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A closer look Ghostbusters: Afterlife ScARe’s ghost-catching gear – Ghostbusters News | CPT PPP Coverage

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A closer look Ghostbusters: Afterlife ScARe’s ghost-catching gear – Ghostbusters News appeared on ghostbustersnews.com by Ghostbusters News.

Released as a tie-in to 2020’s long-awaited Jason Reitman-directed sequel, Ghostbusters: Afterlife ScARe is an augmented reality video game that was quickly forgotten about, despite being one of the franchise’s better attempts within the mobile space.

Including characters from the film, with many of its stars, including Finn Wolfhard, reprising their roles, the game continued on the story introduced in Afterlife, with players hunting down and doing battle with the likes of the Bug-Eye Ghost, Terror Dogs, and even Gozer the Gozerian, all the while unlocking and becoming familiar with the iconic ghost-catching gear.

Artist Santiago Gonzalez Bertolotti, who handled some of the game’s 3D modeling, has given fans a look at some of his efforts through his ArtStation page, including the Proton Pack and the revised and revamped Remote Trap Vehicle, better known as the Podcast preferred RTV.

In addition to Bertolotti‘s work, artist Tomás Franco also shared a glimpse at some of the game’s more obscure gear and assets, including the trap switch, shock box, chess puzzle, and battery pack.

With gameplay that surrounded you in paranormal activity, it’s still a bit of a headscratcher as to why Ghostbusters: Afterlife ScARe didn’t resonate with fans, despite the experience feeling arguably more solid than its predecessors, both Ghostbusters: Paranormal Blast and Ghostbusters World.

In a recent interview with The Flux Capacitors, the band behind ScARe’s hard-hitting take on Rockwell’s “Somebody’s Watching Me,” Ryan Silverberg provided insight into what he thought may have led to the game going unnoticed by some.

“I think the game was done extremely well. It got unfortunately, it was swallowed up, the marketing got swallowed up. Not just because the movie was coming out, but I think it also had to do with the name of the game itself because if you were to at the time look up Ghostbusters: Afterlife ScARe, the only thing that was popping up was “Ghostbusters: Afterlife scares up $43 million dollars,” so, it all became box office reviews rather than direct references to the game, so I don’t think they should’ve called it ScARe. I know why they did it, obviously the AR.”

If you missed out on our interview with The Flux Capacitors, discussing their involvement in the game and their performance at 2019’s Ghostbusters Fan Fest, find it here.

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