Ghostbusters: The Video Game works because it does not treat the cast like a thin excuse to move from one proton fight to the next. The campaign really is character-driven. The original team is still the center of gravity, but the game also makes room for the Rookie, Ilyssa Selwyn, Walter Peck, and Ivo Shandor to reshape the old Ghostbusters rhythm in different ways.
That is why the Who You Gonna Call? side of the guide matters. It is the right place to track who actually carries this story and why the game still feels like more than a nostalgia ride.

The original team still carries the game
Peter, Ray, Egon, and Winston are more than guest stars in their own game. They still sound like themselves, they still argue like themselves, and they still approach the supernatural from four slightly different angles. That balance is a big part of what makes the campaign feel authentic.
The best character page to pair with this one is The Crew in Ghostbusters: The Video Game, because that page stays close to how the four veterans function as a unit instead of flattening them into one nostalgia blob.
The Rookie changes the point of view
The Rookie is one of the smartest calls in the whole game. He lets the player enter the team without replacing the original cast, and that keeps the campaign from feeling like a museum piece. You are close enough to the legends to enjoy them, but you are still learning the job from the inside.
If you want the fuller player-facing angle, go next to The Rookie in Ghostbusters: The Video Game.
Ilyssa Selwyn and Ivo Shandor give the story its pull
The campaign needs more than good banter and busted chandeliers. It needs a haunting with history behind it. That is where Ilyssa Selwyn and Ivo Shandor come in. Ilyssa gives the story its living connection to the old cult history, while Shandor gives it the feeling of a buried threat that never actually stayed buried.
On the villain side, the cleanest related page right now is Shandor the Architect, because it tracks the boss-end version of that conflict rather than treating Shandor as a name-drop only.
Supporting faces still matter
Janine and Walter Peck are important for different reasons. Janine helps keep the Firehouse feeling like a real workplace instead of a mission menu, while Peck immediately brings back old Ghostbusters tension the second he appears. Neither one needs to dominate the campaign to leave a mark on it.
This is one of the places where the game understands the franchise well. The side characters are not decorative. They help make the operation feel lived in, political, funny, and occasionally inconvenient in exactly the right ways.
Some ghosts function like characters too
Ghostbusters: The Video Game does not stop at human or human-adjacent characters. Slimer, Stay Puft, the Librarian Ghost, and other named hauntings carry their own personality into the campaign. They are not only enemy types. They are part of why specific chapters stay memorable.
Where to go next
If you want the bigger campaign frame, head next to the story and campaign overview. If you want to move from characters into the things they fight, jump over to Tobin’s Spirit Guide.
