Other fetters are more broad-ranging and can house a wider variety of ghosts, such as ghosts that can be bound to an entire room (an "inside" fetter), ghosts that require binding to objects pertaining to affection (such as a bed, or a rug with a big heart on it) or ghosts that require binding to objects related to a murder (like a corpse or a specific area where somebody was once murdered). As an example, only an electrical sprite can be bound to a television, as a television is an electrical fetter. Now, a fetter can either be something to do with the ghost's past, or it can simply relate to the type of ghost you're dealing with. In order to bring a ghost into the mortal realm, you must first bind it to a fetter that corresponds to that particular ghost. The game initially seems quite complicated. Usually this is fine, kind of like using the recommended plans in Rainbow Six, but as we soon found out it doesn't always set you up with the best set of skills to completely put a level to bed. To begin with it's not entirely obvious which haunters would be best for the task ahead, so you can have the game recommend a band of ghosts to you and get straight to work. You choose each haunter from six different categories of ghost that range upwards in ferociousness: sprites, disturbances, elementals, vapours, frighteners and horrors.
First of all, you choose your troops to form a group of four to eight, depending on the mission. This should be a breeze, we thought, given how adept we are at scaring girls away.
You start the game as a trainee ghost master, learning the ropes on the fly as you set about scaring a group of sorority girls from their home. The premise is pretty simple take a small team of ghosts, each with different haunting abilities, and use them and their environment to scare the inhabitants of the mortal realm until they either flee or go completely insane. The ghost with the mostĭespite at first appearing quite beyond explanation in conventional terms, it turns out that Ghost Master is, in fact, a real-time strategy game with spectres as units and scare-prone humans as the enemy. Nothing gives us more pleasure on a day-to-day basis than terrorising our fellow mortals in increasingly bizarre and dangerous ways (just look at Tom's driving for a quick, easy example), so it was with open arms that we welcomed Ghost Master onto our hard drives. The idea of commanding your very own arsenal of ghosts seemed a fantastic basis for a videogame.