Ghostbusters: The Video Game Developer Q&A

By: Andreas Asimakis, Managing Editor
Monday, April 20th, 2009


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Senior Artist at Terminal Reality, Glenn Gamble, certainly has his hands full.  After all, developing Ghostbusters: The Video Game can't be an easy task.  Glenn and his team have put a lot of hours into making this title a memorable experience.  After spending some time with their latest build, we spoke to Glenn Gamble in hopes of getting a deeper insight into this highly anticipated game.     



Games Abyss: How long is the game? Will there be any unlockables? 

Glenn Gamble:
The game's last timed playthrough was around 10-12 hours, but no one has done a timed session since the extension so it is hard to say. We have added several new areas and made some exciting refinements. Also, that doesn't count what you get out of multiplayer.

Games Abyss:
What can you tell us about the game's story?

Glenn: Basically, you are hired as Egon's experimental equipment technician. "At the interview" suddenly becomes "the first day on the job" as something happens at the Gozer exhibit at the museum. You are caught up in "on the job training," similar to what happened with Winston in the original film. The other half of the set-up story is that the Ghostbusters are now employed by the new mayor of New York, who was elected on an anti-ghost stance: "Because a non paranormal New York is a happy New York." Well, since you will be breaking things (come on, who doesn't want to play bull in the china shop with an unregistered nuclear accelerator strapped to their back - besides, I'm sure you've seen the movie and how inaccurate the proton pack is) the mayor hires a go-betweener between the Ghostbusters and the places you go and break stuff. That man is Walter Peck, the EPA agent from the first film. I could easily type paragraphs on how much fun backstabbing and comedy gold there is with this situation. Dan Aykroyd (Ray) and Harold Ramis (Egon) were really on their A game when they wrote the script.

Games Abyss: Besides the Stay Puft Marshmallow Man and the Scolari Brothers, can we expect any other cameos, perhaps Lord Vigo or even Zuul?

Glenn: Ultimately, we wanted to tell an original story first since this does take place two years after the events in the second film, continuing on the Ghostbusters story. What that means is we did want as many ghosts and characters returning from the first two films but, at the same time, we didn't want to shoehorn them in if they didn't fit. Slimer was the biggest priority due to his almost cult standing (he had a drink named after him after all). He was also the easiest since he was out of the containment unit at the end of the second film, not to mention his propensity to escape anyway. Stay Puft has also returned due to the events in the museum, but not for the reasons that are first apparently obvious. We also have the grey lady/librarian. She started the original Ghostbusters movie off and Ray and Egon see that as their personal mission as the one that got away (not to mention that she made them look bad).  Dan and Harold wrote her a great back story that they are now able to tell.  And as with most things, there is more there than meets the eye. She is not as malicious as you may imagine from the five minutes of film you saw her in. We also have a few other returning characters that fit into the story that we haven't announced.



Games Abyss: The Wii version looks and plays differently from its Xbox 360 and PS3 counterparts. Are there any other differences between these versions?

Glenn: Besides looks and controls, which are the big obvious ones, each system plays to its strengths. For instance, due to the horse power of the Xbox 360 and PS3, we are doing some crazy physics stuff with enemies using chunks of the environment as shields or weapons. Not to mention boss characters that form up out of pieces of the world around them. Also we can have larger and more open spaces than the PS2 and Wii. So both versions are similar as much as they can be, but what this leads to is some changes in story, bosses, and characters based on the unique aspects of the game systems.  My advice is if you can't decide which one to go with, buy both.  They are both different enough to provide their own unique and awesome game play experiences.

Games Abyss: What can fans expect to see with the collectors' edition of Ghostbusters?

Glenn: Keep an eye out for the collectors' edition in the next few months. Lots of great stuff in store, but that's all we can say for now.

Games Abyss: Can you talk a little bit about online multiplayer? How will it play differently from the single-player campaign and what other features can we expect?

Glenn: Multiplayer on the next gen versions has been announced, but that is about as far as I can go. Short of the fact that it is very distinctly Ghostbusters and yes it is really fun, cool, and different.

Games Abyss:
We are all familiar with proton packs and the EKG Meter. What new gadgets can players expect to use in this new Ghostbusters title and how will they affect the gameplay? Can equipment be upgraded?

Glenn: All equipment can be upgraded from the money you make busting ghosts, from the proton pack down to the trap. They can be done at any time in the game and which ones you upgrade are up to you. So, if you want to save your money for the bigger stuff you can, or you can blow it as soon as you get it. One of my personal favorite items the Ghostbusters get is a modified slime blower that attaches to the pack. Besides the slime stream which can be used in several ways besides battling the enemies, the alternate fire is a tether which can be used to connect items in the environment and slam them together.  Splat and squish! Not to mention the evil glee I get from sliming my own team mates for the fun of it (and yes they do really get covered in slime. Like we would forget a detail like that).



Games Abyss: This title looks and plays exactly how a Ghostbusters game should.  Given the level of detail and authenticity, will there be any adverse affects if two players happen to cross their beams of energy?

Glenn: Thanks! We (and I mean a lot of us) worked hard to make it look good. And you haven't even seen the new FMVs [full motion videos] yet - prepare to be blown away. Crossing the streams is bad no matter if it is in the movies or in the game. Egon has tried to make the packs a bit "safer" with the overheat function, but the blow back from it can be devastating.

Games Abyss: Back at NYC Comic Con we had the opportunity to check out the game, you also mentioned the game had been completed several months ago. Why has it taken so long to determine a release date? Are you guys currently making any improvements to the game?
 
Glenn: To be honest, there was no determining of a release date. Sony has always wanted to release it on the 25th anniversary of the movies with all the other goodies they have planned - did you see the action figures? By partnering with Atari that allowed them to do just that. And that extra time has definitely not been wasted. We had a great game before, and then it was like suddenly we have an extra six months to make it even better - how could we turn that offer down! This has lead to some new areas, hidden stuff, tweaks, polishing, new cut-scenes, more motion capture, more FX, new characters, etc.,  etc.,  etc., and everything else to hone this blade to an absolute razor.
 


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