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E3 2008:

PLAYSTATION3: Ghostbusters: The Video Game

            General expectations of Sierra Entertainment’s Ghostbusters: The Video Game fall into one of two camps; high-hopes or disregard. While many are anticipating the title withElectronic Theatre Image a great deal of hope that something worthwhile will come from the highly-regarded franchise, other have already resigned it to being little more than the average Film Licence cash-in, akin to the likes of SEGA’s recent Iron Man and The Incredible Hulk: The Official Videogame releases. However, Ghostbusters: The Video Game has one major differential factor to title’s such as Disney/Pixar’s Wall*E and the stunningly bad Jumper: Griffin’s Story – while it may be based upon a Hollywood production, it’s based on one that was released over twenty years ago.

            Due for release in late 2008, the release on Xbox360, PLAYSTATION3, and PC is being developed by Terminal Velocity, and the Wii, NintendoDS and PlayStation2 versions are being developed by Red Fly Studios. The game will feature the original film cast, with Bill Murray, Dan Aykroyd, Harold Ramis and Ernie Hudson all involved in the project, along with supporting actors Annie Potts, Brain Doyle Murray and William Atherton. Like the films before it, Dan Aykroyd and Harold Ramis have written a script for the event-driven storyline.

            At E3 2008, Sierra and Terminal Velocity finally took the wrapping off their Current-Generation offering, and let the press get hands-on with the title for the first time. The third Level was available for play, set in the New York Public Library. The scene would be familiar to fans of the series for two reasons; firstly, it’s the same scene we’ve been seeing in video format for a few months now and, secondly, it’s the same setting as that infamous first-encounter scene in the first film.

            The title isn’t strictly an adaptation of the film, rather, an extension of the storyline. With a third Ghostbusters film having been rumoured since the lateElectronic Theatre Image 1990’s, it now seems that Aykroyd and Ramis have decided that a videogame instead maybe the ideal outlet. Ghostbusters: The Video Game takes place two years after the events of Ghostbusters II – 1991 - and casts the player as the newest recruit. Ghosts have overrun New York, and the Ghostbusters team have been hired by the Mayor to act as part of the city’s social infrastructure – right-up there with Police, Ambulance and Fire Brigade services.

            The ghost witnessed in that very first encounter, Eleanor Twitty, returns. The voice-acting is stunning, as are the visuals, as the infamous ‘busting quartet approach the library, when Ray and Egon notice a stone lion statue is missing. Approaching the remaining statue, an explosion occurs, followed by the apparition responsible darting into the building.

            The Control System follows the traditional Third-Person Action game set-up, with the Left Analogue Stick controlling movement and the Right Analogue Stick in charge of the Camera, and the R2 Trigger commands your Proton Pack. The environment looks stunning: marbled floors, reflecting real-time light and with no Loading Delays. After a few quick-hits on the spirit, it splits into two and the player’s character is charged with taking down the smaller, while the others chased-down the largest of the pair.

            Descending to the floor below, use of the PKE Meter was required. Listening to its radar-associated blips clue you in on your distance from the target. Using the PKE Meter launches a First-Person view, in-which the player utilises the goggles seen in the first film. The PKE Meter sits in the centre of the screen, with the Spectral Energy reading increasing as you approach, and, conversely, decreasing the further away from the target you get.

            The game features two types of enemy; those which you must capture, and those which you must destroy. Chasing the adversary leads you back to the rest of the gang, and re-grouping for an all-out assault. A big pile of books appeared to be the enemies weapon of choice, and dispatchingElectronic Theatre Image it requires a special technique known as the Boston Dart – an energy ball that travels down your Proton Stream an creates an explosion when making impact.

            The damage a player causes to the surrounding area is recorded, but has not effect on progression and is merely noted for statistics sake. Once having completed a Level, the player can then use any earned funds to upgrade their equipment.

            Terminal Reality are taking great lengths to tie the release into its sister productions from Hollywood. As well as featuring the classic Columbia Pictures introductory Splash Screen, the title features no on-screen furniture. Life and weapon status is denoted on the player’s Proton Pack. Overheating is a mechanic introduced presumably to replace traditional reloading vulnerabilities. Should your Temperature Gauge fill, the player will be left defenceless during a cooling period. The player has the option to manually vent the Proton Pack at any time with a press of the R1 Button, an act which hardcore gamers will no doubt immediately begin doing after every slight brush with the ethereal.

            Later in the Level, the player is asked to take-down a rather mean looking Slimer-esque spook, unveiling use of the Trap for the first time. The Face Buttons deploy and recall a Trap. A different stream from the Proton Pack must be controlled with L2 and L1 in the same way as the basic stream above, only this one is used specifically for capturing. Holding the ghost in the stream, and forcing it to collide with objects around the room several Electronic Theatre Imagetimes softens the manifestation until ushering it into the Trap becomes a breeze. SIXAXIS controls have been implemented for when dragging a spirit in this capturing-stream, however, at present, they offer no advantage over Analogue Controls – which have thankfully been included also – and, in-fact, aren’t particularly responsive.

            “Ghostbusters is one of SONY Picture’s most valued film franchises,” said Mark Caplan, vice president, Hardlines for SONY Pictures Consumer Products. “In setting-out to develop a game, our criterion was to find a game company who was interested in keeping true to the Ghostbusters world that talent and filmmakers had originally created. The team at Sierra Entertainment took the time to prove to us they had what it takes. From the moment we green-lit the game, we have certainly seen a lot of passion and commitment coming from Sierra Entertainment and both development teams. Fans are going to be impressed with the game's ability to deliver a very authentic Ghostbusters experience, as well as its capacity to blow out the Ghostbusters universe to new heights.”

            Big promises, as ever, are being made. Thankfully, Ghostbusters: The Video Game is currently looking on top form. With a genuinely interesting and humorous storyline that fit’s well in the already established Ghostbusters universe, and gameplay that feels solid and rewarding, hopes are now higher than they ever could have been limited to seeing the title in video format.

Kev J.

21/07/08

 

 

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