Ghostbusters: Sanctum of Slime • Finish the first level

Ladies and Gentlemen, I am writing this to you from my brand, new shiny, and – most importantly – working gaming PC. I have given it a good run this evening, undertaking the first few opening missions of Destiny 2, and getting a few slow-burn games and MMOs patching ready for longer sessions.

I also successfully managed to get my dual-monitor setup working, so I am even happier. This is the first proper gaming PC I’ve had in perhaps the last twenty years … back in the day when it was either a PC or a Master System II (see the parent blog for my lament about that this week). But, for all the new, shiny games that I look forward to playing on this PC – business must come first, and for me – business means achievements.


It took me a lot of time last night to look at my Steam Games’ library and find ‘something’ that I could use as my christening achievement. Of course, if had a similar achievement system, I could have used that – and I’m still a few steps away from downloading my GOG library to this PC, and so I went with something that I wouldn’t normally be able to play during my working hours, and certainly not something that would be quick-and-easy on the laptop generally.  Bonus points for a bit of nostalgia as well came in the form of Ghostbusters: Sanctum of Slime – which, in reality, has nothing really that much in common with the classic Ghostbusters anyway.


This is a game that would most likely be a twin-stick shooter if it was on console (it might be on console, I haven’t checked). It’s essentially a room-by-room, wave-based challenge game that requires you to clear out a series of ghosts of varying difficulty until you eventually arrive at a ‘big’ boss, which is a long, but (in the first level, anyway) not entirely difficult.


What surprised me most about this game was how much I died in this first level. The AI seemed quite responsive and moved to revive me quickly, up until one stage where there were 3/4 people knocked out, and it seemed a fortuitous piece of timing that saved us at the end of a wave. I think that a controller might make this game a bit easier, but not by much – and so I’ll put it down to just ‘one of those things’ you need to factor-in as an inevitability, and use that to balance out strategy as much as positioning and timing.

As I get more comfortable with PC gaming and start to build up a more contemporary library, there’s a good chance that games like this will eventually drop out of rotation – and judging by the size of my Steam library (and pile of shame), that is going to be quite quick. I’d like to go back and give another level or two a go just to compare the experience as the game progresses, but time and inclination both need to be balanced nicely for that to happen and, well, I’m not convinced that’s an easy accomplishment.

But … if I don’t do it, then … well, who am I gonna call?

I’m sorry, I’m having a terrible ‘Dad Joke’ day. There’s no reason the blog should be spared.