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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title>Zootfly footage helped sell Ghostbusters revival</title><link>http://www.joystiq.com/2008/06/18/zootfly-footage-helped-sell-ghostbusters-revival/</link><guid isPermaLink="true">http://www.joystiq.com/2008/06/18/zootfly-footage-helped-sell-ghostbusters-revival/</guid><comments>http://www.joystiq.com/2008/06/18/zootfly-footage-helped-sell-ghostbusters-revival/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/business/" rel="tag">Business</a></p><div align="center"><a href="http://www.computerandvideogames.com/article.php?id=191244"><img vspace="4" hspace="0" border="1" alt="" src="http://www.blogcdn.com/www.joystiq.com/media/2008/06/ghostbusters_crop490.jpg" /></a><br /></div>
With Terminal Reality now holding onto development of <em><a href="http://www.joystiq.com/tag/ghostbusters">Ghostbusters</a> </em>like a charged particle accelerator, most eyes have turned away from Zootfly's <a href="http://www.joystiq.com/2007/01/25/sony-makes-xbox-360-ghostbusters-game-disappear/">unlicensed</a> <em>Ghostbusters </em><a href="http://www.joystiq.com/2007/01/16/zootfly-scares-up-ghostbusters-details/">tech demo footage</a> that leaked into the wild earlier this year. Most, but not all, as Terminal Reality boss Mark Randel admits that Zootfly's efforts actually helped release the concept from the containment system.<br /><br />"What Zootfly did for us, inadvertently, is help sell the concept," said Randel in an interview with OXM. "When their footage came out, we were close to our green-light meeting, and when the executives saw the reaction from the fans, they immediately knew, 'Hey, <em>Ghostbusters </em>is going to be a big hit - we need to put this game into production.'" We doubt any of this will help Zootfly devs sleep at night -- though we advise if anyone asks if they're a god, they still say "<em>Yes!</em>"<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.computerandvideogames.com/article.php?id=191244>Read</a> | <a href="http://www.joystiq.com/2008/06/18/zootfly-footage-helped-sell-ghostbusters-revival/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1229450/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/06/18/zootfly-footage-helped-sell-ghostbusters-revival/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>ghostbusters</category><category>terminal-reality</category><category>terminalreality</category><category>zootfly</category><dc:creator>Jason Dobson</dc:creator><dc:date>2008-06-18T17:30:00+00:00</dc:date></item><item><title>Ghostbusters dev: Xbox 360 is holding us back</title><link>http://www.joystiq.com/2008/04/30/ghostbusters-dev-xbox-360-is-holding-us-back/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/30/ghostbusters-dev-xbox-360-is-holding-us-back/</guid><comments>http://www.joystiq.com/2008/04/30/ghostbusters-dev-xbox-360-is-holding-us-back/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a></p><div align="center"><a href="http://www.videogaming247.com/2008/04/28/sierra-spring-break-08-ps3-exclusivity-would-have-allowed-double-the-amount-of-objects-on-screen-says-ghostbusters-dev/"><img vspace="4" hspace="0" border="1" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/cracked360.jpg" alt="" /></a></div>
Sony fanboys looking for absolute proof that their system is technically superior to the Xbox 360 got a boost recently when Terminal Reality president Mark Randel <a href="http://www.videogaming247.com/2008/04/28/sierra-spring-break-08-ps3-exclusivity-would-have-allowed-double-the-amount-of-objects-on-screen-says-ghostbusters-dev/">told VideoGaming247.com</a> that a PS3-exclusive version of the developer's <a href="http://www.joystiq.com/2008/04/28/joystiq-impressions-ghostbusters-360-ps3-wii/"><em>Ghostbusters</em> game</a> would be more technically impressive than the version being tuned to work on both systems. "If we made a PS3-only game, for example, you could double the amount of objects on screen that you're seeing," Randel told the site at a Sierra event last week. "The PlayStation 3 has seven processors and the 360 only has three, so seven versus three means you can do a lot more on the PS3."<br /><br />Of course, Microsoft fanboys with a conspiratorial bent are likely to pick up on Randel's casual mention that "Ghostbusters is the property of Sony Pictures." Sure, it's possible that Randel is just badmouthing the competition to get in good with the rights-holder on his current game. Just as it is also technically possible that the <a href="http://www.joystiq.com/tag/3do/">3DO</a> will suddenly make a huge comeback this year ...<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href=http://www.videogaming247.com/2008/04/28/sierra-spring-break-08-ps3-exclusivity-would-have-allowed-double-the-amount-of-objects-on-screen-says-ghostbusters-dev/>Read</a> | <a href="http://www.joystiq.com/2008/04/30/ghostbusters-dev-xbox-360-is-holding-us-back/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1181853/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/04/30/ghostbusters-dev-xbox-360-is-holding-us-back/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>console-wars</category><category>ghostbusters</category><category>microsoft</category><category>sony</category><category>terminal-reality</category><dc:creator>Kyle Orland</dc:creator><dc:date>2008-04-30T10:30:00+00:00</dc:date></item><item><title>Joystiq impressions: Ghostbusters (360/PS3/Wii)</title><link>http://www.joystiq.com/2008/04/28/joystiq-impressions-ghostbusters-360-ps3-wii/</link><guid isPermaLink="true">http://www.joystiq.com/2008/04/28/joystiq-impressions-ghostbusters-360-ps3-wii/</guid><comments>http://www.joystiq.com/2008/04/28/joystiq-impressions-ghostbusters-360-ps3-wii/#comments</comments><description><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ps3/" rel="tag">Sony PlayStation 3</a>, <a href="http://www.joystiq.com/category/retro/" rel="tag">Retro</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/xbox360/" rel="tag">Microsoft Xbox 360</a>, <a href="http://www.joystiq.com/category/action/" rel="tag">Action</a>, <a href="http://www.joystiq.com/category/adventure/" rel="tag">Adventure</a>, <a href="http://www.joystiq.com/category/online/" rel="tag">Online</a>, <a href="http://www.joystiq.com/category/galleries/" rel="tag">Galleries</a></p><div style="text-align: center;"><em><img vspace="4" hspace="0" border="1" align="middle" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/ghostbusters_crop490.jpg" alt="" /></em><br /></div>
<span style="float: left; margin-right: 10px; margin-top: 7px;"> <script> var digg_url = 'http://digg.com/gaming_news/Hands_on_with_the_new_Ghostbusters_game_360_PS3_Wii'; </script> <script src="http://digg.com/api/diggthis.js"></script></span><em>Ghostbusters</em> is one of those nerdy properties that when reissued, will never please all of its fans. Even in a brief demo with a few other writers, questions -- and follow-ups -- circled around "crossing the streams" and even geekier topics. I'm not at that level of spirit-stopping enthusiast, but I'm cautious about the new version, probably because it shows so much promise. I hate to get behind something, especially a beloved property, only to see it crumble.<br /><br />The <em>Ghostbusters</em> animation, graphics, settings, and physics look great. The original cast has reassembled to record for this game. It's even <a href="http://www.joystiq.com/2007/11/15/variety-details-new-ghostbuster-game/">being written by</a> Dan Aykroyd and Harold Ramis. But the biggest thing I didn't see was that story, and that narrative is an important part of <em>Ghostbusters</em>. We'll find out how well the script and setting hold up with its October, 2008 release.<br /><br /><div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/ghostbusters-360-ps3-wii/">Ghostbusters (360/PS3/Wii)</a></strong></p><a href="http://www.joystiq.com/photos/ghostbusters-360-ps3-wii/922445/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dga-gb-xbx-(114)_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ghostbusters-360-ps3-wii/922444/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dga-gb-xbx_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ghostbusters-360-ps3-wii/922443/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dga-gb-xbx-(159)_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ghostbusters-360-ps3-wii/922442/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dga-gb-xbx-(149)_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/ghostbusters-360-ps3-wii/922441/"><img src="http://www.blogcdn.com/www.joystiq.com/media/2008/07/dga-gb-xbx-(107)_thumbnail.jpg" alt="" title="" /></a></div>In 1991, set two years after the second <span style="font-style: italic;">Ghostbusters</span> movie, those demons are causing problems in New York again. Your character answers the call to become the fifth <span style="font-style: italic;">Ghostbuster</span>, working with the original team of paranormal investigators.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <span style="font-style: italic;">Ghostbusters</span> will have in-game moments where the items you destroy can reassemble into new foes.<br /> <br /> 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.<br /> <br />Object chains added more creativity. After a car was stuck, I saw how new slime tethers could connect even more auto<span style="font-style: italic;">mobiles</span>, 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.<br /> <br /> The demonstration stuck with single-player modes, but <span style="font-style: italic;">Ghostbusters</span> 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.<br /> <br /> 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.)<br /> <br /> I'm cautious in my <span style="font-style: italic;">Ghostbusters</span> 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.<br /> <br /> After focus-testing new <span style="font-style: italic;">Ghostbusters</span> songs, the team has committed to using the Ray Parker Jr. original. So it sounds like the key decisions are being made correctly.
<div style="border-top: 1px solid rgb(0, 0, 0); padding-top: 5px;"> <a href="http://www.joystiq.com/2008/04/28/highlights-from-sierras-spring-event-2008/"><img vspace="4" hspace="4" border="1" align="left" src="http://www.blogcdn.com/www.joystiq.com/media/2008/04/sierra-logo-490_thumbnail.jpg" alt="" style="margin-bottom: 20px;" class="imagepadding" /></a> <span style="font-style: italic;">Prototype, 50 Cent, Ghostubsters and more -- check out all our coverage of </span><a href="http://www.joystiq.com/2008/04/28/highlights-from-sierras-spring-event-2008/">Sierra's Spring Event 2008</a>!</div><p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"> </p><p><a href="http://www.joystiq.com/2008/04/28/joystiq-impressions-ghostbusters-360-ps3-wii/" rel="bookmark" title="Permanent link to this entry">Permalink</a> | <a href="http://www.joystiq.com/forward/1179159/" title="Send this entry to a friend via email">Email this</a> | <a href="http://www.joystiq.com/2008/04/28/joystiq-impressions-ghostbusters-360-ps3-wii/#comments" title="View reader comments on this entry">Comments</a></p>]]></description><category>ghost-busters</category><category>ghostbusters</category><category>new-york</category><category>new-york-city</category><category>proton-pack</category><category>ray-parker-jr.</category><category>sierra</category><category>sierra-spring-event08</category><category>slimer</category><category>terminal-reality</category><dc:creator>Zack Stern</dc:creator><dc:date>2008-04-28T03:00:00+00:00</dc:date></item></channel></rss>