MS DOS, unpleasant sort of way. The central story feels profoundly unfinished, with five semi-interlocking 1-hour "campaigns", all of which introduce aspects of the broader metaplot and then completely abandon them at the end. One is just a straight up survival mode with a thin veneer of plot over it, and the other four range in quality, depth, and tone from wacky and brisk to relatively serious and immersive. The pokemonlike elements feel a bit incomplete, too, and they can clash pretty heavily with the roguelike elements. Example: your ghosts level up as they fight, and every two levels they get to pick a stat boost. AFAIK, they have no stat growths on their own, they just grow as you boost them. You can buy boosts from stores as well, and you need to, because wild ghosts and ghost trainers all scale with your (level + how many stat boosts the game expects you've bought by now). Money is a limited currency, harvested from fallen trainers and wild ghosts, and healing is expensive and scales with your level, so if your run starts off well, you end up literally unstoppable, and if your run starts off poorly, all you can do is constantly swap out your wounded ghosts for wild ghosts until eventually you knuckle under. Furthermore, combat isn't *too* much more complicated than "hit enemy with correct element". There are dual-type ghosts, and you can teach any ghost any type of move, and there may even be STAB bonuses (they're not mentioned in any tool-tips, and I wasn't able to satisfactorily test for this, but I'm willing to believe), but all attacks pull from a single energy pool that refreshes slowly to a very low ceiling, and this means combat usually flows like this --> weak move, weak move, CLOBBER THEM, weak move, weak move, etc. There are some status effects, mainly increases to attack or defense or buffing your own energy pool, and there is a burning effect that is a massively underpowered temporary poison, but strategy is pretty limited. Either one of your three total ghosts has type advantage on the enemy and you have enough speed to go first/enough attack stat to mow through their obnoxious tank-levels of defensive stats, or the battle is a grindy long-animation-time slugfest. Now, it may seem like I've just been relentlessly ripping on this game for these past few paragraphs, and I have, but look at that first sentence in the review. Do you see how tasty it is? I want this game to be the best that it can be, because that concept is absolutely amazing. At ten dollars, even with its flaws, I think Ghostlords is a reasonable buy. On 50% sale, it's definitely worth snapping up. But don't go in expecting it to be perfect. It's a diamond in the rough. One that I sincerely hope its creator will follow with a more carefully excavated sequel.
This is one of those games that is good how it is, and I'd recommend it now, but it could be much better if it was expanded on. It's very much similar to pokemon, or one of the other 'catch things and make a team' like Shin Megami Tensei among others... at least the basic team building mechanics. The storylines and how it's presented is an interesting difference, so if you like those, this isn't bad at all, especially when it's on sale. I've managed to finish all the campaigns and get about half the achievements already so it's by no means a game you're going to dump hundreds of hours in, but not every game needs to be huge. The campaigns are nice and short, while still feeling like a bit of a challenge and the achievements for each campaign are easy enough it doesn't feel like a slog to redo them to get them all. The ghosts have very similar pokemon types, a few are renamed (robot is probably supposed to be steel, organic is normal, evil is dark), and a few are missing (This has Earth instead of ground, with no plant or rock, no flying, etc). Still, there's enough of a selection that you can quickly figure out a favorite team of particulars. I do wish that each type had a special passive (fire can't be burned is the only one in the game that I recall) and the others having one each would be a nifty mechanic to plan around too. Also, One dark move has a negative energy regeneration (energy is power you need to use moves, similar to the new Dx2 game on mobile), so you can easily stunlock enemies if the ghost is fast enough. It's how I beat the first campaign the first time around (I played a different style the second time just because I felt that was kind of cheating, haha) I also wish there was more ghosts based on British/Irish/Celtic lore. since that is where the campaigns are set. This could have added a Nature element too. They have a Selkie, but they could have also had Kelpies, Red Caps, Brownies, and Dullahans for starters. A lot of these just feel and look really generic. The fact there's THREE type of pugs (no corgis? I want a royal corgi for justice!) and three floating skulls (not including Coalheart, or the ones that are skeletons) makes the 'over 50 types' kind of hollow, since it seems padded. I'd also want more campaigns eventually, especially looking at what actually goes on in Nethermere, or ones focusing on the different political groups besides the Metforce. But wanting more in a game is one of the better 'problems' you can have in a game, so I'll recommend this and would also recommend DLC if it happens.
Hidden gem! Frankly I do wish it played a bit more like Pokemon-- it would be nice if one didn't need to catch a new ghost every time one fainted, or if one could heal them with items. It would also be nice to be able to send ghosts to some kind of PC equivalent where we could call on them later. On the other hand, the ability to start entire levels over if you lose all your ghosts keeps the game from being too frustrating-- unless you're into that, in which case there's hardcore mode. On tonal consistency: I can see why some people would want some of the humor toned down. It doesn't bother me that much, though I WOULD absolutely love to play a more serious take on this game. I do like the postapocalyptic setting in general, and what lore there is is genuinely fun and engaging. The art is simple but effective-- I love most of the character design for the ghosts. Corpse in particular stands out for hitting the perfect spooky sweetspot for an undead creature. I tend to prefer simpler designs in my mon anyway, and what detail is there is generally just enough. This game is definitely worth full price. I hope someday either the original developer or people inspired by this game take this concept and run with it-- and that they get enough money to do it justice.