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Thursday, July 10, 2008

Ghostbusters: The Video Game preview


The prospect of a brand-new Ghostbusters-licensed video game is enough to make a fan’s brain explode. Add to that already-potent news the word that Dan “Ray Stantz” Aykroyd and Harold “Egon Spengler” Ramis are handling the story and dialogue and you’ve got the makings of a full-scale geek riot, one which announces its presence with catcalls of “Get her!” and “Tell him about the Twinkie.”
Fans are very protective of the classic film and its sequel. This means that one of two things will likely happen when the Sierra-published Ghostbusters: The Video Game finally hits stores this fall: it’s going to please the legion of fans or it’s going to inspire hate the likes of which has not been seen since Titus’ infamous Superman 64. After spending some time looking at the Xbox 360/PlayStation 3/PC version of the game, which is being developed by Terminal Reality, we’re definitely leaning towards the former.


Aykroyd and Ramis claim that fans may as well go ahead and consider Ghostbusters: The Video Game as the next official entry in the long-absent series. As the story goes, players fill the role of a new employee in the Ghostbusters organization, a human test monkey for Egon’s latest toys and gadgets. The humor will be a constant, even as early as signing up for the job. As the new recruit is asked for his name, Venkman interrupts and explains that there’s no need for such a formality considering how long the previous guinea pig lasted.
The trademark humor from the films will punctuate the game as players visit locales both familiar and new with one or more members of the original team serving at their side. Aykroyd, Ramis, Bill Murray and Ernie Hudson are all signed on and confirmed to be lending their voices and likenesses to the game, as are Annie Potts (Janine) and William Atherton (Walter Peck). What’s more, complementing the game’s original score will be roughly 75 minutes worth of never-used music recorded for the first film.
As great as it is to see serious forward momentum on this project, the game’s origins may come as a surprise to some. Terminal Reality was originally working on an unnamed, presumably original military shooter. Sierra liked what they saw in it and countered with an offer to turn the game’s raw material into Ghostbusters. Since no right-thinking, comedy-loving individual over the age of 30 could ever pass on such an opportunity – albeit one fraught with many potential pitfalls – it was essentially an offer that couldn’t be refused. This was evidenced by the fact that after the news emerged, several TR employees showed up for work wearing the fictional team’s iconic jumpsuits. There are uncertainties surrounding any game release, but it’s comforting to know that Ghostbusters: The Video Game is being crafted by fans, for fans.


What About the Twinkie in Ghostbusters: The Video Game
Only two locations were seen during our brief time with the game: the New York City Public Library and the ballroom at the Sedgewick Hotel. At base, the gameplay is centered on third-person action, with players zapping ghosts using their proton pack and other devices. Most of the common spirits can simply be zapped out of existence – “neutronized,” if Stantz’s comment at the end of the first film is accurate – but larger “boss” ghosts will need to be trapped the old-fashioned way. Since the game is set several years after the last film, the continuity change is justified – another sign of the developer’s commitment to making this a fan-friendly experience – by the team’s use of new and improved equipment.
A variety of weapons and gadgets will become available to play with as the game progresses. Rather than relying on a HUD, all information is relayed directly from the equipment being worn and carried. The proton pack – which undergoes slight physical changes depending on which weapon is armed – features ammo/charge readouts while the PKE meter dangling from the character’s hip serves as a sort of proximity detector. The PKE meter can also be used from a first-person perspective to scan individual ghosts, filling out an in-game version of Tobin’s Spirit Guide in the process.
Little is known about the specifics of the story, but Ecto-1 is apparently tied to it in some way. Players won’t ever drive the vehicle, but the game’s producers cryptically assured us that it plays a significant role in the game. Other aspects of Ghostbusters: The Video Game further flesh out its connection to the movies in some concrete ways, from the constant quips of your fellows Ghostbusters – who must also be revived when “slimed” – to the game’s constantly running tally of the property damage being caused in each level. Since the Ghostbusters are now a federally funded agency, all of those damage bills go to a special office which is run by none other than a beleaguered Walter Peck. Poor Peckerhead.
Although we didn’t get too many details, it was also confirmed that Ghostbusters: The Video Game will include an online co-op mode. Completely independent of the solo play-only story, players will be able to team up as Ghostbusters in a series of arena-style matches. Progressing through the main game unlocks “Most Wanted” ghosts for co-op capture. The online component will also include other objective-based tasks, such as “capture X number of ghosts.” Again, details were scant… we’re just happy to know that online play is a confirmed feature.
With E3 now less than a week away, expect to learn more about Ghostbusters: The Video Game very, very soon. New info will likely make the seemingly interminable wait for the game’s fall release feel all the longer, but more and more it seems that our patience will be rewarded in the end. And that’s it… take it away, Venkman: “So be good for goodness sa-ake… whoa-oa… somebody’s coming… somebody’s coming… ...I’ve gotta get out of here.”

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