Joystiq impressions: Ghostbusters (360/PS3/Wii)

The Ghostbusters animation, graphics, settings, and physics look great. The original cast has reassembled to record for this game. It's even being written by Dan Aykroyd and Harold Ramis. But the biggest thing I didn't see was that story, and that narrative is an important part of Ghostbusters. We'll find out how well the script and setting hold up with its October, 2008 release.
Gallery: Ghostbusters (360/PS3/PC)
In 1991, set two years after the second Ghostbusters movie, those demons are causing problems in New York again. Your character answers the call to become the fifth Ghostbuster, working with the original team of paranormal investigators.
The gameplay unfolds in a third-person perspective, and it seems like your character will be deliberately generic, with the focus on the old team. (You can't even adjust his appearance.) Instead, the demo led us through a moody office building, with Peter Venkman tossing back exposition and one-liners.
The lighting and shadow effects were subtly detailed, setting the tone. We walked near the top of the tower, along a row of windows. Gloomy beams of light streamed in, with the building's internal lighting mostly off. Stay Puft smiled down from outside as we rounded a corner.
The proton pack effects looked powerful. We blasted Stay Puft a few times in the chin, with the wild, bright beams oscillating all over the screen. His face turned hot-red, then scarred black like a toasted marshmallow.
The demo then jumped to a point up on the roof, where we needed to trap the ghosts of dead construction workers. The single-player story relies on AI teammate help; two characters can wrangle ghosts easier than one. The scene was chaotic, with the Ghostbusters causing incidental damage to all of their surroundings, essentially destroying the setting in the process of trapping the ghosts.
The game's proprietary physics and graphics engines were designed for this sort of demolition. In another demonstration, I saw how piles of books interacted with a flooded basement. The character walked through the bobbing objects, leaving a realistic wake that scattered them apart. Both the water and the animation looked impressive, but the books became overwhelming when they levitated and swirled into a hunched-over golem. Ghostbusters will have in-game moments where the items you destroy can reassemble into new foes.
In another physics demo, I saw one of the new ghost hunting weapons. Gamers rely on the proton pack, but the new slime gun looked both entertaining and useful. Each trajectory requires two points. We shot one at the ceiling first, leaving a long cable of slime back to the gun. Then I saw the effect of shooting items with the other end. After hitting a car with the other end, the slime contracted, straining and hoisting the car near the ceiling. Smaller objects flew straight up.
Object chains added more creativity. After a car was stuck, I saw how new slime tethers could connect even more automobiles, all swinging and bobbing with each addition. After about thirty seconds, the slime wore apart, releasing the items. I'm not sure how those tethers will be useful in the game, but developers talked about creating mines by shooting two ends of the slime together. Ghosts will get trapped when floating nearby.
The demonstration stuck with single-player modes, but Ghostbusters will include a few multiplayer games. For the PS3 and 360, up to four gamers will work together on missions specially designed for a group and unrelated to the main story. Additionally, another scenerio will let two people play ghosts and two play ghostbusters, although I couldn't get any more details. These multiplayer games will connect online and not support split-screen.
Wii gamers will be able to play with four-player split-screen. And they'll control the proton beam with the Wii Remote. (The PS3 game will let players stun ghosts by slamming them into a wall with a quick shake, but further motion controls weren't disclosed.)
I'm cautious in my Ghostbusters assessment because the story will be a central component, and I have no sense of it after this sort of demo. If this were a generic ghost-catching game, I'd already be won over by the excellent physics and setting. But this is a revered franchise.
After focus-testing new Ghostbusters songs, the team has committed to using the Ray Parker Jr. original. So it sounds like the key decisions are being made correctly.
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The gameplay unfolds in a third-person perspective, and it seems like your character will be deliberately generic, with the focus on the old team. (You can't even adjust his appearance.) Instead, the demo led us through a moody office building, with Peter Venkman tossing back exposition and one-liners.
The lighting and shadow effects were subtly detailed, setting the tone. We walked near the top of the tower, along a row of windows. Gloomy beams of light streamed in, with the building's internal lighting mostly off. Stay Puft smiled down from outside as we rounded a corner.
The proton pack effects looked powerful. We blasted Stay Puft a few times in the chin, with the wild, bright beams oscillating all over the screen. His face turned hot-red, then scarred black like a toasted marshmallow.
The demo then jumped to a point up on the roof, where we needed to trap the ghosts of dead construction workers. The single-player story relies on AI teammate help; two characters can wrangle ghosts easier than one. The scene was chaotic, with the Ghostbusters causing incidental damage to all of their surroundings, essentially destroying the setting in the process of trapping the ghosts.
The game's proprietary physics and graphics engines were designed for this sort of demolition. In another demonstration, I saw how piles of books interacted with a flooded basement. The character walked through the bobbing objects, leaving a realistic wake that scattered them apart. Both the water and the animation looked impressive, but the books became overwhelming when they levitated and swirled into a hunched-over golem. Ghostbusters will have in-game moments where the items you destroy can reassemble into new foes.
In another physics demo, I saw one of the new ghost hunting weapons. Gamers rely on the proton pack, but the new slime gun looked both entertaining and useful. Each trajectory requires two points. We shot one at the ceiling first, leaving a long cable of slime back to the gun. Then I saw the effect of shooting items with the other end. After hitting a car with the other end, the slime contracted, straining and hoisting the car near the ceiling. Smaller objects flew straight up.
Object chains added more creativity. After a car was stuck, I saw how new slime tethers could connect even more automobiles, all swinging and bobbing with each addition. After about thirty seconds, the slime wore apart, releasing the items. I'm not sure how those tethers will be useful in the game, but developers talked about creating mines by shooting two ends of the slime together. Ghosts will get trapped when floating nearby.
The demonstration stuck with single-player modes, but Ghostbusters will include a few multiplayer games. For the PS3 and 360, up to four gamers will work together on missions specially designed for a group and unrelated to the main story. Additionally, another scenerio will let two people play ghosts and two play ghostbusters, although I couldn't get any more details. These multiplayer games will connect online and not support split-screen.
Wii gamers will be able to play with four-player split-screen. And they'll control the proton beam with the Wii Remote. (The PS3 game will let players stun ghosts by slamming them into a wall with a quick shake, but further motion controls weren't disclosed.)
I'm cautious in my Ghostbusters assessment because the story will be a central component, and I have no sense of it after this sort of demo. If this were a generic ghost-catching game, I'd already be won over by the excellent physics and setting. But this is a revered franchise.
After focus-testing new Ghostbusters songs, the team has committed to using the Ray Parker Jr. original. So it sounds like the key decisions are being made correctly.










Reader Comments (Page 1 of 1)
brentshaffa @ Apr 28th 2008 3:10AM
I'd cross my stream with the original cast any day of the week.
MariosInferno @ Apr 28th 2008 8:59AM
Nice. +1
But, I thought we were told to never, ever cross streams??
thewiicast @ Apr 28th 2008 3:20AM
Early interviews stated that the Wii (and PS2 version) will have a more 'Cartoony' style and different gameplay. Were you able to get any hands-on with the Wii build?
mr mobius @ Apr 28th 2008 2:41PM
I'd say that the Wii game could be similar in style and gameplay to elebits (eledees for us brits). The 2nd thing that came to mind seeing that pic was elebits.
thewiicast @ Apr 28th 2008 3:22AM
sorry for the double psot here's the pic:
[img]http://wiimedia.ign.com/wii/image/article/839/839572/ghostbusters-the-video-game-20071204041717527.jpg[img]
ballistic3188 @ Apr 28th 2008 3:23AM
Dr. Peter Venkman: This game is headed for a awesomeness of biblical proportions.
Mayor: What do you mean, "biblical"?
Dr. Raymond Stantz: What he means is Old Testament, Mr. Mayor, real Wrath-of-God type stuff. Fire and brimstone coming down from the sky! Rivers and seas boiling!
Dr. Egon Spengler: Forty years of darkness! Earthquakes, volcanoes...
Winston Zeddmore: The dead rising from the grave!
Dr. Peter Venkman: AA quality movie based games!, blockbuster uwe boll movies!, MASS HYSTERIA!
Mayor: Enough! I get the point! And what if you're wrong?
Dr. Peter Venkman: If we're wrong, then nothing happens. We'll go to obscurity. Peacefully. Quietly. We'll enjoy it. But if we're right, and we can enjoy this thing... Lenny... you will have saved the lives of millions of nostalgic fans.
Kujel @ Apr 28th 2008 3:39AM
Nice! +1
Kujel @ Apr 28th 2008 3:40AM
I might give this game a try but we'll have to wait and see.
Huey2k2 @ Apr 28th 2008 3:40AM
Will there be a boss fight with the Stay Puft Marshmellow Man.... I sure hope so.
Alex @ Apr 30th 2008 1:32PM
I hope to God they let it be...
You must not think about ANYTHING.
ronald.raygun @ Apr 28th 2008 3:53AM
no bobby brown ftl...
ronald.raygun @ Apr 28th 2008 3:57AM
also kinda awkward the black guy being the one you play in the confederate area. unless that's intentional.
cjshrader @ Apr 28th 2008 9:57AM
Since when did a tent and a wagon = confederate? What did the North have at the time, tanks and missiles?
ronald.raygun @ Apr 28th 2008 11:53AM
confederate flag maybe?
Kye - Joystiq Greybeard @ Apr 28th 2008 5:24AM
Sounds great. Looking forward to it.
Now, which console do I get it for? Ihate having to decide between the Wii and the 360. Luckily that doesn't happen often.
If the controls are much better that the 360- Wii. If the physics/graphics are much better than the Wii - 360.
mr mobius @ Apr 28th 2008 3:09PM
If it makes it easier, then if they can achieve good Wii gameplay then can probably achieve good 360 graphics.
I'd personally choose Wii but then again if had a 360, the thought of seeing those ghosts in HD.
John @ Apr 28th 2008 5:34AM
I'll buy
FOXHOUND @ Apr 28th 2008 8:13AM
same here...!!
Obie @ Apr 28th 2008 7:41AM
Did ya see the spooky ghost? It slimed me! I am covered in ectoplasm!
robothouse @ Apr 28th 2008 8:41AM
I am fully charged!
Eric H @ Apr 28th 2008 9:16AM
Preordered and fully paid for!
eight @ Apr 28th 2008 9:33AM
I really will only care about this game if there is co-op. Was there any word on that? For me the Ghostbusters games are like Ninja Turtles games, they are just no fun unless you can play with your friends.
Last i read they were 'undecided' on if co-op would be included...
eight @ Apr 28th 2008 9:33AM
I really will only care about this game if there is co-op. Was there any word on that? For me the Ghostbusters games are like Ninja Turtles games, they are just no fun unless you can play with your friends.
Last i read they were 'undecided' on if co-op would be included...
SinHarvest @ Apr 28th 2008 11:01AM
It is confirmed to be co op. Or so i read on kotaku.
CJLopez @ Apr 28th 2008 12:04PM
"For the PS3 and 360, up to four gamers will work together on missions specially designed for a group and unrelated to the main story."
"Wii gamers will be able to play with four-player split-screen."
This gives the tip that co-op is included
JRM @ Apr 28th 2008 12:06PM
Of course it has to be co-op. Otherwise it would be no fun to cross the streams.
Zack Stern @ Apr 28th 2008 12:16PM
The story is single-player only. Some additional levels unrelated to that will be playable with friends. So I wouldn't call it a co-op game, but there is a co-op mode.
CJLopez @ Apr 28th 2008 12:05PM
A GhostBuster Game, sooooo want it!!!!
hvnlysoldr @ Apr 28th 2008 1:18PM
I ain't afraid of no ghosts!
SharpBlade @ Apr 28th 2008 2:57PM
"Speaking to videogaming247 at the Sierra Spring Break 08 in Mallorca last week, Terminal Reality president Mark Randel admitted that Ghostbusters on PS3 has been held back by the fact will also release on 360, saying that the game would have double the amount of objects on screen if it had been PS3-only."
So what gives with this statement from the devs? There is no way I'm buying another gimped game on my 360. (already passing on GTA IV because it sounds like buggy mess) so am I going to be passing on this game as well?
Did you hear anything about this Joystiq? Is the 360 really the gimp of bunch when they are also making this title for the PS2 and Wii? Or is it because this IP is owned by Sony and they are taking a dig at the competition?
If this is real I see a backlash against the 360 and MS coming bigger than what is already happening.
Kyouryuu @ Apr 28th 2008 10:05PM
Looking forward to this one, narrative or no narrative. It's an interesting move that they kept the game's timeframe in the 1990s rather than updating it to seem more modern. The Ghostbusters franchise has a lot of great ideas that would easily lend themselves to a video game in the right hands.
Alex @ Apr 30th 2008 1:33PM
I want to know what kind of person Slimer would have to be...