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Ghostbusters; The Game
Topic Started: Nov 7 2008, 12:20 PM (1,355 Views)
dl316bh
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http://ps3.ign.com/articles/971/971810p1.html

To add to that, here's a general preview by IGN. One of their guys got his hands on an expanded demo of the game and seems quite happy with the experience. I'd like to get my hands on a demo myself. >=3

But alas, we normies will have to wait until near the release date for a demo.
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Lizard-Man
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Intro to the game, damn it even looks like a movie...

[YOUTUBE]http://www.youtube.com/watch?v=QVl2CofxCTQ[/YOUTUBE]
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SoniCalvin
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EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!

*spaz attack*
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darktitan
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Dude, that's a fantastic-looking intro. This could finally be the game Ghostbusters deserves!

Who you gonna call?
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SoniCalvin
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Not sure if anybody's seen this yet, but it's a pretty good, albeit brief look at the game.

[YOUTUBE]http://www.youtube.com/watch?v=IoJFJ_4u-8Y[/YOUTUBE]
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SoniCalvin
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Haaaa-da-da-da-da-da-da-da-da-daaaaa!

[YOUTUBE]http://www.youtube.com/watch?v=6iXhkoVRfPg[/YOUTUBE]

HOW DID I MISS THIS?!
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Xipz
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Oh, Slimer. When will you learn?
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SoniCalvin
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Achievements list. May contain some early spoilers, so be warned.

Spoiler: click to toggle
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Lizard-Man
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There seems to be only six level achievements... the hell?

I really hope thats not all the levels. Perhaps some are counted as secret?

Edit: Okay make that nine, I hope these levels are long though.
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SoniCalvin
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They'd have to be long, I really want this game to feel like a movie. This actually looks like it's gonna be successful in that regard. Movie-based games usually don't turn out that hot, but this one's actually looking really damn decent. It's looking to be very authentic.

Do you get to customize your Ghostbuster character's looks? Perhaps switch between genders for any female gamers out there looking to play this game? That'd be sweet, you'd have a lot of variety.

It'd also be pretty cool to have some secret, optional levels available for you to complete during and after the game's story mode. It'd give you something to do. 'Cause after all, busting makes us feel good, and we wanna get in as much busting as we can.

Online multiplayer? Niiiice.

And I like how most of the Achievements on this list are titled after a lot of the movies' classic lines. :D

Although, in my honest opinion, I would've replaced "I Feel So Funky" with "He Slimed Me".
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Lizard-Man
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I'm not sure if you can customize your apperance, but you never know.

I'm kinda hoping that we'll get more info at E3, but we'll see.
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SoniCalvin
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PlayStation: The Official Magazine
July 2009
Let's face it: Ghostbusters: The Video Game is more than a game. As a direct continuation of the second film's storyline and the first legitimate piece of new Ghostbusters content in well over a decade, it's more like a grand geek homecoming, the culmination of 25 years of worth of devoted fandom. It's the triumphant return of a franchise that deserves a revival much more than most.

Fans will finally be able to strap on a proton pack of their very own and join New York's finest supernatural janitors in the fight against, not just ghosts, but all manner of otherworldly creatures--from flaming gargoyles to previously obliterated marshmallow men. And as the team's young new recruit, you'll enjoy the privilege of testing dangerous experimental equipment as you receive a first-hand education in both tracking and wrangling the dead.

Best of all, every detail will feel entirely authentic thanks to the extensive involvement of the two men responsible for inventing all-things Ghostbusters: Dan Aykroyd and Harold Ramis, the stars and scriptwriters of the original films. We recently had a chance to speak with both about the game, the movies, and the future of the franchise. That is, after we stopped pretending to not be really, really excited to talk to them.

So how did you first become involved with this project?
Ramis: I just remember a communication coming proposing that we participate in the game, lend our voices, and at least consult on the writing. We met with the designers and they seemed like great guys and, yeah, we jumped in.

Did you have any apprehensions about doing a serious Ghostbusters project as a videogame?
Aykroyd: Of course! When I first heard about it--and looking upon some of the past efforts that had been done and some of the games that are out there--I was concerned. But then it occurred to me that the equipment, the characters, the world that it lives in--if done properly--are a perfect adaptation in this medium. So I went to the [developers], they invited me in, they pitched me the idea, and here were guys that were probably in their teens when the second movie came out and had grown up to a point now that their careers were in game development. They had the age and experience and skills, wisdom, and technical power to do a game, and they were genuinely fans. So what you have here is a game developed by engineers and by writers who were fans when they were kids. And how much more of a truthful creative endeavor can there be?

What was it like working with Terminal Reality? Tell us a little about the collaboration process.
Aykroyd: To me, the developers were the stars of this enterprise. We were there to serve them. They took it out as far technically as it could go. They really utilized the equipment from the original movie to make something special, and I think that they did such a great job. We knew when we read that first draft that, hey, they've got it, let's just help them take it back to that original tone and basically stay out of their way and let them run with it. They want flying skulls coming from the ceiling? Great. They want books turning into cubes, they want to toast the marshmallow man and break him up into bits, you know, that's taking the original vision and really extrapolating it right out to where a game should be.

Were you able to explore old ideas that you couldn't pull off in the movies?
Aykroyd: Yes. Just blowing out the sides of buildings and seeing Manhattan in those big 'scapes up on the 30th floor of buildings, and also the island coming out of the Hudson river, the whole sequence with the boat, lots more flying stuff, lots more. You can do 100 times what you could in a movie for the money. Make Manhattan look even more exciting than we did in the first two movies, and really build it into a character and a living breathing entity, which I think they've done a great job of doing.

Ramis: There was a thing that was in the game for a while, a Macy's Thanksgiving Day Parade. The floats and stuff--we had [the Ghostbusters] fighting on one of the very large balloon floats because it's possessed. But I don't think it made the final cut.

That's a shame; that's an excellent idea.
Ramis: It seemed like a very New York thing, and it could be fun to see it rendered that way. But what is in there seems appropriate and consistent with the scripts of the first two films. What's most amazing to me is seeing us digitally rendered running around as thin as we were with dark hair.

Yeah, how does it feel to see yourself rendered in a videogame?
Ramis: I would be lying if I said that it wasn't flattering. And now there's going to be a new action figure line coming out with our actual likenesses. Everything in merchandising before was platformed off the cartoon show that looked nothing like us. But I feel like there's a kind of immortality, a digital immortality in having your voice and likeness in a game. It's amazing. And at the same time the healthy part of me says, "Don't get hung up. Don't start thinking you're an icon or a legend. That could be a trap."

Aykroyd: I was very pleased they shaved at least 60 pounds off me. [Laughs] And that they youthen'd me up a bit. And I think what I was most pleased about was that it took you back to the flavor of the first movie. They chose to recreate how we looked then, and that's fair. It takes us back to the experience that we all enjoyed when we saw the first movie, and it harkens back to that, and I think the choices were great.

Do you think the script is going to appeal more to the long-time hardcore fans or to a newer, more casual audience?
Ramis: Well, you know, trying to recapture enough of what people liked in the film and yet offer them enough different stuff so that it doesn't seem like a movie they have already seen...I think they did really well on that--and, in fact, used the environments that we had contemplated in writing the first two movies, things we thought about but never made it in. Stuff on the water and the barge for instance. And more library stuff, and all the environments seemed appropriate and fresh enough.

What will the diehard fans like most about this game?
Aykroyd: I think they're going to like the fact that they can join us, that they are now part of the team. You become a Ghostbuster. You walk side by side with Venkman, with Zeddemore, with Spengler, with Stantz. There are moments when you're with the group, moments when you're alone, and then moments you're with each one of those individuals. And there's sort of an intimacy there. Now you are part of us, and you're part of that fraternity.

Yeah, all four of the original Ghostbusters have returned to lend their voices to this game. What was it like to work as a group again?
Ramis: Well, we live in a virtual world. [Laughs] I recorded my stuff in Chicago, Dan recorded in New York, Bill recorded... oh god, I don't even know where. He had appointments in both Arizona and North Carolina. And Ernie was in California, I think. So we were all over the place. I got to hear them, but you know, weeks apart and nowhere near each other geographically. But the spirit of it is alive in the game, and there's a live action sequel on the table. We're all kind of curious about that and looking forward to the possibility of actually getting together on a stage somewhere.

What is the deal with the third film?
Ramis: There's a deal on the table. My new film is called Year One, and the guys I wrote with are Gene Stupnitsky and Lee Eisenberg--they're producers/writers on The Office. And they were both actually kind of proteges of mine. I really like these guys; I think they're really funny, and their writing is great. And the studio...when the idea of a third Ghostbusters kind of really took hold at Columbia, they asked me if I thought Gene and Lee were up to it, and I said, "Yeah, absolutely." So they're working on the script. They're kind of still in the story phase, and Dan and I and [original Ghostbusters director] Ivan Reitman are consulting with them every step of the way, and uh, we'll see. If they get a great script, then they'll be able to engage a good director and a marketable cast, and we'll see.

Did the game help with the idea of the third movie taking hold?
Ramis: Well I think one thing that the game has done is--I wouldn't say it revived interest in Ghostbusters because the interest has been there in the audience. But it kind of reminded the studio of how much people want to continue their involvement with Ghostbusters. So yeah, it certainly helped.

What are the necessary ingredients for the third film?
Aykroyd: We need some new recruits, like in the game. We need some cadets. Our bodies are getting old. The Ghostbusters of the last generation are now...well, they're getting hip replacements and knee replacements and they can't haul that equipment around. They can work administratively, but we need a whole new youthful group to shoulder and take on the responsibilities.

What are your fondest memories of shooting the original films?
Aykroyd: Well, shooting in New York City and stealing shots, you know, running down 5th Avenue with a smoking trap... When we got to the big set at Columbia, when I walked onto that big set--when we all did--it was quite impressive. The construction of the rooftop of that building was...I mean, it was awesome. It really just brought home that, yep, here we are, million dollar make-believe; all it takes is time and money.

I've heard that, when working on the original scripts, Dan was the believer and Harold was more of the skeptic when it came to the supernatural. Would you say that's about right?
Ramis: That is exactly right. [Laughs]

Has your outlook on the supernatural changed at all over the years?
Ramis: Not in the least.

So you guys haven't had to bust any ghosts in real life?
Aykroyd: No, Harold would probably not show up because he doesn't believe. I would show up. I can tell you, though, that almost every county in America right now has a paranormal investigation society with tape recorders and cameras and heat sensing equipment. So it's really out there in the real world, the proliferation of paranormal investigation has developed quite extensively since the movies were made. And I think the movies in large part got people interested in this. So if Harold doubts, well, we'll have to take him to Ellis Island some time and let him spend the night. The park rangers say it's the most haunted place in America.
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unfunnyjoke
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I find it amusing that the third movie is more or less going to be Extreme Ghostbusters.



...which is actually fine, because that was a pretty great show.
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SoniCalvin
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I don't get why people didn't like that show. Is it because something about it didn't stay true to the movies or the original cartoon?
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unfunnyjoke
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I have no idea, I think it's because the cast was PC and that made people roll their eyes at it before watching it and realizing it was amazing.

I mean hell, I LOVE The Real Ghostbusters, but the ghosts they had on EGB were Amazing at times.

I mean... they managed to make the friggin' Grundle better! One of the best ghosts from the first cartoon was MADE BETTER.

I'd have pee'd my pants if they would have brought back Sam Hein or The Boogyman.




Come out and play child. Come out and plaaaaaay.
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