<![CDATA[Kotaku: ghostbusters]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: ghostbusters]]> http://kotaku.com/tag/ghostbusters http://kotaku.com/tag/ghostbusters <![CDATA[ Ghostbusters: The Video Game Does Booth Babes Right ]]>
Ghostbusters: The Video Game looks fantastic. Each time we've walked past the multiple kiosks showcasing the game at Comic-Con this year, we think "Must remember to play that at some point." What Sierra clearly understands, though, is how to appeal to Ghostbusters fans. Shorten the pants, expose some cleavage, then fill out the skimpy Ghostbuster uniform with women who look pretty for a living. We'll take one of whatever they're selling.

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Thu, 24 Jul 2008 18:10:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5028932&view=rss&microfeed=true
<![CDATA[ Where Does This Ghostbusters Trailer Go? ]]>
It goes up. While it's great seeing some extended in-game footage of the title, the rubbish animation and reliance on so much footage from the film has me a little concerned. Not overly concerned, just...cautiously concerned.

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Wed, 16 Jul 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5026106&view=rss&microfeed=true
<![CDATA[ Ernie Hudson's Role Reduced In Original Ghostbusters ]]> Ernie Hudson's doing the promotional tour thing for the upcoming multi-platform Ghostbusters game. And that means that we all get a chance to ask him incessantly geeky questions about the Ghostbusters films and learn things we never knew. Things like:

He also accepts the fact he'll always be remembered as the fourth Ghostbuster, although he had a much bigger part in the original script. "I was the guy who got slimed in the hotel, but I guess the studio felt they wanted more stuff for Bill Murray," Hudson reveals. "I was the guy who thought of the marshmallow man on the rooftop, but then it became Danny [Aykroyd]'s character." It was only after he won the part of Winston that the decision was made to reduce the character's role. "And they didn't do that till the day before we started shooting, so I didn't have time to adjust," Hudson says. "Yeah, when the part was cut there was some frustrating stuff associated with that. But it was what it was, and it is what it is. 24 years later, people still like the movie, and I'm glad."

Other tidbit bits include Bill Murray's reluctance to sign-off on a Ghostbuster sequel that would pass the proton packs off to some younger dudes.

Ghostbusters' Ernie Hudson [Eurogamer] [Pic]

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Thu, 10 Jul 2008 04:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5023692&view=rss&microfeed=true
<![CDATA[ Everyone And The ECTO-1 Heading To PAX ]]> This year's Penny Arcade Expo is going to be bigger than ever, and that's good because scaling down would have probably been a bad idea. Instead they've taken the more practical route, adding more space, more exhibitors, and more 80's movie relics. That's right, the ECTO-1 of Ghostbusters fame will be on hand the entire weekend, making the other exhibitors like Sony, Microsoft, Nintendo, EA, Activision, and Ubisoft look like second stringers in comparison.

"We nearly doubled our exhibition hall and added another 80,000 square feet of content overall, so the show is going to be pretty amazing this year," says Penny Arcade's Robert Khoo. "You should come. I think you would like it."

I've a feeling he could be right. This year's show takes place August 29th through the 31st in sunny Seattle Washington. Hit the jump for a full list of exhibitors. Be prepared to scroll.

PENNY ARCADE REVEALS PAX 2008 EXHIBITORS AND FIRST PROGRAMMING DETAILS

Headliners include Microsoft, Sony, Nintendo, EA, Activision and Ubisoft

SEATTLE - June 26, 2008 - The organizers of the fifth annual Penny Arcade Expo (PAX) today announced key details of the upcoming gaming festival, to be held Aug. 29-31, 2008 at the Washington State Trade and Convention Center in Seattle.

This year's exhibit floor will offer PAX attendees hands-on time with highly anticipated games and products from more exhibitors than ever, including Microsoft, Sony, Nintendo, EA, Activision and Ubisoft (see below for a complete exhibitor list). In addition to seeing a massive number of pre-release games on its show floor, attendees can expect a bevy of panels, the Omegathon gaming competition, tournaments, and more. First details of PAX 2008 programming include:

- The ECTO-1, of Ghostbusters fame, will be on display for all three days of PAX

- The PAX 10 independent games showcase, to thrill and delight you

- Two nights of music that will almost certainly change your life

"We nearly doubled our exhibition hall and added another 80,000 square feet of content overall, so the show is going to be pretty amazing this year," says Penny Arcade's Robert Khoo. "You should come. I think you would like it."

Complete List of PAX 2008 Exhibitors:

- 1up.com
- 2K Games
- Activision
- Antec, Inc.
- Astro Gaming
-The Behemoth
- Bethesda
- Bioware
- Blizzard
- Brawndo
- Bungie
- CCP/Whitewolf
- CDV
- clubNAMCO.com
- Cogswell Polytechnical College
- Cryptic Studios
- D3P
- Destineer
- Dolby
- EA Mythic
- ECA (Entertainment Consumer's Association)
- Electronic Arts
- Fantasy Flight Games
- Flying Frog Productions
- Flying Lab Software
- Foundation 9 Entertainment
- Game Publishers Association
- Gamecock
- GameTrailers
- Garage Games
- Guildhall at SMU
- Harmonix
- Hothead Games
- Hudson
- Indiecade
- Intel
- ITT Tech
- Klei Entertainment
- Media-blasters NYC
- Mega64
- Meteor Games
- Microsoft XNA
- Microsoft
- Midway
- Namco Bandai
- NCsoft
- Nintendo
- Nokia
- Patriot Memory
- Pegasus Publishing
- Pink Godzilla
- Plantronics
- Privateer Press
- Razer
- Rockstar
- Roosterteeth.com
- Sierra/Vivendi
- Sony
- SouthPeak Games
- Stardock
- Sumo Lounge
- Telltale
- THQ
- Tinderbox Entertainment
- Tritton Technologies
- Turbine
- Ubisoft
- Udon Entertainment / Oni Press
- Upper Deck
- Vivox
- Wizards of the Coast
- Zenimax

[Pic]

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Thu, 26 Jun 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5019938&view=rss&microfeed=true
<![CDATA[ Why Rick Moranis Won't Be In The Ghostbusters Game ]]> While the upcoming Ghostbusters game will star many of the real film’s principal characters – including, crucially, all four Ghostbusters, William Peck and the Stay Puft marshmallow man – not everyone thought signing on was a good idea. Sigourney Weaver, for one. And Rick Moranis is another. But why’d Rick say no? Not like he’s exactly busy at the moment. Sierra's Ben Borth:

He made so much money off of Honey I Shrunk The Kids that he retired. He just doesn’t want to work anymore.

Oh. Well. Good for you, Rick Moranis.

An Inside Look At The Making Of Ghostbusters [Das Gamer]

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Mon, 23 Jun 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5018686&view=rss&microfeed=true
<![CDATA[ Terminal Reality Credits ZootFly With Ghostbusters Assist ]]> ZootFly's proposed Ghostbuster game, first shown in leaked test footage back in January of last year might not have done ZootFly any good in the long run, but according to Terminal Reality president Mark Randel it did at least have a hand in getting their Ghostbusters game made.

"What Zootfly did for us, inadvertently, is help sell the concept. 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, Ghostbusters is going to be a big hit - we need to put this game into production.'"

Small consolation for the folks at ZootFly, but Ghostbusters fans around the world sure appreciate the help. Next time just make sure you're allowed to make the game before you make it!


Zootfly Ghostbusters footage helped sell concept
[CVG]

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Wed, 18 Jun 2008 10:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5017592&view=rss&microfeed=true
<![CDATA[ Early Impressions: Ghostbusters ]]> At Sierra's preview event, I got a chance to take a look at an early build of the upcoming Ghostbusters game, in development by Terminal Reality and slated for a Fall release on PlayStation 3, Xbox 360, Wii, PS2, DS and PC. One of the big things I learned was how involved Dan Aykroyd, who played Peter Venkman in the films, was in the game production.

Apparently it was Aykroyd who got all of the other cast members on board to do the voice-overs, and he was so enthusiastic about the game that he helped name and create specs for many of the game's weapons, to make sure they sounded and played like something that would have really been part of the franchise. In fact, Aykroyd is co-writing the entire script with fellow Ghostbusters writer Harold Ramis, so it's a game adaptation with what look to be strong ties to the original material.

The city of New York plays a major role here, too, and from what I saw and was told, the developers are aiming for a true-to-life NYC that echoes the environment in the films, from indoors to out - the city as a "character," as the reps said.

They told me they're aiming for a "seamless" transition between the game's indoor and outdoor environments. I also learned why you won't get to play as any of the four Ghostbusters.

In the game, you play a new recruit to the team whose primary role is to act as "guinea pig" for all of Egon's new weapons. You play as part of a team with the other Ghostbusters, and the reps told me they really want to capture the "comedic timing" of the interaction among the characters - with the player controlling one, it might interfere, as you can probably imagine.

Ghostbusters: The Video Game is set in 1991, three years after the second film. The mayor has just been re-elected on a pro-Ghostbusters platform, and he's now funding the team's latest activities. However, it looks like the team will end up racking up more in city damages during the poltergeist fights than it earns in fees for eliminating the beasties.

In the scene I saw, the player and two teammates fought a ghost inside New York Public Library. That scene alone, the reps told me, had about 4,000 destructible objects inside it, and as items were destroyed, they got sucked into the ghost's body. Characters can be created out of physics objects in realtime, the reps explained.

And for every shelf, chair, book and lamp the team bashed up, a little running cash tally in the corner of the screen showed how much dollar damage the player had racked up. There's no penalty for this, the reps explained - it's intended as a fun sort of points system.

New weapons become available from Egon and they can be upgraded and customized using your earnings from successful ghost hunts. The way the weapons system works, you can see what's going on on the back of your equipment pack - for example, instead of an ammo system, you watch your heat cylinders and have to take a pause when you overheat. Keep an eye on it, though, and you can vent it manually.

In another scene, I watched the team battle the iconic Stay Puft Marshmallow Man from inside a city building, escaping out onto the roof to trap little bits of him that had separated off and begun attacking. When you use your beam to lasso a ghost, the reps said, the teammate AI knows what you're up to and will provide a trap for you.

I also learned a little bit about how the multiplayer will work on Xbox Live and PlayStation Network - it's cooperative for up to four players who compete against each other for the leaderboards.

The team also said the PlayStation 3 was the game's "anchor platform," and built in Sixaxis controls for the beam weapons on that version. For the less-powered system, developer Red Fly is preparing a more stylized, cartoon version that's more mission-based for Wii and PS2, while the DS version is more focused on being a "throwback to the 90s." (We also hear the DS can connect up to the Wii and act as a PKE meter). Each version, I was told, is totally different, but they're all "by fans, for fans," as the reps said.

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Wed, 11 Jun 2008 18:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5015578&view=rss&microfeed=true
<![CDATA[ Ghostbusters Game Gets With The Jibber-Jabber ]]> Movies tend to run longer these days than they used to (where'd the 87-minute feature go?), but even taking that into account, the average size of a film script today is around 120-150 pages. The Ghostbusters game? 480 pages. Oh, sorry. According to Ernie Hudson (and if there's a steady paycheck in it, I'll believe anything he says), it's "480 pages or something". While that's not huge in terms of games, where sometimes thousands upon thousands of lines of dialogue must be recorded (hi, Oblivion), it's huge when you consider the entire principal cast of this game are Hollywood talent. And huge when that means they've recorded three Ghostbusters film's worth of stuff.

Ghostbusters script is 480 pages long, says actual Ghostbuster [VG247]

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Wed, 04 Jun 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5012888&view=rss&microfeed=true
<![CDATA[ Ghostbusters Gameplay: Don't Cross the Streams ]]> This, courtesy of Playr TV over on the UK's Bravo, seems to be the video that Flynn saw at the Sierra Spring Event back in April. If you're itching for this game, due out on all platforms around Halloween, you've probably seen gameplay clips in other videos so far. This one is a good five-minute look that lets you form your own impressions of the game, due out around Halloween on all platforms. A few of mine after the jump.

• There seem to be two levels of ghosts, those you can just blast and those who have to be corralled and trapped. Getting both out of the way looks like it can be repetitive — although since we see Mr. Stay-Puft in these sequences my bet is it's from an apocalyptic finale level.

• Couldn't hear dialogue, but the soundtrack — cut from the original Peter Elmer Bernstein score — sounds great and responsive to the in-game tempo. I can imagine giggling while taking down some specter in a slapstick manner, to a grandiose accompaniment from the horn section.

• Flynn testified to the depth of the game's engine and the massive number of objects it can manage at once, but the wall destruction at 2:17 looks kinda meh. Could be the poor quality of a YouTube vid though.

• The end of this video — that had better not be how you really finish off Stay-Puft. Maybe the game was being played on "dickless" level or something.

• Why didn't they cross the streams? It would be bad, I guess.

• The voice-over, who the hell is that. Marc Summers from Double Dare?

Ghostbusters — Playr TV [YouTube, thanks to reader Matt]

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Sat, 17 May 2008 11:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5009481&view=rss&microfeed=true
<![CDATA[ Dan Ackroyd Is The Wind Beneath The Ghostbusters Game's Wings ]]> Terminal Reality are actually making the "main" Ghostbusters game. Sierra got them the rights to it. Bill Murray's involved, Harold Ramis is involved, and so is a lot of money, hope and expectations. That's a lot of stuff. So who's the glue holding the whole project together? Why, Dan Ackroyd, of course. Seems Ray Stanz has done more than just help write the game: he was "a really big facilitator" in getting guys like Murray and Ramis onboard in the first place, and is - get this - even helping the design team come up with the names for the Ghostbuster's new equipment, characters, etc. Say what you will of Ackroyd's recent career (or lack thereof), it's still nice to see a Hollywood name do more for his appearance in a game than just record a few hours of dialogue, take the cheque and run.

Interview: Terminal Reality? Ain't Afraid Of No Ghosts [Gamasutra]

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Fri, 16 May 2008 03:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=391069&view=rss&microfeed=true
<![CDATA[ Ghostbusters Wii/DS Connectivity Sounds Great ]]> Down on the Wii version of Ghostbusters, are you? Think it's too casual, too cartoony for your tastes? That's because you're not in possession of all the facts. Red Fly - the dev team behind the Wii/PS2 version of the game - have said that in the Wii version, you'll be able to wirelessly connect your DS to the Wii and...use it as a PKE Meter. For real! As real as a full-torso apparition! And just as amazing.
Ghostbusters allows you to connect DS to Wii as PKE meter [VG247]

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Tue, 29 Apr 2008 07:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=385081&view=rss&microfeed=true
<![CDATA[ On Bill Murray, And Ghostbusters Dialogue ]]> Best part of the new Ghostbusters game has got to be the fact the title will feature the voices of the movie cast. But...are they actually going to record new dialogue? Or is the game just going to use canned soundbytes from the two movies? Good news, kids: it's the former. Bill Murray's due to hit the studio next week to record all-new lines for the game. It's a mystery as to how the game's producer, Joel Mechner, managed to first find then get the reclusive Murray to sit down to work on a videogame, but who cares. He did, we all win. Let's hope Ernie Hudson's an easier man to track down.
Bill Murray recording his Ghostbusters game lines this week [VG247]

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Mon, 28 Apr 2008 20:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=385017&view=rss&microfeed=true
<![CDATA[ Ghostbusters Stays True To Ray Parker Jr. ]]> rayparkerjr.jpg Developer Terminal Reality was at one point pondering having a modern band redo the classic Ghostbusters theme for their upcoming game, lovingly previewed earlier today by our own Flynn De Marco, but as executive producer Brendan Goss would soon realize, people don't react well to blasphemy.
"When we were doing the focus group testing, we asked people how they'd feel about a remix done by a current band. We got booed out of the place," Goss said. "People were really against it, going, 'You can't do that, there's only one song for Ghostbusters!' It was incredible. So we were like, okay, we won't mess with the Ray Parker Jr. song then."
Damn straight you won't. Not only will the Ray Parker Jr. classic be in the game, the developers also got their hands on 75 minutes of orchestral soundtrack not used in the original film, which had their sound man nearly wetting his pants with glee. I shall reserve my bladder dysfunction for when they announce the inclusion of "Cleanin Up The Town" by the Bus Boys.

No theme tune remix for Ghostbusters [Eurogamer]

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Mon, 28 Apr 2008 08:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=384636&view=rss&microfeed=true
<![CDATA[ Sierra Gamer's Day: Ghostbusters to 50 Cent ]]> Man, lots of embargoes have been lifting lately. The latest? Early this morning Sierra lifted the embargo on their Gamers Day, held earlier this month in San Francisco. Our Flynn De Marco attended, churning out impressions of eight upcoming Sierra games, including Ghostbusters and 50 Cent's latest title.

The Bourne Conspiracy Impressions
Ghostbusters Impressions
Sierra Online's XBLA Offerings
The Legend of Spyro: Dawn of the Dragon: Spyro Grows Up,
World in Conflict 360/PS3 Impressions
Crash Bandicoot: Mind Over Mutant Impressions
Prototype Impressions
50 Cent II Impressions

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Mon, 28 Apr 2008 08:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=384607&view=rss&microfeed=true
<![CDATA[ Ghostbusters Impressions ]]> The Ghostbusters game is still early in it's development so we didn't get to see a whole lot of it at Sierra's Spring Event but what we did see was mighty impressive. First we were shown a little sample of what the Infernal Engine is capable of. The setting was the New York Public Library reading room which should be familiar to any Ghostbusters fan. The fully rendered backgrounds were gorgeous and we watched as a thousand boxes were moved about the room simultaneously, objects were sliced using the Proton Pack and slime tethers were used to link objects together and hang them from the ceiling. The whole time this demonstration was happening, more and more objects were being dropped into the environment to show exactly how much this hearty engine could handle. More boxes, people and even cars fell from the ceiling, filling the room with thousands of objects without a hiccup in the frame rate or a slowing down of the action. At one point a monster was created using hundreds of books that came flying of the library shelves only to be taken down, book by book by the power of the Proton Pack.

Soon we moved to an outside street scene where we observed some of the amazing crowd technology that will be employed in the game, particularly in a Thanksgiving Day parade that we unfortunately didn't get to see previewed. I will say though that the crowd technology in Ghostbusters is the best I have ever seen. With a camera perched high above an intersection, we were able to see fifteen hundred people at once, all moving with their own individual AI, moving aside if they bumped into each other and never passing through or getting stuck all jittery in a corner. We came down to ground level and were shown some crowd reactions which were also impressive. Some ran screaming into the night while others gave you a wide berth to do your ghostbusting and yet even others stayed around to watch.

After the engine demo we got to check out some of the actual gameplay, but it skipped around quite a bit, showing various stages and enemies including the Stay-Puft Marshmallow man who looked both awesome and terrifying as he peered through windows looking for a victim. Anyone who has seen the films will be familiar with the ghost catching mechanic employed in the game. The PK emitter is used to detect the ghosts and once you've detected them your handy dandy Proton Pack comes into play with its various powers such as Dark Energy, Freeze Beam, Shot Blast, Neutron Generator and the Slime Tether. Once the ghosts have had some of the fight taken out of them you can begin the process of grabbing them with your beam and capturing them in the ghost traps. Here was where the PS3s Sixxaxis controller came into play. Utilizing a mechanic similar to that of Folklore, you use the controller to capture to grab the ghosts and then by shaking the remote, slamming the ethereal enemies into the ground until they can finally be trapped. Some enemies require multiple Ghostbusters to bring them down and often your AI buddies will not only help you by throwing down the ghost traps for you but can also help by adding their steam to yours (don't cross them!). Just remember the three steps: Wrangle, Slam and capture.

Your fellow AI Ghostbusters aren't the only ones who can help you. You real life friends can join you as well with online co-op play and specific co-op missions and mini-games. Some competitive play missions will also be available for you ornery types. Each mission will of course yield you a fee which will allow you to then make improvements to your beam pack. For all of you who were hoping to tear up the streets of NYC in the ECTO 1, I'm afraid you are out of luck as the game will contain no driving levels although the infamous vehicle does make quite a few appearances. Since the build we saw was pretty early on, the voiceover recording hadn't been done yet, but we were assured that all the original cast members would be providing their voices for the game including Bill Murray, Dan Aykroyd, Annie Potts, Harold Ramis and the rest of the gang.

As a huge fan of the original Ghostbusters, I was quite taken and duly impressed by what I saw of the game and will be waiting rather impatiently (as I'm sure most of you will) for it to rear it's head later this year. Ghostbusters will be coming to the Wii (with no online play), PS3, PS2, Xbox 360, PC and DS this October and if the developers have their way, will come out right around Halloween. Perfect.

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Mon, 28 Apr 2008 01:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=384317&view=rss&microfeed=true
<![CDATA[ *This* Is Good Games PR ]]> Hey, PR types: CGI trailers are misleading. Screens can be, too. Fact sheets are boring, community Q&As never really tell us anything and for God's sake, no more developer diaries, OK? If you want to get reader's attention, do what Vivendi just did to start drumming up attention for their Ghostbusters game, and give the people they want. They want to see some cool shit. Like this fully-restored Ectomobile, which made an appearance at a Minnesota Best Buy solely to promote the new Ghostbusters game. Well, that and fulfil the fantasies of hundreds of grown men, all of whom wish they could have stepped right in, got down to the point and cleaned up the town. Oh yeah.
Restoration Project Finished [GB Fans, via Boing-Boing]

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Fri, 18 Apr 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=381207&view=rss&microfeed=true
<![CDATA[ Ernie Hudson in Dragonball Movie (Hooray!) ]]> We could be posting other stuff right now, but fuck that. We wanna talk about Ernie Hudson. The Ghostbusters star has joined the cast of the live action Dragonball movie that's filming in Mexico. If for some amazing reason, the live action Dragonball movie does not suck, we have one person and one person only to thank. That person is Ernie Hudson.
New DB Movie Member [Variety via Anime News Network] [Pic]

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Tue, 26 Feb 2008 07:00:12 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=360738&view=rss&microfeed=true
<![CDATA[ Fresh Ghostbuster Screenies ]]> These aren't "new" screens as they look like they're from the same code that made up the game trailer. Rather, they are "fresh" screens that we haven't seen before. We're not just excited about the multi-platform Ghostbusters game, we're also nervous. Very, very nervous. These screens are nice, but please don't make it suck. Please. We're dealing with fragile childhood memories here. Handle with caution.

Full Gallery of Screens [Action Trip]

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Tue, 11 Dec 2007 06:00:26 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=332309&view=rss&microfeed=true
<![CDATA[ What We Know About Ghostbusters DS ]]> We've heard about the home console Ghostbuster games, but what about the portable DS one? How's that going to work? Magazine NGamer has some first details about the game. It's going to be a top down management based game and have players set up their own Ghostbusters franchise. Players catch ghosts to earn money and them we assume do things like buy better gear — and hopefully, things like pimping out the Ecto-1. That part is totally uncomfirmed, though. It takes place two years after Ghostbusters II in 1991 like the other Ghostbusters titles. Screenshots have yet to surface, and it looks pegged for a fall 2008 release. We're liking how we'll get three different Ghostbusters games. Really liking it.
DS Game Details [Pocket Gamer]

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Wed, 05 Dec 2007 07:00:08 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=330106&view=rss&microfeed=true
<![CDATA[ GameStop Offers Free Shipping On Ghostbusters ]]> gsgb.png Everyone is really excited about the big confirmation of the Ghostbusters game and we've even gotten to see some footage from it. But, apparently GameStop is so excited about it that they are already offering pre-orders. If you order it now you will get free overnight shipping on the game when it comes out... in a year. But you better hurry, the offer is only good for one more day!

Free Overnight Shipping on Ghostbusters! [GameStop]

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Sun, 18 Nov 2007 09:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=324096&view=rss&microfeed=true
<![CDATA[ Ghostbusters Teaser Trailer, Gameplay Footage ]]> While the Ghostbusters video game teaser trailer is the ultimate in teasing, it still gives you a pretty good feeling of how faithful things are going to be to the original movie. It feels like it was crafter to induce fans to shout along with the rule - which I indeed did as I watched it. For something a bit more substantial, Kotakuite Sim pointed us towards G4TV.com, where they've managed to score some exclusive footage of the game in action. Can you say Slimer?

Ghostbusters Gameplay [G4TV.com]

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Fri, 16 Nov 2007 09:40:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=323655&view=rss&microfeed=true
<![CDATA[ More Details On Ghostbusters Game ]]> ghostbusters_iii_variety.jpgVariety has more details on the recently confirmed undead Ghostbusters video game sequel, including even better news about the game's voice cast. In addition to the three original Ghostbusters—Ramis, Aykroyd and Murray—Ernie Hudson, who played Winston Zeddmore in both films, and William Atherton, famous for his role as Water Peck.

According to Variety, the Ghostbusters game is coming to the Xbox 360, PlayStation 3, PC, courtesy of developer Terminal Reality, with more casual-aimed versions from Red Fly Studio coming to PlayStation 2, Wii and DS. The report has plenty of delicious details on the game's genesis and even includes a teeny, cropped screen shot.

Vivendi, Sony call 'Ghostbusters' [Variety]

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Wed, 14 Nov 2007 19:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322943&view=rss&microfeed=true
<![CDATA[ Ghostbusters: The Game Lives! ]]> The next issue of Game Informer features another magazine exclusive reveal—Ghostbusters! The game, seemingly a sequel to the first two films, was rumored to have been in the works at developer ZootFly after a video of a Ghostbusters title was leaked onto the internet. The game now appears to be officially coming to... some unnamed platform(s). The even better news is that original Ghostbusters stars Harold Ramis, Bill Murray and Dan Aykroyd will be involved. Quite heavily involved, actually, as GI writes that the three are helming scriptwriting and voice over duties.

We have the tools, we have the talent, let's just hope that we have the gameplay.

Game Informer's December Cover Revealed! [Game Informer]

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Wed, 14 Nov 2007 15:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322756&view=rss&microfeed=true
<![CDATA[ Dan Aykroyd Talks Ghostbusters Game ]]> STEPPIN' OUTBoy, the upcoming Ghostbusters game already has quite the storied, confusing history—especially for a game that hasn't been announced. Let's recap quickly. YouTube videos surface. Fearing further disappointment in life, we doubt they're real. Turns out they are. We rejoice. Then, Sony supposedly pulls the plug.

Now, it appears that the game is indeed on, regardless of whether current developer Zootfly is at the helm. According to Dan Aykroyd (aka the Ghostbuster's Dr. Ray Stantz):

Universal purchased the rights from Sony for a game. I'm actually going to have to perform and do some motion capture for them. That will be next year.

Well, that about wraps that up. A Ghostbusters game is coming, but not before some time next year, if Aykroyd's dates are to be believed.

Dan all about blues & booze [Edmonton Sun]
Dan Aykroyd to appear in Ghostbusters game [Gamespot]

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Fri, 02 Feb 2007 19:40:12 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=233724&view=rss&microfeed=true
<![CDATA[ Ghostbusters 360 Sort Of Confirmed ]]>

Well the good news is that developer ZootFly has confirmed with IGN that the Ghostbusters game footage that saw heavy circulation yesterday was in fact actual footage from an Xbox 360 game they are developing. Unfortunately the game is currently on hold due to licensing issues the company is actively working to resolve, so there is no projected release date for the game, or really any guarantee that it will see the light of day whatsoever.

I wouldn't be surprised if the leak itself were in fact manufactured in order to further the developer's cause. Would be a rather canny move on their part if it were. The response from the gaming community has been pretty overwhelming. Most of you want the game made. ZootFly wants the game made. Hell, I want the game made. The only obstacle remains Ghostbusters' legendarily complicated rights ownership...also one of the main reasons we haven't seen a Ghostbusters 3 yet.

Ghostbusters Game Busted - [IGN - Thanks James!]

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Tue, 16 Jan 2007 11:40:26 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=228996&view=rss&microfeed=true