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We're ready to believe in Ghostbusters LittleBigPlanet costumes
No, Sony hasn't actually confirmed that Ghostbusters costumes are headed to LittleBigPlanet, but it has certainly hinted at the possibility. In a recent post on Playstation.Blog highlighting the new Sacktue of Liberty costume, the company dropped a not so subtle hint. Following the words "Future LittleBigPlanet DLC?" was the image to the right.Everyone and their dog knows who they're gonna call, and that's the Ghostbusters, so we're pretty sure that related costumes are on the way. Who knows, maybe they'll throw in a Slimer costume while they're at it.
'Ghostbusters' credits neglect artist crucial to game's style, dev responds
The artist who helped inspire the graphic style of the Wii and PS2 versions of Ghostbusters is angry for being omitted from the game's credits. According to a blog post by artist Dan Schoening, Sony and Sierra -- the original publisher of the game before it was picked up by Atari, following the Activision/Blizzard merger -- "100% guaranteed" he would be credited for his help in shaping the final look of the two versions of the recently released title. "For a game that in many ways is heavily influenced by my work, is it too much to ask for some acknowledgment?," Schoening wrote over the weekend.
Yesterday, Red Fly Studio (the team behind the Wii/PS2 versions) CEO Dan Borth defended his company's position to Kombo. According to Borth, many people responsible for the game were omitted for the simple reason that there wasn't enough room. "After Sony, Vivendi, Atari all got their credits we had few spaces for ourselves and the others who worked on the games with us -- Zen Studios, War Drum studios, etc," Borth said. "Many people didn't make it and they worked many, many more hours on this game than Mr. Dan I can assure you. Does that make it right? No it doesn't. That's just how it played out.
Borth admits that Schoening's name was omitted, but is adamant that it was not done intentionally. While not having "space" for the artist's credit is one of the saddest attempts at an excuse we've ever heard, Borth apologized to Schoening for the omission and thanked him for his work on the dev's official blog.
[Via TrueGameHeadz. Image credit: Dan Schoening]
Yesterday, Red Fly Studio (the team behind the Wii/PS2 versions) CEO Dan Borth defended his company's position to Kombo. According to Borth, many people responsible for the game were omitted for the simple reason that there wasn't enough room. "After Sony, Vivendi, Atari all got their credits we had few spaces for ourselves and the others who worked on the games with us -- Zen Studios, War Drum studios, etc," Borth said. "Many people didn't make it and they worked many, many more hours on this game than Mr. Dan I can assure you. Does that make it right? No it doesn't. That's just how it played out.
Borth admits that Schoening's name was omitted, but is adamant that it was not done intentionally. While not having "space" for the artist's credit is one of the saddest attempts at an excuse we've ever heard, Borth apologized to Schoening for the omission and thanked him for his work on the dev's official blog.
[Via TrueGameHeadz. Image credit: Dan Schoening]
Ham blasting gives 'Kosher' Ghostbusters Achievement
Following the tenets of a religion is supposed to net you blessings and well-being, but that's just not tangible enough for us. Judaism has wised up, though. Those who follow its teachings in regards to keeping kosher – specifically by blasting a ham at a bar mitzvah in Ghostbusters – will be rewarded with an Achievement (and a Trophy, we presume) called "Kosher." It's only 10 points, but still, it's substantial.Man, why does all the best stuff happen to Jews?
[Via What They Play]
UK chart get: Prototype on top, Ghostbusters debuts at third
According to Chart Track's UK software sales figures from last week, we know the Barry Pepper-voiced free-roamer, Prototype, has managed to secure the top spot. It wasn't an easy battle, as Radical Entertainment's title had some stiff competition in Terminal Reality's Ghostbusters, which made its debut in the UK last week.
The ghost bustin' reunion was not enough to topple the "go anywhere, kill everything" game, and managed to secure the bronze with a third place showing. It should be noted that this is the all-format charts, and with it being a PS3 exclusive in the territory (Xbox 360 owners do have options, though), third is pretty impressive for a game on just one platform (excluding Wii Fit). As for second place, The Sims 3 dropped down from its cushy throne last week thanks to a 49% decline in sales. Don't feel too bad for the game, though -- it did have the best PC launch in EA's history, you know.
The ghost bustin' reunion was not enough to topple the "go anywhere, kill everything" game, and managed to secure the bronze with a third place showing. It should be noted that this is the all-format charts, and with it being a PS3 exclusive in the territory (Xbox 360 owners do have options, though), third is pretty impressive for a game on just one platform (excluding Wii Fit). As for second place, The Sims 3 dropped down from its cushy throne last week thanks to a 49% decline in sales. Don't feel too bad for the game, though -- it did have the best PC launch in EA's history, you know.
SOCOM and Ghostbusters join PlayStation Home
PlayStation Home is getting yet another update today, with the introduction of a new SOCOM Confrontation game space and a new for-purchase personal space based on Ghostbusters.
The "SOCOM Tactical Operations Center" space is actually the first half of the SOCOM Home hub. This space will allow players to gather and create strategies around the Telestrator. Sounds a lot like the Warhawk game space.
The Ghostbusters firehouse personal space is a three-story complex, ripped straight from the Ghostbusters video game. The personal space will come with unique items, like an Ecto-1, and features Stage Set functionality, so players can create their own Ghostbusters-themed movies. Finally, you'll be able to fly around as Slimer as well. Both these updates should be available in Home later today.
The "SOCOM Tactical Operations Center" space is actually the first half of the SOCOM Home hub. This space will allow players to gather and create strategies around the Telestrator. Sounds a lot like the Warhawk game space.
The Ghostbusters firehouse personal space is a three-story complex, ripped straight from the Ghostbusters video game. The personal space will come with unique items, like an Ecto-1, and features Stage Set functionality, so players can create their own Ghostbusters-themed movies. Finally, you'll be able to fly around as Slimer as well. Both these updates should be available in Home later today.
Atari responds to missing multiplayer in Ghostbusters PC
We suppose it's a little ironic that the multiplayer for the PC version of Ghostbusters is little more than a phantom. That is to say that the PC version doesn't actually have multiplayer at all, a fact our compatriots at Big Download reported earlier this week. Naturally, PC gamers probably have a few questions about this, chief among them being, "What gives?"
When asked by Big Download for a response, Atari sent along comments from Dan Irish, CEO of Threewave, the game's multiplayer developer. According to Irish, Threewave had intended to create multiplayer for both consoles and the PC, but eventually decided to focus on the console versions in order to keep the quality bar as high as possible. According to Irish, if the company had attempted to develop both the PC and console versions simultaneously, "something would have to suffer."
Probably not the answer PC players were hoping for. Another question that has yet to be answered, according to Big Download, is whether Atari and Threewave have any plans to add multiplayer in the future.
When asked by Big Download for a response, Atari sent along comments from Dan Irish, CEO of Threewave, the game's multiplayer developer. According to Irish, Threewave had intended to create multiplayer for both consoles and the PC, but eventually decided to focus on the console versions in order to keep the quality bar as high as possible. According to Irish, if the company had attempted to develop both the PC and console versions simultaneously, "something would have to suffer."
Probably not the answer PC players were hoping for. Another question that has yet to be answered, according to Big Download, is whether Atari and Threewave have any plans to add multiplayer in the future.
Ghostbusters on PS3 lags behind 360 version; developer explains
Richard Leadbetter – Director of HD consultancy Digital Foundry and author of Eurogamer's multiplatform comparison Face-off features – tweeted that playing Ghostbusters on the PS3 was like "time-warping back to the dawn of PS3 development." Ouch! That's especially painful to read considering the high hopes Terminal Reality – developers of the just-released Ghostbusters game – have for their multiplatform Infernal Engine.
Internet reports of a less-than-stellar PS3 version of the title originated at Lens of Truth on Monday, were later corroborated by Gamezine.co.uk and, following tomorrow's publication of Leadbetter's most recent Face-off feature, will be further corroborated by Eurogamer. Confusing the issue even further is the following quote from Terminal Reality's Mark Randel, who told VG247 last year, "We're one of the few developers who love the PS3 and have a great time with it. We have great technology for the PS3 and we want to show it off."
Instead of leaving it up to internet Matlocks, we asked Terminal Reality to comment on the controversy. A spokesperson for the developer told us, "For the record, the PS3 version [of Ghostbusters] is softer due to the 'quincunx' antialiasing filter and the fact we render at about 75% the resolution of the 360 version. So you cannot directly compare a screen shot of one to the other unless you scale them properly. The PS3 does have less available RAM than the 360 – but we managed to squeeze 3 out of 4 textures as full size on the PS3."
So: is the PS3 "maxed out"? Or is Terminal Reality's engine – despite comments to the contrary – just not up to snuff on the PS3? With most recent multiplatform titles performing comparably, if not identically, on both the Xbox 360 and PS3 consoles, we'd be inclined to agree with Mr. Leadbetter: it's like "time-warping back to the dawn of PS3 development" when PS3 games were routinely outperformed by their Xbox 360 counterparts. Let's hope the irony of the situation is lost on Ghostbusters' exclusive European publisher ... Sony. As well as the franchise's owner ... Sony Pictures.
Gallery: Ghostbusters (PS3 vs. Xbox 360)
Source – Head2Head: Ghostbusters
Source – @Digital_Foundry
Review: Ghostbusters: The Video Game (Xbox 360/PS3)

Still, given Ghostbusters' rocky road to retail, I suppose we should be grateful that there's a game to complain about at all.
Gallery: Ghostbusters (360/PS3/PC)
Xbox 360 Ghostbusters not region-locked, Europe doesn't need to wait
According to a number of reports from North American purchasers of Ghostbusters: The Video Game, the highly anticipated film-to-game adaptation is more than capable of crossing the stream known as the Atlantic Ocean. Yes, players are claiming that the Xbox 360 version of the title isn't region-locked, and can be played on consoles worldwide -- even in Europe, where Sony recently scored the publishing rights for the title, turning it into a PS3 exclusive.
In other words, for Europe's import-savvy 360 owners, the chance to digitally don a proton pack is just one transatlantic cargo plane journey away.
In other words, for Europe's import-savvy 360 owners, the chance to digitally don a proton pack is just one transatlantic cargo plane journey away.
Unlock Legendary cars (for free!) in Burnout Paradise: Big Surf Island

- Toy Hunter Cavalry Bootlegger - Jump from all 15 Island Mega Jumps
- Toy Jansen P12 88 Special - Hit all 45 Island Billboards
- Toy Carson GT Nighthawk - Complete all 24 Island Road Rules (Timed & Showtime)
- Toy Hunter Manhattan Spirit - Hit all 75 Island Smashes
Gallery: Burnout Paradise: Legendary Cars
Seen@E3: Ghostbusters Ecto-1 bustin' ghosts in front of the LACC
(click to stay puft-size)
While walking into the convention center earlier this morning to kick off our E3 coverage in earnest, we spotted what appeared to be the Peter Venkman kartin', ghost bustin' beast that is the Ecto-1. Unable to contain our rose-colored joy, we snapped a handful of pics to show you, dereast reader. Do yourself a favor and give 'em a peek, but don't freak out too much -- we've already done plenty of that for you.Gallery: Ecto-1 @ E3
Fat Princess gobbles up June release
It's been a long time coming, but the European PlayStation.Blog has confirmed that Sony's online cake-fest, Fat Princess, will receive a June release. Just in case you didn't notice, that's this month. While the release timetable is only confirmed for Europe, it's likely the PSN capture-the-princess game will find a global release.
In addition to Fat Princess, SCEE confirmed June releases for Trash Panic, Numblast and a Ghostbusters demo. PSP owners will be able to expect Ape Academy 2, Everybody's Golf 2, Syphon Filter Logan's Shadow and WipEout Pulse in the European PS Store.
In addition to Fat Princess, SCEE confirmed June releases for Trash Panic, Numblast and a Ghostbusters demo. PSP owners will be able to expect Ape Academy 2, Everybody's Golf 2, Syphon Filter Logan's Shadow and WipEout Pulse in the European PS Store.
Gallery: Fat Princess
Ghostbusters DS almost visible in new trailer
While we're on the subject of Ghostbusters on DS, we hope the Ghostbusters' games' approach to multiplatform game design pays off, because it's the kind of approach we like to see. Rather than having developers create stripped-down versions of another developer's game, Atari (actually original publisher Sierra, we guess) got Terminal Reality and Red Fly, developers who know what they're doing on their respective consoles, to make different games for the different platforms. So this DS game isn't a crappy version of an Xbox game, for example.
Gallery: Ghostbusters (DS) (23 April 09)
Ghostbusters dev targeting more Infernal Engine licensees this year
Terminal Reality hopes other developers ain't afraid of licensing the studio's Infernal Engine to use on future projects. In fact, the Ghostbusters dev's VP of sales and marketing, Joe Kreiner, tells GI.biz that his goal is to secure "at least another half a dozen to a dozen within the next year, at minimum." An attainable goal, according to Kreiner, which if achieved would put the number of customers in Terminal Reality's containment unit somewhere in the neighborhood of twelve since the middleware first opened up to developers in February.
Rather than a short-term solution, Kreiner further notes that the Infernal Engine was designed to work across multiple CPUs and SPUs, something the marketing chief believes "future-proofs" the tech for use on later console platforms down the line. In the short term, however, he adds that Ghostbusters shows off the engine "really well." Hopefully other studios will come calling now that the game's publisher merry-go-round has (hopefully) stopped ahead of the title's anticipated June launch.
Rather than a short-term solution, Kreiner further notes that the Infernal Engine was designed to work across multiple CPUs and SPUs, something the marketing chief believes "future-proofs" the tech for use on later console platforms down the line. In the short term, however, he adds that Ghostbusters shows off the engine "really well." Hopefully other studios will come calling now that the game's publisher merry-go-round has (hopefully) stopped ahead of the title's anticipated June launch.



























