Ghostbusters The Video Game Preview

For:PS3  Also On: Xbox 360WiiPS2PCDS Release Date: 18 June 2009
Now *that* is an interesting way to serve Key Lime pie.
Now *that* is an interesting way to serve Key Lime pie.

Now *that* is an interesting way to serve Key Lime pie.

Wrangling and slamming the ghosts about is a lot of fun, and it seems that physics-related japery will make up a significant proportion of the action in the game. Along with the demo, Terminal Reality also showed off a video featuring other elements and spectres. Of the busting-equipment on display, it was the slime-tether that once again caught my interest - a sort of ectoplasmic successor to Half Life 2's gravity gun. The idea seems to be that you fire one end at an object or surface, fire the other at something else, then sit back and watch as the two are brought together via the elastic properties of the slime. If this weapon is as much fun to use as it is to watch, it'll be great. Elsewhere I was also pretty impressed with the game's gollums - large enemies that are organically formed out of dozens of independent objects. Imagine being in a library and coming face-to-face with a walking mass of hardback novels, and you'll get the idea. I'm not sure that I've seen anything like these collective enemies before. To defeat them, you have to find the one object inside them that is acting as a kind of nucleus; by tugging it away from the rest of the creature you'll send everything crashing to the floor in a heap. It's a neat idea, and it looks brilliant.

Sadly there were no gollums to fight during the Xbox hands-on, nor did we get to directly battle the Stay Puft Marshmallow Man, since the demo ended just before what looked to be an epic encounter. However, we did get to check out the Wii game's depiction of the Ghosties' rumble with the big sailor. As you may remember, the Wii is actually getting a separate game, courtesy of Red Fly Studios, rather than a simple port of the 360/PS3 experience. However, both games use the same script and dialogue - so the story is more or less identical. Incidentally, the developer insists that the plot reveals a solid reason for the sudden re-appearance of Stay Puft and all the other iconic ghosts from the franchise; it's not just fan-service. We'll have to wait until the plot is properly revealed to see how everything is explained, but we doubt that few fans are that bothered. This is a Ghostbusters game, after all. Who wouldn't want to fight Stay Puft?

In the Wii confrontation, the player is hanging over the side of a building, attached to a rope being held by the other Ghostbusters off-screen. In actual fact there may be two of you in this precarious situation, since the Wii game is capable of supporting two players at once. Either way, you'll find yourself staring down the side of a very tall office block, with a giant pissed-off Marshmallow attempting to climb up and get you. Every so often he'll throw chunks of building at you that have to be blasted or avoided; the rest of the time you'll be busy unloading your proton pack into the giant's face. It's fairly epic stuff as far as boss battles go, what with the vertigo-inducing perspective, all the helicopters buzzing around and lots of daft comments as Peter Venkman begins to lose his grip on your rope. Stay Puft himself looks great too; his character is already a perfect match for the Wii game's cartoon style, and the model Red Fly has created is looking really quite cool.

I didn't get to spend a long time with the Wii version, but it seems that Red Fly has been working to refine the combat mechanics. If you read the last preview, you'll know that capturing ghosts relies upon a multi-step process of blasting the ghosts, creating a capture cage, dragging the phantom around and then finally throwing out a trap. This has now been tweaked and refined slightly, to the extent that that capture cages now form automatically once you've blasted a ghost for long enough - there's no more shaking the nunchuck. This seems like a prudent move, since last time around it seemed that there was a little too much to remember. Since you're now left with a fairly simple procedure of shooting, dragging and then trapping (by bowling the nunchuck and hitting Z), it's easier to remember what you're supposed to be doing. By reducing the complexity a notch, Red Fly has made the ghost-catching a lot easier to pick up.

We're really hoping that busting will make us feel good...

We're really hoping that busting will make us feel good...

While there are certainly going to be some similarities between the two games, both Red Fly and Terminal Reality were keen to show off their unique attributes. In addition to having two-player co-op, the Wii version will also feature collectibles that can be gathered by scanning ghosts - including background info on the spectres and original concept art. Redfly's game also features a few phantoms not found in the PS3 and 360 iteration. Among of the coolest of these were a series of haunted arcade machines that spit out ghostly sprites - for some reason, this reminded me of Jeff Minter's old shooters.

Meanwhile Terminal Reality released a few more details of their multiplayer mode. While there's no full campaign co-op, groups of up to four players will be able to go out on jobs together, in a rough approximation of the montage sequence from the first film. If the single-player campaign is the central story, this is essentially the day-to-day busting that the team gets up to in-between chapters. In gameplay terms, what this means is that you'll be able to take control of one of the four busters (or the un-named hero from the campaign) as you engage in one of six job types: "Survival" is fairly self-explanatory, while "Containment" simply asks you to catch all the ghosts on the map; "Thief" sees you retrieving items stolen by spectres; "Protection" has you defending a precious piece of Egon's equipment; "Destruction" requires you to completely trash all the items on a map; and finally there's "Slime Dunk" - which sees players competing to capture the most Slimers.

There will be a total of 12 maps for playing around with these modes, and there'll be a few minor gameplay changes to keep things competitive. Players will have to pick up ammo, while your ghostly opponents will have new AI behaviours - including the ability to merge with other spooks. Needless to say, there'll also be an online ranking system. It all sounds pretty interesting, and I'm looking forward to giving it a spin. Ghostbusters fans have been waiting a long time for a video game worthy of the licence; now, with any luck, it looks like we may actually get two - and a re-release of the film, to boot. Now if only someone would confirm those rumours of a Judd Apatow-produced sequel…

Ghostbusters: The Game will be out on Xbox 360, PS3 and Wii on June 19.

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User Comments

Grey's Avatar

Grey

The multiplayer mode sounds really interesting. Crossing my fingers that enough of my friends will buy the game so I can jump into that. Busting makes me feel good :D
Posted 16:50 on 12 March 2009
Wido's Avatar

Wido

I agree with Pb the game does sound its getting better and better. Is there any demo planned for XBL and the PSN?
Posted 16:14 on 12 March 2009
pblive's Avatar

pblive

It's sounding better and better. I really hope this lives up to all the good previews.
Posted 16:03 on 12 March 2009

Game Stats

Developer: Terminal Reality
Publisher: Atari
Genre: Action
No. Players: 1-4
Rating: BBFC PG
Site Rank: 770 121