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| Credits= |
| Credits= |
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| Release Date=June 16, 2009<br>November 3, 2009 (PSP)<br>October 4, 2019 (remastered) |
| Release Date=June 16, 2009<br>November 3, 2009 (PSP)<br>October 4, 2019 (remastered) |
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− | | Publisher=Atari<br>Epic Games (remastered) |
+ | | Publisher=Atari<br>Mad Dog LLC (remastered)<br>Epic Games (remastered, PC digital version only) |
− | | Developer=Terminal Reality (PC/PS3/Xbox)<br>Red Fly Studio (Wii)<br>War Drum Studios (PS2)<br>Zen Studios (DS)<br>Threewave Software (multiplayer)<ref>[http://www.theraffon.net/~spookcentral/games_gbvg.htm Ghostbusters: The Video Game page at Spook Central]</ref><br>Saber Interactive |
+ | | Developer=Terminal Reality (PC/PS3/Xbox)<br>Red Fly Studio (Wii)<br>War Drum Studios (PS2)<br>Zen Studios (DS)<br>Threewave Software (multiplayer)<ref>[http://www.theraffon.net/~spookcentral/games_gbvg.htm Ghostbusters: The Video Game page at Spook Central]</ref><br>Saber Interactive (remastered) |
| Designer= |
| Designer= |
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| System=Xbox 360, PS3, PC (realistic)<br>Wii, PS2, PSP (stylized)<br>Nintendo DS (stylized DS)<br>Xbox One, PS4, Nintendo Switch (remastered) |
| System=Xbox 360, PS3, PC (realistic)<br>Wii, PS2, PSP (stylized)<br>Nintendo DS (stylized DS)<br>Xbox One, PS4, Nintendo Switch (remastered) |
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*Xbox 360 |
*Xbox 360 |
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− | The Remastered edition of the realistic version of the game |
+ | The Remastered edition of the realistic version of the game was released for the following: |
*Windows PC |
*Windows PC |
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*Playstation 4 |
*Playstation 4 |
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The painting of Vigo in the basement should not be there as it was destroyed at the end of Ghostbusters II and replaced by the Guardian Angel Painting featuring the four Ghostbusters in it. |
The painting of Vigo in the basement should not be there as it was destroyed at the end of Ghostbusters II and replaced by the Guardian Angel Painting featuring the four Ghostbusters in it. |
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+ | |||
+ | ==Cutting Room Floor== |
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+ | *Several things were omitted from the game, known omissions are: |
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+ | **Janine had a couple more outfits but they didn't make the final cut <ref>[http://www.gbfans.com/community/viewtopic.php?p=138593#p138593 skankerzero 7/5/2009]</ref> |
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+ | **Cartoon colored flight suits as unlockables were in the game at one point <ref>[http://www.gbfans.com/community/viewtopic.php?p=307520#p307520 skankerzero 3/11/2011]</ref> |
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+ | **Jesse Sosa had ethereal GB models straight from "Citizen Ghost" <ref>[http://www.gbfans.com/community/viewtopic.php?p=307520#p307520 skankerzero 3/11/2011]</ref> <ref>[http://www.gbfans.com/community/viewtopic.php?p=396336&sid=069814f1dcb37a6f93cb1218f10f8c39#p396336 skankerzero post Ghostbusters Fans 6/20/12]</ref> |
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+ | **Custom character designs, such as choosing ethnicity and hair. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 53:33-56:25]</ref> |
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+ | **There plans for a large number of playable unlock-able characters, including Ilyssa Selwyn and Jesse Sosa but they were never implemented. <ref>[http://www.gbfans.com/community/viewtopic.php?p=396256&sid=069814f1dcb37a6f93cb1218f10f8c39#p396256 skankerzero post Ghostbusters Fans 6/19/12]</ref> <ref>[http://www.gbfans.com/community/viewtopic.php?p=396336&sid=069814f1dcb37a6f93cb1218f10f8c39#p396336 skankerzero post Ghostbusters Fans 6/20/12]</ref> |
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+ | **Incorporating more fan project references but there wasn't enough production time left and possible legal ramifications. One idea was to put up target dummies based on fan comic characters in the Firehouse sub-basement in the first mission. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 29:58-31:17]</ref> |
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+ | **A Multiplayer option to play as a ghost like Slimer going through walls and playing 'tag' with Ghostbusters. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 43:44-45:25]</ref> |
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+ | **Jesse Sosa wrote up a level pitch that used the Manhattan Bridge and a couple nearby buildings to contain actuators for a 'Mega Trap' to contain Stay Puft according to the first Stay Puft level Terminal Reality was designing at the time. Sosa had it where Egon planned ahead after 1984 in case they ever needed to catch something that large again and took inspiration the Real Ghostbusters episode "[[The Ghostbusters in Paris]]" where Eiffel Tower was a Containment Unit. <ref>[http://forums.ghostbusters.net/showpost.php?p=144829&postcount=83 skankerzero 5/27/2009]</ref> |
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+ | **A total of six to seven levels with dialogue recorded was cut.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 50:04-50:08 10/4/19] ''Panelist says: "We have six or seven levels with dialogue recorded that didn't make it in the game."''</ref> |
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+ | ***A Halloween level in upstate New York at a rave. Players had to use their Ecto-Goggles and P.K.E. Meter to find ghosts in the crowd and capture without causing a commotion. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 43:44-45:25]</ref> |
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+ | ***A level set that was set on Ellis Island.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 33:45-33:53 10/4/19] ''Panelist says: "There was an Ellis Island level that was cut. Um, there was Ellis Island and a subway level with the Train."''</ref> |
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+ | ***A level that took place in a subway and involved the [[Ghost Train]]. |
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+ | ***A 3-4 minute level with Ecto-1, where the Rookie was strapped to the back, chasing after the Stay Puft Marshmallow Man. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 48:02-50:22]</ref> |
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+ | ***There was a level set on Wall Street.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "That's why we fight Stay Puft in Times Square, exorcise a mass possession in the Natural History Museum, find (and lose) a hidden island in the Hudson River, and have a cemetery erupt from Central Park. The Thanksgiving Day Parade level got cut (I hear it's in the new movie!), and we had another VERY cool one on Wall Street that didn't make it."''</ref> |
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+ | ***The Temple of Gozer level pitch involved an appearance by Zuul and Vinz Clortho. <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "Temple of Gozer was a really cool level pitched by Lead Game Designer Steven Cluff that didn't make it into production. Both Zuul & Vinz Clortho made appearances."''</ref> |
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+ | **Vivendi had planned DLC but Atari never planned to execute it. |
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+ | ***There were plans to introduce contemporary comedic actors as Ghostbusters for missions. <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''John Melchior says: "There was planned DLC at Vivendi, I do not think Atari took that content or planned to execute it. Sadly. We had plans to introduce famous actors at GB for mission. Comedic actors from todays movies."''</ref> |
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+ | ***The Thanksgiving Day Parade Level.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 35:44-35:54 10/4/19] ''Panelist says: "But the DLC was the planned to be Thanksgiving Day Parade. There was a Christmas level. Um, this was around Christmas. There was the Vigo painting which was its own casting fiasco."''</ref> |
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+ | ***A Level set around Christmas |
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+ | ***Something involving the Vigo portrait |
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==Sequel Ideas== |
==Sequel Ideas== |
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− | The main idea for a sequel to Ghostbusters: The Video Game was to transition to a new team in a new city with Ray Stantz acting in a kind of mentor capacity. The sequel happening was more or less linked to if a new movie was going to get made at the time.<ref>[http://www.gbfans.com/community/viewtopic.php?p=4839411#p4839411 skankerzero reply Ghostbusters Fans 7/26/15]</ref> There were many concepts and a few levels were scripted.<ref>Wallace, Daniel (2015). ''Ghostbusters The Ultimate Visual History'', p. 205. Insight Editions, San Rafael CA USA, ISBN 9781608875108. ''Mark Randel says: "We had lot's of concepts for a sequel and had a few levels scripted, but a sequel never materialized."''</ref> |
+ | The main idea for a sequel to Ghostbusters: The Video Game was to transition to a new team in a new city with Ray Stantz acting in a kind of mentor capacity. The sequel happening was more or less linked to if a new movie was going to get made at the time.<ref>[http://www.gbfans.com/community/viewtopic.php?p=4839411#p4839411 skankerzero reply Ghostbusters Fans 7/26/15]</ref> There were many concepts and a few levels were scripted.<ref>Wallace, Daniel (2015). ''Ghostbusters The Ultimate Visual History'', p. 205. Insight Editions, San Rafael CA USA, ISBN 9781608875108. ''Mark Randel says: "We had lot's of concepts for a sequel and had a few levels scripted, but a sequel never materialized."''</ref> Expanding on the first game was a key component and driving around in Ecto-1 was going to be an option. Another idea was various franchise teams, including one from Los Angeles, came to New York to save the original team. Dan Aykroyd made a list of new characters, descriptions, and actors he wanted to play them.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 26:28-26:51 10/4/19] ''Panelist says: "But, yeah, we had a sequel to be more of a sandbox. We had more competitive Ghostbuster teams and, uh, Dan had given us a list of characters and -- and styles and actors he wanted to play the special -- the franchise teams had to come -- New York is big enough a character than any of the characters. They had to come to New York to save them. There was a team from LA..."''</ref> A design document and synopsis was compeleted for the sequel and a synopsis was completed for a third game.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 25:17-25:38 10/4/19] ''Panelist says: "Yeah. There was design doc and a story synopsis for a sequel. And a third one, uh, had a synopsis. But we worked with Harold at the end of this development cycle in Chicago and Dan to create the next game, where we would take it. So obviously if you played the game, you can't drive the Ecto-1 so we had to make sure you could drive Ecto-1 which is it's own fiasco. And do more things and expand--"''</ref> Ultimately, Atari had no interest in making any sequels.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 27:03-27:05 10/4/19] ''Panelist says: "Atari just never ever wanted to do it."''</ref> |
==Remastered== |
==Remastered== |
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On October 4, 2019, it was confirmed beating the game on Normal earns the Ghostbusters II flight suit and beating it on Difficult earns the Golden Proton Pack.<ref>[https://twitter.com/PlayGBremaster/status/1180183049683623936 PlayGBremaster Tweet 10/4/19]</ref> |
On October 4, 2019, it was confirmed beating the game on Normal earns the Ghostbusters II flight suit and beating it on Difficult earns the Golden Proton Pack.<ref>[https://twitter.com/PlayGBremaster/status/1180183049683623936 PlayGBremaster Tweet 10/4/19]</ref> |
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+ | |||
+ | On October 9, 2019, Matt McKnight, Saber VP of Business Development, was interviewed about development of the remaster. The easiest part was getting Sony on board, Saber assembled a team of 25, they had to get Atari's permission to access the game's programming code, they had to seek out ex-employees of the defunct Terminal Reality to get the rights to using their Infernal Engine, and it turned out Sony nor Atari had the original art for the cutscenes so they had to seek out the lead animator who luckily still had it saved on a hard drive and it was accessible. Gameplay was left alone other than tweaking details like shadows, lighting, and hair. Remastering the multiplayer had issues since it was done by another company based on code of an unfinished version of the original game and there were six different copies of the code. There are no firm plans to rebuild co-op but that is still being evaluated.<ref>[https://venturebeat.com/2019/10/09/how-saber-interactive-remastered-ghostbusters-for-a-new-generation/ Venture Beat "How Saber Interactive remastered Ghostbusters for a new generation" 10/9/19]</ref> |
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+ | |||
+ | On October 10, 2019, a patch was released to fix a black screen observed during the game, scroll locking in the menu of controls while in the game, a softlock occurring after pressing Alt+F4, the game crashing during launching, the skip button malfunctioning, video and sound sync issues on computers with OS Windows 8/8.1, game failing to launch, and background video on extras menu lagging.<ref>[https://twitter.com/PlayGBremaster/status/1182329970154033152 PlayGBremaster Tweet 10/10/19]</ref><ref>[https://www.facebook.com/PlayGhostbusters/posts/482158049034573 PlayGhostbusters Facebook post 10/10/19]</ref> |
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+ | |||
+ | On October 30, 2019, a patch for the Playstation 4, XBox One, and PC versions was released.<ref>[https://twitter.com/PlayGBremaster/status/1189219840957001733 PlayGhostbusters Tweet 10/30/19]</ref><ref>[https://ghostbustersnews.com/2019/10/30/ghostbusters-the-video-game-remastered-gets-first-patch-update-full-details/ Ghostbusters News "Ghostbusters: The Video Game Remastered gets first patch update (full details)" 10/30/19]</ref> |
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+ | |||
+ | On November 6, 2019, a patch for the Nintendo Switch was released.<ref>[https://twitter.com/PlayGBremaster/status/1192110425690624001 PlayGBremaster Tweet 11/6/19]</ref> |
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+ | |||
+ | '''For information on differences in the Remastered version, [[Ghostbusters: The Video Game#Differences in Remastered|see Trivia section]]''' |
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+ | |||
+ | ==IDW Comics== |
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+ | In the continuity of IDW Comics, the events of Ghostbusters: The Video Game happened. Similar aspects and events of The Video Game happened in the IDW canon but there are also several differences exclusive to the IDW canon. |
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+ | |||
+ | ===Similarities=== |
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+ | |||
+ | PCOC was an oversight group formed by the city to keep an eye on the Ghostbusters. Walter Peck was the head of PCOC and got possessed. Jock Mulligan was possessed by Ivo Shandor. The City dealt with the insurance payouts in relation to the damage caused by the Ghostbusters, who became bonded city contractors. |
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+ | |||
+ | The Natural History Museum hosted a World of Gozer exhibit. Dr. Selwyn was involved. |
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+ | |||
+ | Ivo Shandor, Black Slime, the Cult of Gozer, and the Gozerian Codex were involved in the paranormal event. Gozer's banishment and the Cult of Gozer and Cult of Tiamat's conflict in ancient times happened. Spider Witch, The Chairman, and Edmund Hoover were members of the cult. In 1924, Eleanor Twitty, the head librarian of the New York Public Library, went missing in the library itself. |
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+ | |||
+ | Franchise applications were offered by the Ghostbusters. The portrait of Vigo resided in the Firehouse near Janine's desk. Some Cursed Artifacts remained in the Firehouse after Rookie collected them like the Skull of Ivo Shandor in Peter's office area. The second floor was set up like in the game. The Firehouse's ladder to the third floor and draped cloth were present. Slimer is kept in the Paranormal Containment Research Tank. Hohman's Black Low-Rise resided on the floor near the Aura Video Analyzer console. The doughnut was on the rack in the Firehouse's kitchen area. Summoner's Bell rested on the Firehouse kitchen counter. The Andres brand microwave was still in use. The x days since last incident sign and the Employee of the Month signs are posted up. On the Firehouse refrigerator are two bottles of Singing Slime. The lockers, punching bag and Anguished Stuffed Bear are where they are in the Firehouse sleeping quarters. |
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+ | |||
+ | There was an experimental Proton Pack used by Rookie. The Slime Blower had the Slime Tether option. The Psychomagnotheric Slime was still self-replicating in nature. The Ecto 1-b had the Super Slammer Trap installed on its roof rack. Marine Ecto-8 was used. Crossing the Streams was used. |
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+ | |||
+ | Winston has his apartment. Janine's drink of choice is Chamomile. |
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+ | |||
+ | Rookie easily defeated Stay Puft in Times Square. Marshmallow Minis were encountered. |
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+ | |||
+ | Ghostbusters were led to the secret catacombs of the New York Public Library and found Twitty's corpse. She manifested and attacked in her bestial form. The Ghostbusters finally captured her. |
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+ | |||
+ | There was a remodeling project at the Sedgewick Hotel that stirred the spirit of Spider Witch. |
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+ | |||
+ | ===Differences=== |
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+ | |||
+ | Winston Zeddemore was given an honorary doctorate in parapsychology. |
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+ | |||
+ | The Ghostbusters hired three people, Rookie from the Realistic version and the two Rookies from the Stylized version. The former is named Bryan Welsh. The latter are named Maddie Collins and Chad Fuller. |
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+ | |||
+ | Rookie answered an ad placed by the Ghostbusters seeking a participant in the active development of new proprietary technologies. He started out as an intern with the Ghostbusters before being graduated to guinea pig for an experimental advanced Proton Pack. Rookie was only offered Chicago to start his franchise in. |
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+ | |||
+ | The Ghostbusters are called in to deal with Pappy Sargassi at Sargassi's in the Sedgewick Hotel. They trap the Class 4 spectral shark chasing and devouring him then Sargassi disperses. |
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+ | |||
+ | The Ghostbusters return to the Sedgewick Hotel in search of another node of the Mandala. Four Ghostbusters took around an hour to bring down the Spider Witch with three Proton Grenades in her former suite. Five of her most recent victims manifested and thanked them before dispersing. |
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+ | |||
+ | '''For more exact details about the similarities and differences in the IDW Canon, [[Ghostbusters: The Video Game#References in IDW Comics|see the Trivia section]] as well as the [[Tobin's Spirit Guide (Insight Editions)#Trivia|Trivia section in Insight's Tobin's Spirit Guide]]''' |
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== Trivia == |
== Trivia == |
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*"Welcome to the Hotel Sedgewick" was the focal point of pre-production. The team believed if they could successfully re-create the ballroom scene, they would have the players' trust for the rest of the game.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "First and foremost, we wanted to take players back to the Sedgewick Hotel. This iconic location from the film is a fan favorite. We wanted to re-create the ballroom scene, in part to gain the player's trust. We felt strongly that if we can nail the look, feel, destruction, and rod-and-reel aspect of the game, we would have their trust for the rest of the game. That level was the focal point of our pre-production."''</ref> |
*"Welcome to the Hotel Sedgewick" was the focal point of pre-production. The team believed if they could successfully re-create the ballroom scene, they would have the players' trust for the rest of the game.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "First and foremost, we wanted to take players back to the Sedgewick Hotel. This iconic location from the film is a fan favorite. We wanted to re-create the ballroom scene, in part to gain the player's trust. We felt strongly that if we can nail the look, feel, destruction, and rod-and-reel aspect of the game, we would have their trust for the rest of the game. That level was the focal point of our pre-production."''</ref> |
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*It is stated that the [[Ghostbusters]] gave a "clean bill of health" to the [[Sedgewick Hotel]] "5 years ago."<ref>[http://ghostbusters.wikia.com/wiki/File:GBTVGReferenceCleanBillofHealth.jpg GBTVGReferenceCleanBillofHealth.jpg]</ref> |
*It is stated that the [[Ghostbusters]] gave a "clean bill of health" to the [[Sedgewick Hotel]] "5 years ago."<ref>[http://ghostbusters.wikia.com/wiki/File:GBTVGReferenceCleanBillofHealth.jpg GBTVGReferenceCleanBillofHealth.jpg]</ref> |
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− | **It may actually be seven because of the 5 years between |
+ | **It may actually be seven because of the 5 years between Ghostbusters and [[Ghostbusters II]] along with the 2 years between Ghostbusters II and Ghostbusters: The Video Game. |
**Though it is possible that they revisited the Sedgewick after they were once again allowed to legally investigate and capture the paranormal during Ghostbusters II. The Mood Slime was able to rise ghosts in anything and anywhere where death had occurred. This would also link with the lines said to the discussion between Peter, Ray, and John O'Keefe, the hotel manager, regarding multiple invoices during the Ghostbusters Video Game. |
**Though it is possible that they revisited the Sedgewick after they were once again allowed to legally investigate and capture the paranormal during Ghostbusters II. The Mood Slime was able to rise ghosts in anything and anywhere where death had occurred. This would also link with the lines said to the discussion between Peter, Ray, and John O'Keefe, the hotel manager, regarding multiple invoices during the Ghostbusters Video Game. |
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**Or they did do multiple busts at the Sedgewick up to 1986, evidenced by Ray mentioning "invoices" and the Sloth Ghost being held in the Containment Unit (in the Realistic Versions). An exact date is never stated in Ghostbusters II when the Ghostbusters were served the judicial restraining order. "5 Years Later" simply refers to the amount of time between films. |
**Or they did do multiple busts at the Sedgewick up to 1986, evidenced by Ray mentioning "invoices" and the Sloth Ghost being held in the Containment Unit (in the Realistic Versions). An exact date is never stated in Ghostbusters II when the Ghostbusters were served the judicial restraining order. "5 Years Later" simply refers to the amount of time between films. |
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*During a debate about the Natural History Museum level, John Melchior called up Harold Ramis for advice. At the time, Ramis was on the set of The Office directing an episode.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "One time, there was a debate about the museum location. I called Harold, who was on the set of The Office directing an episode, and he called me back from his break to weigh in and provide guidance about what would best fit the world. Dan was also always there. He would regularly see the game and review the levels we were creating to see how they played into the canon of their creation."''</ref> |
*During a debate about the Natural History Museum level, John Melchior called up Harold Ramis for advice. At the time, Ramis was on the set of The Office directing an episode.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "One time, there was a debate about the museum location. I called Harold, who was on the set of The Office directing an episode, and he called me back from his break to weigh in and provide guidance about what would best fit the world. Dan was also always there. He would regularly see the game and review the levels we were creating to see how they played into the canon of their creation."''</ref> |
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*During the Museum level the destruction of certain crates reveals purple lights similar to those seen after the Containment Unit is shut down in the first Ghostbusters film. |
*During the Museum level the destruction of certain crates reveals purple lights similar to those seen after the Containment Unit is shut down in the first Ghostbusters film. |
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− | *Winston tells Peter about Ray's possession and refers to his first possession by [[Vigo]] in |
+ | *Winston tells Peter about Ray's possession and refers to his first possession by [[Vigo]] in Ghostbusters II, implicitly. In the stylized version, Winston mentions the "Vigo" incident further in the museum level, after gate 3487 is opened. |
*Marine Ecto-8 was originally an idea from early drafts of the first movie.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "The upstate NY location and boat were things that he had created in some form for the movie, but it never made it in."''</ref> |
*Marine Ecto-8 was originally an idea from early drafts of the first movie.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "The upstate NY location and boat were things that he had created in some form for the movie, but it never made it in."''</ref> |
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*There are early prototypes of Ecto-1b and Marine Ecto-8 being driven around.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "The boat was something that Dan wanted. He always wanted a GB boat in the movies and really felt the game was the perfect place to introduce it. It was a great part of the story. We had early prototypes of driving the Ecto-1 and the boat but they did not end up in the game."''</ref> |
*There are early prototypes of Ecto-1b and Marine Ecto-8 being driven around.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "The boat was something that Dan wanted. He always wanted a GB boat in the movies and really felt the game was the perfect place to introduce it. It was a great part of the story. We had early prototypes of driving the Ecto-1 and the boat but they did not end up in the game."''</ref> |
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*The Video Game was mentioned by [[Michael C. Gross|Michael Gross]] in the [[The Real Ghostbusters DVD Box Set]]'s commentary track for [[The Real Ghostbusters]] episode "[[Take Two]]" <ref>[[Michael C. Gross]] (2009). [[The Real Ghostbusters]] - "[[Take Two]]" (1986) Commentary (DVD ts. 10:31-10:35). Time Life Entertainment. ''Michael Gross says: "The way I hear, the game is being promoted -- they're promoting it as GB3."''</ref> |
*The Video Game was mentioned by [[Michael C. Gross|Michael Gross]] in the [[The Real Ghostbusters DVD Box Set]]'s commentary track for [[The Real Ghostbusters]] episode "[[Take Two]]" <ref>[[Michael C. Gross]] (2009). [[The Real Ghostbusters]] - "[[Take Two]]" (1986) Commentary (DVD ts. 10:31-10:35). Time Life Entertainment. ''Michael Gross says: "The way I hear, the game is being promoted -- they're promoting it as GB3."''</ref> |
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*Despite June 2009 data reporting one million units sold, the game broke even in sales about a year and a half after the release date. <ref>[http://content.usatoday.com/communities/gamehunters/post/2009/07/68495457/1 USA Today "Ghostbusters tops 1 million in sales" 7/27/2009]</ref> <ref>[http://www.gbfans.com/forum/viewtopic.php?p=4866373#p4866373 Ghostbusters Fans skankerzero reply 6/5/16] ''skankerzero says: "It did well enough but I remember one of our assistant producers telling me about a year and a half later that it finally made it's money back. Most hit games make their money back in the first month."''</ref> |
*Despite June 2009 data reporting one million units sold, the game broke even in sales about a year and a half after the release date. <ref>[http://content.usatoday.com/communities/gamehunters/post/2009/07/68495457/1 USA Today "Ghostbusters tops 1 million in sales" 7/27/2009]</ref> <ref>[http://www.gbfans.com/forum/viewtopic.php?p=4866373#p4866373 Ghostbusters Fans skankerzero reply 6/5/16] ''skankerzero says: "It did well enough but I remember one of our assistant producers telling me about a year and a half later that it finally made it's money back. Most hit games make their money back in the first month."''</ref> |
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+ | |||
+ | ===Realistic Versions=== |
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+ | {{scroll box| |
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+ | |||
+ | *The two security guards in the opening cutscene were based on senior character artists, Ian McIntosh and Jesse Sosa.<ref>[http://cghub.com/images/view/219912/ Security Guard Character - Ian McIntosh @ CGHUB]</ref><ref>[http://cghub.com/images/view/219900/ Security Guard Character - Ian McIntosh @ CGHUB]</ref> Originally, the guards were going to be based on present-day [[Dan Aykroyd]] and [[Harold Ramis]] but the constraints of the production deadline led to Sosa and McIntosh's inclusion.<ref>[http://www.gbfans.com/community/viewtopic.php?p=398283#p398283 skankerzero post Ghostbusters Fans 7/1/12]</ref> |
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+ | *Dan Aykroyd recorded around at least three takes of each of his total 2400 lines in under four studio hours.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "With Dan we recorded something like 2400 lines, at least three takes each, all great takes, in under 4 studio hours. THAT is a badass."''</ref> |
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+ | *Hanging in the Firehouse is a crayon drawing of a Ghostbuster. Text on it reads "To Uncle Egon, from Ed."<ref>[http://ghostbusters.wikia.com/wiki/File:GBTVGReferenceEd.jpg GBTVGReferenceEd.jpg]</ref> This is a nod to the Denver Ghostbusters fan films. |
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+ | *There's a computer on the second floor of the Firehouse that shows the infamous end screen of the original NES Ghostbusters game that says "CONGLATURATION !!! YOU HAVE COMPLETED A GREAT GAME. AND PROOVED THE JUSTICE OF OUR CULTURE. NOW GO AND REST OUR HEROES !" |
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+ | *On the wall by the doorway to the sleeping quarters is an Employee of the Month board. |
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+ | **January |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Chapter Four |
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+ | ***Around the 13:36 mark |
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+ | ****When Dean Yeager explains their grant was terminated |
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+ | **February |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Chapter Seven |
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+ | ***Around the 18:49 mark |
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+ | ****In the first commercial that Dana sees on her TV |
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+ | **March |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Chapter 26 |
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+ | ***Around the 1:27:30 mark |
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+ | ****When the Ghostbusters prepare to shoot Gozer |
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+ | **April |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Chapter 12 |
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+ | ***Around the 33:42 mark |
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+ | ****When Peter and Ray talk over their radios about Slimer |
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+ | **May |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Chapter 3 |
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+ | ***Around the 10:17 mark |
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+ | ****When Peter asks 'So what do we do?' |
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+ | **June |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Ray Parker Jr.'s "Ghostbusters" music video |
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+ | ***Around the 3:49 mark |
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+ | ****When they are dancing towards the screen in Times Square |
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+ | **July |
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+ | ***Employee of the Month: Winston |
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+ | ***[http://i.imgur.com/vjFnBjP.jpg Stock photo] used by Ernie Hudson at convention appearances |
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+ | **August |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters II |
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+ | ***Chapter Five |
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+ | ****When Peter is standing in front of Dana's bookshelves |
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+ | **September |
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+ | ***Employee of the Month: Peter |
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+ | ***From: [[Topps Ghostbusters II Trading Cards]] Buyback Card #2 (flipped horizontal) |
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+ | **October |
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+ | ***Employee of the Month: Peter |
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+ | ***From: Ghostbusters |
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+ | ***Chapter Seven |
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+ | ***Around the 20:38 mark |
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+ | ****When Peter is looking down at the Cadillac in disbelief at the cost and list of repairs needed |
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+ | *The Containment Unit in is similar to the one in [[The Real Ghostbusters]]. |
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+ | *On the basement floor near the Containment Unit, a Stasis Mine, a weapon cut out from the game, based on the spherical [[Trap/Animated|Trap]] from [[Extreme Ghostbusters]] is seen, along with a [[P.K.E. Meter/Animated|P.K.E. Meter]] from [[The Real Ghostbusters]].<ref>[http://forums.ghostbusters.net/showpost.php?s=52cae93558df3bc7e4c593661239c640&p=151312&postcount=134 skankerzero 7/7/09]</ref><ref>[http://ghostbusters.wikia.com/wiki/File:GBTVGReferenceEquipment.jpg GBTVGReferenceEquipment.jpg]</ref> |
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+ | *Jesse Sosa, Senior Character Artist at Terminal Reality, slipped in a cardboard box with dirty jumpsuits sitting in a puddle of residue to the left of the Containment Unit referencing the Real Ghostbusters episode "[[Citizen Ghost]]". Another artist accidentally put boxes over it just before the game was shipped out.<ref>[http://forums.ghostbusters.net/showpost.php?p=148419&postcount=57 skankerzero 6/17/2209]</ref> <ref>[http://www.gbfans.com/community/viewtopic.php?p=402322#p402322 skankerzero 7/22/12]</ref> |
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+ | *Egon Spengler added a viewer to the Containment Unit, which Slimer is fascinated with. The viewer concept first came up in early drafts of the first movie. |
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+ | *[[Louis Tully|Louis Tully's]] desk is seen with a note on his computer that states he is "going home early." His jumpsuit and gear from Ghostbusters II is seen hanging up by his desk, as well. During the end credits, Peter mentions Louis is out on vacation and they can't fire the Rookie anyway. |
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+ | *The Ghostbusters II No Ghost sign, miniature satellite dish, and Ecto 1-a doors are in an area of the Firehouse on the main floor. Make the Rookie stand behind the Ecto 1-b, then look towards Janine. To the left is a door by the basement stairwell, you can't open this door but if you look through the window of the door you can see these items. |
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+ | *There is a set of keys to the city in Peter's office. There are three keys. One is dated for the first movie the next for the second movie and there is a third. The 1990 key to the city could explain the absence of the Twin Towers in the opening sequence and in the 1991 continuity of the game. |
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+ | **Ultimately, the exploits that led to the 1990 key are left to open to interpretation.<ref>[http://www.gbfans.com/community/viewtopic.php?p=385392#p385392 Ghostbusters Fans skankerzero 4/4/12]</ref><ref>[http://forums.ghostbusters.net/showpost.php?p=144765&postcount=45 skankerzero 5/27/2009]</ref><ref>[http://forums.ghostbusters.net/showpost.php?p=144788&postcount=56 Ghostbusters.net Forums post]</ref> |
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+ | *Also left open to interpretation is what is under the blue tarp on the main floor. The artists used the museum prop for the shape.<ref>[http://forums.ghostbusters.net/showpost.php?p=164374&postcount=4 skankerzero 8/23/2010]</ref> |
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+ | *According to Grant Gusler, the experimental Proton Pack was an advanced version Egon kinda worked on between movies.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Grant Gosler says: "...this is not the original pack, but an advanced version. Egon kind of worked on the pack between movies."''</ref> |
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+ | *The Proton Pack's sounds were created in foley. Sound Designer Brian Fieser recorded a replica prop Proton Pack and jumpsuit for the Ghostbusters' movements in game. The recording was then layered with recordings of a backpack filled with random junk. The overheat sound was a combination of glass tubes, metal clangs, processed latches and steam hisses. The charging sound was remote control car servos layered with various sweeteners tuned to whatever the player is charging at the moment. Proton Stream variations and the turbo/slam sounds were created using various software synths.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "The proton pack sounds were created in foley. Sound Designer Brian Fieser recorded an actual replica prop proton pack & jumpsuit for the Ghostbuster's movement. They layered that with recordings of a backpack filled with random junk. He knows at least an RC car was in there. The pack overheat was some glass tubes, metal clangs, processed latches, & steam hisses. The pack charging was some RC car servos layered with various sweeteners tuned to whatever you're charging at the time. The proton stream variations & turbo/slam were mostly created using various software synths."''</ref> |
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+ | *According to Creative Director Drew Haworth, there were discussions of Traps that players could plant like trip mines. Once set, it was like a 'super bomb' that pulled everything in the room including physical objects.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "There was a lot of discussion about having traps that you could stick, like trip mines. You could stick them on ceilings or on walls. There was a trap that once you set it, it was like a super bomb. It would pull everything in, everything in the room, into it, including physical objects ."''</ref> |
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+ | *The destruction counter was inspired by a Burnout video game played by John Melchior and Drew Haworth.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 47:37-48:00 10/4/19] ''Panelist says: "Uh, that was the Creative Director at Terminal Reality, Drew Haworth. We were having -- I was busy having a bad day with Bill, uh, so... we had a fight over levels so we decided to take a break and we were playing Burnout on 360. And we were -- he saw the piling up of it and that's why Peck's character became deeper at that point."''</ref> |
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+ | *At the start of the "Welcome to the Sedgewick," if you don't follow the team, you can get the patrons in the hotel to say some familiar lines. |
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+ | **Walk over to the left there are two people sitting in the waiting area. The man will first ask you if "you are some sort of exterminator." If you keep walking up to him, he'll ask if "you are some sort of cosmonaut." Then the woman will say, "Hey you're a Ghostbuster...my kids love the Stay Puft cartoon." |
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+ | **Walk into the other room where the guys are headed there are more people in there. They will talk to you to. One of the men says he's going to see Stay Puft on ice tonight. |
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+ | *If you stand outside Room 1204 for a minute or so during "Welcome to the Sedgewick," you can hear the dialogue of the Ghostbusters commercial from the first movie playing inside. |
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+ | *According to producer John Melchior, [[Bill Murray]] ad libbed the Rodriguez bar mitzvah line.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''John Melchior says: "There's a bar mitzvah joke in there that he adlibbed. The Rodriguez bar mitzvah. He did a good job staying within the constrains of what we were asking him to do. To sit there and say [Bill], don't adlib would be ridiculous. Whatever he wanted to record, we recorded."''</ref> |
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+ | *John O'Keefe eventually relents and lets the Ghostbusters finish up in the Sedgewick but asks them to be discreet, just as the [[Hotel manager]] from the first film asked of them. |
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+ | *In the cinematic between the "Welcome to the Sedgewick" and "Panic in Times Square" missions, it is revealed the opera Winston went to was Aida, a famous opera about an Ethiopian princess who is captured and brought into slavery in Egypt but falls in love with one of the Pharoah's military officers. |
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+ | *During "Panic in Times Square," Winston mentions the FDA or the Food and Drug Administration, an agency of the United States Department of Health and Human Services. |
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+ | **Winston was absent in the first mission because he was a back-up lead. If Bill Murray hadn't signed off to be in the game, Winston would have taken Peter's place in the mission.<ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 21:36-22:03]</ref> |
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+ | *During "Panic in Times Square," Winston refers to Free Roaming Vapors by their acronym, "FRV." This acronym was used in early drafts of the first film. |
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+ | *The news reporter seen late into the Panic in Times Square Level is based on the likeness of Hunter Woodlee, who is now CEO of Controlled Chaos.<ref>[http://cghub.com/images/view/219909/ News Broadcaster - Ian McIntosh @ CGHUB]</ref> |
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+ | *The two businessmen that share an elevator with Ray and the Rookie in the Panic in Times Square Level is based on the likeness of two Sony executives, Mark Caplan and Keith Hargrove, who wanted to be in the game. Originally, the incidental characters were going to be based on the two leads from the reality television show "Ghost Hunters" but legal rights fell through and the executives were used instead.<ref>[http://www.gbfans.com/community/viewtopic.php?p=398283#p398283 skankerzero post Ghostbusters Fans 7/1/12]</ref> <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "Additionally, the two guys in the Times Square elevator cinematic are Mark Caplan & Keith Hargrove from Sony."''</ref> |
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+ | *In the Firehouse, by the entrance to the sleeping quarters, there is an Employee of the Month Board. From January to June and August to October 1991, Peter Venkman has the commendation. Winston was the Employee of the Month for July 1991. |
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+ | *In the children's section on the Library level the children's puppets show is by Austin Cline. Austin Cline is the Senior artist at Terminal Reality. |
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+ | *If the player goes to the basement, where the Containment Unit is, the painting of Vigo the Carpathian can be seen. |
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+ | *Ray reminds Egon of his "Print is dead" statement from the first film, while they battled [[Paper Construct]]s in the "Checking out the Library" level. |
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+ | *Part of the library level was at one point planned to take place on the back of a Sloar as it was flying.<ref>[http://www.gbfans.com/community/viewtopic.php?p=4838820#p4838820 skankerzero post Ghostbusters Fans 7/20/15]</ref> |
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+ | *The Slime Blower sounds were recorded by Sound Designer Brian Fieser and Audio Director Kyle Richards. It was a combinations of yogurt and plungers in various bowls, over cans of whipped cream being sprayed.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "For the slime & slime blower, he & Kyle Richards, our Audio Director, recorded yogurt & plungers in various bowls, over cans of whipped cream being sprayed."''</ref> |
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+ | *The Slime Tether mechanic was pioneered by Emilia Schatz then Glenn Gamble ran with it.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "I also couldn't get enough of the Slime Tether mechanic. Emilia Schatz pioneered that, I believe, and Glenn Gamble really ran with it. So much fun in the Central Park Cemetery!"''</ref> |
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+ | *After Winston and the Rookie exorcise Ray and trap the Possessor during the [[Museum of (Super)Natural History Level (realistic version)]], Winston makes a reference to the 1973 movie "The Exorcist."<ref>[http://ghostbusters.wikia.com/wiki/File:GBTVGReferenceTheExorcistRV.jpg GBTVGReferenceTheExorcistRV.jpg]</ref> |
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+ | *Before the Ghostbusters go after the Chairman, they inform Mayor Mulligan about an impending apocalypse in a similar fashion from the scene with [[Mayor Lenny]] in the first film. |
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+ | *Near the end of production, it was realized one of the levels had to be cut but the level chosen had a large part of the story's exposition in it. This led to a redesign to scope down, with the sewers at the end of the museum level. In order to solve the issue of getting the Ghostbusters from the museum down to the Mandala node, [[Glenn Gamble]] made the secret stairwell that comes out of the pattern on the museum's floor.<ref>[http://ggambledesignportfolio.weebly.com/ghostbusters.html Glenn Gamble Weebly Portfolio]</ref> |
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+ | *There are six [[Museum of (Super)Natural History Level (realistic version)#World of Gozer Audio Recordings|World of Gozer audio recordings]] throughout the Egyptian section of the Museum of (Super)Natural History Level that expand on Gozer and the Cult of Gozer's back stories and adds Tiamat to the mythology as their enemy. |
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+ | *After going down the hidden stairwell at the end of the Museum of (Super)Natural History Level, on the ceiling above the first gate Rookie can open is a sign reading "Fetterman No.4" It is a nod to Terminal Reality Inc. Lead Producer Michael Fetterman. |
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+ | *Above the last gate, before the boss battle with the Chairman, is a sign reading "St. Aubin No. 3" It is a nod to Terminal Reality Inc. Concept Artist Bobby St. Aubin. |
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+ | *After the Museum of (Super)Natural History Level, the 10th message left on the answering machine is from a "Prof. Jones" is looking for the Vigo painting, stating that it is a historical artifact, and that it belongs in a Museum, which refers to '''Indiana Jones'''. |
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+ | *After the Museum of (Super)Natural History Level, the 9th messages left on the Ghostbusters' answering machine is from a female customer of Ray's Occult who is a member of the Westchester Coven. She called the Ghostbusters because the phone number for Ray's Occult Books is out of service and asks about some party favors she had on order. The party is for a visitor from the "Deep South." |
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+ | *The 11th and last message from after the Museum level is left by Winston's Uncle Raymond who is coming to visit soon. |
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+ | *According to Drew Haworth, there was some debate about whether using a Sloar or a [[Torb]].<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "The baby slor. There was actually some debate as to whether that was a slor or large and slow moving Torb. But we went with the Slor ."''</ref> |
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+ | *Marine Ecto-8 was originally an idea from early drafts of the first movie.<ref>[https://blog.us.playstation.com/2019/10/02/inside-the-development-of-ghostbusters-the-video-game/ Playstation Blog "Inside the Development of Ghostbusters: The Video Game" 10/2/19] ''John Melchior says: "The upstate NY location and boat were things that he had created in some form for the movie, but it never made it in."''</ref> |
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+ | *In the cinematic between the "Lost Island Rising" and "Central Park Cemetery" levels, Janine mentions she loves chamomile tea from Lester's. |
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+ | *During the scene when they go into the graveyard, [[550 Central Park West]] is mistaken by fans for making a cameo appearance. It is really the Paramount Building. An asset of the Paramount was used from the Panic in Times Square Level. |
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+ | *The development team planned on an ending where the Ghostbusters get another the key to the city but time ran out. The decision was made to overlay the audio over the credits at the end of the game. <ref>[http://forums.ghostbusters.net/showpost.php?p=162495&postcount=3 skankerzero 6/24/2010]</ref> <ref>[http://forums.ghostbusters.net/showpost.php?p=162544&postcount=5 skankerzero 6/25/2010]</ref> |
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+ | *The ideas for an ending also included a scene like the end of the other two movies, where they're packing up and driving off, and a scene with Peter Venkman addressing a crowd. <ref>[http://www.gbfans.com/community/viewtopic.php?p=4840198#p4840198 skankerzero post Ghostbusters Fans 8/1/2015]</ref> |
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+ | *The budget of the game was at least $30-40 million but it is unknown how much was paid to the voice talents total. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 28:38-28:55]</ref> |
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+ | *Rick Moranis came around towards the end of production and was okay with being involved with the game. It so happened that his head was modeled and ready to go but there wasn't any manpower left to rig him in animation because everyone was working on finishing the cinematics. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 16:29-21:30]</ref> |
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+ | **There was an idea of putting Louis in a fully body cast |
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+ | **There was an idea of making the area where the Ghostbusters II No Ghost sign, miniature satellite dish, and Ecto 1-a doors are stored Louis' office and just have Louis stick his hand out and play some recorded lines. |
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+ | *At one point, Jesse Sosa pushed hard for [[John Candy]] to be the Rookie. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 53:33-56:25]</ref> <ref>[http://www.gbfans.com/community/viewtopic.php?p=450666#p450666 skankerzero post Ghostbusters Fans 7/7/13]</ref> |
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+ | *There was another character that was supposed to portray the Rookie but Terminal couldn't make it work for "political reasons." <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''John Melchior says: "For all the things mentioned below we chose Ryan, but there was another actor that was supposed to be that character....in the end we couldn't make it work for political reasons..."''</ref> |
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+ | *At one point, Sarah Silverman was considered for a female Rookie and Andy Samberg for a male Rookie. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 53:33-56:25]</ref> |
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+ | *Originally, Ecto-1 was based off references of the model from Universal Studios. Towards the end of production, Jesse Sosa spent 3-4 20 hour work days on redoing Ecto-1. There was a lot of fighting to get the Cadillac symbol and a period accurate license plate due to various legal reasons. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 35:47-37:05, 38:38-39:07]</ref> |
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+ | *The Wanted! Achievements No Ghost logo is a possible reference to fans constant rumors of a third movie as noted by the fact the Ghost has 3 fingers up. |
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+ | *Jesse Sosa attempts to put his penguin in every game he works on. It is under a Ray's bed in the Firehouse. <ref>[http://www.gbfans.com/community/viewtopic.php?p=210399#p210399 skankerzero 2/22/2010]</ref> |
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+ | *Several members of the development team provided the voices of the answering machine messages and the Black Slime. <ref>[http://www.gbfans.com/community/viewtopic.php?p=4787043#p4787043 skankerzero post GB Fans 3/28/14]</ref> |
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+ | *A band named PumPs made a new song titled "Ghostbusters III" which re-purposed a song they had done earlier and added "Ghostbusters are waitin'" to it. They made essentially an unsolicited fan submission to Terminal Reality. The crew loved it. Kyle Richard helped with the mix and added official Ghostbusters: The Video Game sounds into it. Jesse Sosa wanted to use it in a montage during the game, but there wasn't time to properly create one. Sony didn't approve of the song and the reason why was never revealed. One theory was PumPs was not signed to Sony. <ref>[http://www.gbfans.com/forum/viewtopic.php?p=4844949#p4844949 skankerzero reply 9/30/15 reply Ghostbusters Fans]</ref> <ref>[http://www.gbfans.com/forum/viewtopic.php?p=4850056#p4850056 skankerzero reply 12/22/15 reply Ghostbusters Fans]</ref> |
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+ | *Several things were omitted from the game, known omissions are: |
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+ | **Janine had a couple more outfits but they didn't make the final cut <ref>[http://www.gbfans.com/community/viewtopic.php?p=138593#p138593 skankerzero 7/5/2009]</ref> |
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+ | **Cartoon colored flight suits as unlockables were in the game at one point <ref>[http://www.gbfans.com/community/viewtopic.php?p=307520#p307520 skankerzero 3/11/2011]</ref> |
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+ | **Jesse Sosa had ethereal GB models straight from "Citizen Ghost" <ref>[http://www.gbfans.com/community/viewtopic.php?p=307520#p307520 skankerzero 3/11/2011]</ref> <ref>[http://www.gbfans.com/community/viewtopic.php?p=396336&sid=069814f1dcb37a6f93cb1218f10f8c39#p396336 skankerzero post Ghostbusters Fans 6/20/12]</ref> |
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+ | **Custom character designs, such as choosing ethnicity and hair. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 53:33-56:25]</ref> |
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+ | **There plans for a large number of playable unlock-able characters, including Ilyssa Selwyn and Jesse Sosa but they were never implemented. <ref>[http://www.gbfans.com/community/viewtopic.php?p=396256&sid=069814f1dcb37a6f93cb1218f10f8c39#p396256 skankerzero post Ghostbusters Fans 6/19/12]</ref> <ref>[http://www.gbfans.com/community/viewtopic.php?p=396336&sid=069814f1dcb37a6f93cb1218f10f8c39#p396336 skankerzero post Ghostbusters Fans 6/20/12]</ref> |
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+ | **Incorporating more fan project references but there wasn't enough production time left and possible legal ramifications. One idea was to put up target dummies based on fan comic characters in the Firehouse sub-basement in the first mission. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 29:58-31:17]</ref> |
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+ | **A Multiplayer option to play as a ghost like Slimer going through walls and playing 'tag' with Ghostbusters. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 43:44-45:25]</ref> |
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+ | **Jesse Sosa wrote up a level pitch that used the Manhattan Bridge and a couple nearby buildings to contain actuators for a 'Mega Trap' to contain Stay Puft according to the first Stay Puft level Terminal Reality was designing at the time. Sosa had it where Egon planned ahead after 1984 in case they ever needed to catch something that large again and took inspiration the Real Ghostbusters episode "[[The Ghostbusters in Paris]]" where Eiffel Tower was a Containment Unit. <ref>[http://forums.ghostbusters.net/showpost.php?p=144829&postcount=83 skankerzero 5/27/2009]</ref> |
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+ | **A total of six to seven levels with dialogue recorded was cut.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 50:04-50:08 10/4/19] ''Panelist says: "We have six or seven levels with dialogue recorded that didn't make it in the game."''</ref> |
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+ | ***A Halloween level in upstate New York at a rave. Players had to use their Ecto-Goggles and P.K.E. Meter to find ghosts in the crowd and capture without causing a commotion. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 43:44-45:25]</ref> |
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+ | ***A level set that was set on Ellis Island.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 33:45-33:53 10/4/19] ''Panelist says: "There was an Ellis Island level that was cut. Um, there was Ellis Island and a subway level with the Train."''</ref> |
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+ | ***A level that took place in a subway and involved the [[Ghost Train]]. |
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+ | ***A 3-4 minute level with Ecto-1, where the Rookie was strapped to the back, chasing after the Stay Puft Marshmallow Man. <ref>[http://ghostbustersnews.com/?p=12002 "Crossing the Streams Radio Show Episode 29" 48:02-50:22]</ref> |
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+ | ***There was a level set on Wall Street.<ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "That's why we fight Stay Puft in Times Square, exorcise a mass possession in the Natural History Museum, find (and lose) a hidden island in the Hudson River, and have a cemetery erupt from Central Park. The Thanksgiving Day Parade level got cut (I hear it's in the new movie!), and we had another VERY cool one on Wall Street that didn't make it."''</ref> |
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+ | ***The Temple of Gozer level pitch involved an appearance by Zuul and Vinz Clortho. <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''Drew Haworth says: "Temple of Gozer was a really cool level pitched by Lead Game Designer Steven Cluff that didn't make it into production. Both Zuul & Vinz Clortho made appearances."''</ref> |
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+ | **Vivendi had planned DLC but Atari never planned to execute it. |
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+ | ***There were plans to introduce contemporary comedic actors as Ghostbusters for missions. <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''John Melchior says: "There was planned DLC at Vivendi, I do not think Atari took that content or planned to execute it. Sadly. We had plans to introduce famous actors at GB for mission. Comedic actors from todays movies."''</ref> |
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+ | ***The Thanksgiving Day Parade Level.<ref>[https://www.theraffon.net/~spookcentral/scblog/2019/10/04/ghostbusters-fan-fest-gbvg-panel Spook Central "Ghostbusters Fan Fest - Ghostbusters: The Video Game Panel" 35:44-35:54 10/4/19] ''Panelist says: "But the DLC was the planned to be Thanksgiving Day Parade. There was a Christmas level. Um, this was around Christmas. There was the Vigo painting which was its own casting fiasco."''</ref> |
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+ | ***A Level set around Christmas |
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+ | ***Something involving the Vigo portrait |
||
+ | }} |
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+ | |||
+ | ===Stylized Versions=== |
||
+ | *According to John Melchior, producer, he pitched the Stylized version as something more kid-friendly like The Real Ghostbusters to marketing and was kicked out of the room. Ultimately, the script was changed around but was an uphill battle even though Sony supported it because it was a different take for a different market. The actors made sure their features were still circa 1991 and they were given cartoon big bellies nor old looking. The approval process was a little more difficult overall. <ref>[https://www.reddit.com/r/IAmA/comments/4t5mof/ama_with_the_developers_of_2009s_ghostbusters_the/ Reddit AMA "AMA with the developers of 2009's Ghostbusters: The Video Game!" 7/16/16] ''John Melchior says: "Everybody at that time in the industry had a 360 and Wii at that time for some reason. Those were the winners. I was thinking for a collector of Ghostbusters, if I made this one look more like the Real Ghostbusters, or a kid-focused version, would they buy both? I presented that to marketing and I got kicked out of the room. They thought it was the worst idea. There were some technical reasons why we were doing it for sure but I really felt like it was a different experience. If the Wii caters to families and kids, this is a softer side. It's not as hard edged and real. Ghostbusters fans and collectors of which there are a lot of will play - possibly buy and play both. We had to change the script and make it a bit different here and there. It turned out as a big win for the sales but it was an uphill battle. Sony was supportive of it because it's a different version, a different take, a different market. The actors wanted to make sure their features were still 1991 features and not cartoony big bellies and old guys. Their approval process was a little more difficult."''</ref> |
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+ | *Artist [[Dan Schoening]], later known for his work on the [[Ghostbusters IDW Publishing Comics]] had helped inspire the graphic style for the Styled versions of the game. However, he wasn't included in the credits for the versions of the game as claimed by Red Fly Studio CEO Dan Borth was because there wasn't enough room.<ref>http://nintendo.joystiq.com/2009/06/24/ghostbusters-credits-neglect-artist-crucial-to-games-style-d/</ref> |
||
+ | *Tobin's Spirit Guide has 109 entries listed in the data files on the video game disc, but there are only 93 entries in the actual game itself. The entries cut from the video game are: |
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+ | **Adhesive Memo Zombies |
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+ | **Avatars |
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+ | **Ghost Hunting Tome |
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+ | **Gozer |
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+ | **The Initiate |
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+ | **Inter-Dimensional Cross-Rip |
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+ | **Kitchen Conglomerate |
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+ | **Mannequin Wisps |
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+ | **Marshmallow Hoppers |
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+ | **Office Wisps |
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+ | **Phantom Matter |
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+ | **Protective Psychokinetic Barrier |
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+ | **Psychokinetic Manipulation Event: Museum Implements |
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+ | **Psychomagnatheric Ectoplasm |
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+ | **Unassuming Demons |
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+ | **Will O Wisps |
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+ | |||
+ | ===Differences in Stylized Version=== |
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+ | *The most immediately noticeable difference in game play between the Nintendo Wii and other versions of Ghostbusters: The Video Game is the ability to use the Wii Remote to aim a cursor on the screen to control the neutrona wand. Also, making a bowling motion with the Nunchuk is how ghost traps are released. |
||
+ | *Aside from control differences, Redfly Studios has stated that in their version there is a stronger emphasis on puzzle elements than the Terminal Reality versions. |
||
+ | *Another difference between the Redfly Studios versions (Wii, PS2) and the Terminal Reality versions (PS3, 360, PC) is that in the Terminal Reality Versions, collateral damage will directly effect the amount of money earned on any given mission. The more damage is caused, the less money is earned which could otherwise be used to upgrade the Ghostbusters' equipment. The Redfly Studios version does keep track of the amount of collateral damage, however, the player is not accountable for paying it (Actually, it seems that indirectly encourages damaging the environment). |
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+ | *Some ghosts are replaced or added in. For example, in the Terminal Reality versions, the player gets to face ghosts based on jobs like [[Pappy Sargassi]], and the main boss ghosts include [[The Chairman]] in the Museum, and the [[Imprisoned Juvenile Slor]]. In the Redfly versions, all the job ghosts have been removed excepet [[Chef Ghost|Chef '''Deforrest''' Sargossa]] from the Return to the Sedgewick Hotel level, who gets moved to the Sedgewick Hotel level, filling in Pappy Sargassi's role. While Imprisoned Juvenile Slor and The Chairman are replaced by [[Black Slime Behemoth]] and the [[Tyrannosaurus Rex Skeleton]] |
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+ | *The Redly Studios versions allow for two player local cooperative play throughout the main story with both the male and female iterations of the Rookie. The Terminal Reality versions instead have separate multiplayer missions which can only be played online. |
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+ | *The PlayStation 2 and PlayStation Portable versions are ports of the Wii version. Aside from using the right analogue stick to aim the targeting reticule and button presses for throwing traps, its gameplay is identical to that on the Wii. |
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+ | |||
+ | ===Stylized DS Version=== |
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+ | *While the Fat Boy only appears in the DS version, concept art for the Realistic and Stylized versions of the game feature him. The concept art in the Realistic versions shows that the Fat Boy was at one point going to be included in the cemetery level. |
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+ | *Ilyssa Selwin is named "Ilyssa Shepard" in this version. |
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+ | *[[Ecto-1]] is drivable. |
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+ | *The Rookie does not appear at all. Instead Egon, Ray, Peter, and Winston are playable. |
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+ | *Despite taking place in 1991, the streets of New York are full of modern ambulances and police cars. |
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+ | *The elevator can not be used by Dr. Rutherford, the Museum Curator in the Museum level. The Ghostbusters must take him and use the nonexistent stairs in the room south of where the curator was found. The stairs are found in the middle of the southernmost wall in said room.<ref>http://www.gamespot.com/ds/action/ghostbusters08/show_msgs.php?topic_id=m-1-50171776&pid=944025</ref> |
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+ | |||
+ | ===Differences in Remastered=== |
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+ | *The Remastered version is only the realistic versions from Playstation, XBox, and PC. |
||
+ | *There is no multiplayer mode on the physical disc release, and in the digital version at launch. As such, there are no multiplayer trophies and achievements. All of the single-player trophies and achievements are the same as the original game.<ref>[https://www.playstationtrophies.org/game/ghostbusters-the-video-game-remastered/trophies/ Playstation Trophies Ghostbusters: The Video Game Remastered retrieved 10/5/19]</ref><ref>[https://www.xboxachievements.com/game/ghostbusters-the-video-game-remastered/achievements/ XBox Trophies Ghostbusters: The Video Game Remastered retrieved 10/5/19]</ref> |
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+ | **Multiplayer was promised to be added at a later date via a patch, but that never happened. |
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+ | *The Ghostbusters II flight suit is unlocked in the remaster by finishing the game on the normal "Experienced" difficulty setting, and the Gold Proton Pack is unlocked by finishing it on the hard "Professional" difficulty setting. However, both can be earned for finishing on Professional first.<ref>[https://twitter.com/PlayGBremaster/status/1180183049683623936 PlayGBremaster Tweet 10/4/19]</ref> |
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+ | **The flight suit bears the classic logo instead of the Ghostbusters II logo. |
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+ | *The loading screen no longer has the rotating Proton Pack graphic and the "Ghostbusters" song does not play anymore. |
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+ | *The opening title cutscene starts silently. |
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+ | *In the opening title cutscene, the logos are different. |
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+ | *In the opening title cutscene, a dedication to the late Harold Ramis was added. It reads, "In Loving Memory of Harold Ramis".<ref>[https://www.facebook.com/photo.php?fbid=10220213545834671 Facebook - Photo of Harold Ramis dedication by Jason Hart 10/4/19]</ref> |
||
+ | *The Ecto-1b's design model has been changed in the real time cutscenes. The grill and Cadillac logo have been changed to an updated model. The license plate design was also changed. However, the Cadillac logo and proper grill are still present in the in-game pre-rendered cutscenes. |
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+ | *The "Ghostbusters" song is played once in the beginning of the game and once at the end. |
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+ | *A different blue Proton Stream animation used.<ref>[https://www.facebook.com/media/set/?set=pcb.716562932179380 Facebook - Proton Stream Comparison Video Eric Draven 10/4/19]</ref> |
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+ | *The Dorito's product placement throughout the remastered was changed to a fictional brand named Crispy Snacks.<ref>[https://www.facebook.com/photo.php?fbid=2472965052764021&set=gm.716419948860345 Facebook - Doritos vs Crispy Snacks Comparison Photo in Welcome to the Hotel Sedgewick by Marc Fasone 10/4/19]</ref><ref>[https://www.facebook.com/photo.php?fbid=10103266849883818&set=p.10103266849883818 Facebook - Crispy Snacks Delivery Truck Photo in Panic in Times Square by David Boozer 10/4/19]</ref> |
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+ | *Bonus videos from past Blu-ray releases are unlocked including the behind the scenes of the game, the Ecto-1 restoration featurette, the commercial footage from the first movie, the trailer of the first movie, and a Blu-ray commercial. |
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+ | |||
===References in IDW Comics=== |
===References in IDW Comics=== |
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{{scroll box| |
{{scroll box| |
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Line 493: | Line 760: | ||
*In [[IDW Publishing Comics- Ghostbusters 35th Anniversary: Ghostbusters|Ghostbusters 35th Anniversary: Ghostbusters]]: |
*In [[IDW Publishing Comics- Ghostbusters 35th Anniversary: Ghostbusters|Ghostbusters 35th Anniversary: Ghostbusters]]: |
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**On Page 1, in panel 3 is the skull of the Tyrannosaurus Rex from Stylized Versions. |
**On Page 1, in panel 3 is the skull of the Tyrannosaurus Rex from Stylized Versions. |
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+ | *In [[IDW Publishing Comics- Transformers/Ghostbusters: Ghosts of Cybertron 3|Transformers/Ghostbusters: Ghosts of Cybertron Issue #3]]: |
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+ | **On Page 2, Janine makes herself some tea. |
||
+ | *In [[IDW Publishing Comics- Transformers/Ghostbusters: Ghosts of Cybertron 5|Transformers/Ghostbusters: Ghosts of Cybertron Issue #5]]: |
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+ | **On Page 11, Egon mentions a theoretical autopsy on Ectotron. Incidentally, in the realistic versions, it is revealed Egon used to be a coroner but now it's more of a hobby. |
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+ | *In [[IDW Publishing Comics- Ghostbusters Year One 1|Ghostbusters Year One Issue #1]]: |
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+ | **On Cover B and Page 5, The New York Times Monday classifieds references Sargassi's from Ghostbusters: The Video Game, Realistic Versions. The "We've Got Great Crabs" motto is from a billboard above the Hindenburg marquee in the Panic in Times Square level. |
||
+ | **On Page 11, in panel 2, Egon notes a vibration function. Incidentally, that function was incorporated in Ghostbusters: The Video Game in which the player's controller vibrates. |
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+ | *In [[IDW Publishing Comics- Ghostbusters Year One 2|Ghostbusters Year One Issue #2]]: |
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+ | **On Cover B is Janine's mug has tea, Chamomile was her favorite flavor since Ghostbusters: The Video Game. |
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+ | **On Page 15, the Library ghost commands a swarm of books like she does with the Book Bats in Ghostbusters: The Video Game. |
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+ | **On Page 16, Ray calls out to the Library ghost by her real name, Eleanor Twitty. It was first revealed in Ghostbusters: The Video Game after Rookie, Ray, and Egon spot her upon blowing up the Book Golem in the reading room. |
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}} |
}} |
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==References== |
==References== |
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+ | {{scroll box| |
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<references/> |
<references/> |
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+ | }} |
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==Gallery== |
==Gallery== |
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Line 540: | Line 820: | ||
Box - DS.jpg|Front Cover of Nintendo DS Version |
Box - DS.jpg|Front Cover of Nintendo DS Version |
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BoxDSRear.jpg|Back Cover of Nintendo DS Version |
BoxDSRear.jpg|Back Cover of Nintendo DS Version |
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− | + | GhostbustersTheVideoGameRemasteredPS4FrontCover.jpg|Front Cover of PS4 Remastered version (credit: [https://ghostbustersnews.com/2019/07/04/ghostbusters-the-video-game-remastered-box-art-revealed/ Ghostbusters News]) |
|
− | + | GhostbustersTheVideoGameRemasteredPS4BackCover.jpg|Back Cover of PS4 Remastered version |
|
− | + | GhostbustersTheVideoGameRemasteredXBoxFrontCover.jpg|Front Cover of Xbox One Remastered version (credit: Ghostbusters News) |
|
+ | GhostbustersTheVideoGameRemasteredXBoxBackCover.jpg|Back Cover of Xbox One Remastered version (credit: [[user:spookcentral|Paul Rudoff]]) |
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+ | GhostbustersTheVideoGameRemasteredSwitchFrontCover.jpg|Front Cover of Nintendo Switch Remastered version (credit: Ghostbusters News) |
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</gallery> |
</gallery> |
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Line 602: | Line 884: | ||
Ghostbusters_Game_Promo_Box_Insert.jpg|Sierra Fall 2008 Promotional Box Insert |
Ghostbusters_Game_Promo_Box_Insert.jpg|Sierra Fall 2008 Promotional Box Insert |
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GBVG_Team_Photo.jpg|Promotional Team Image |
GBVG_Team_Photo.jpg|Promotional Team Image |
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+ | GhostbustersVideoGamePromoPoster.jpg|Ghostbusters: The Video Game Promotional Poster (credit: [https://www.facebook.com/photo.php?fbid=2531688923728762&set=p.2531688923728762 Keith Levvi Jones]) |
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+ | GBVGRemasteredGameStopPS4DisplayBox1.jpg|Remastered GameStop PS4 Display Box - Front (credit: [[user:spookcentral|Paul Rudoff]]) |
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+ | GBVGRemasteredGameStopPS4DisplayBox2.jpg|Remastered GameStop PS4 Display Box - Rear (credit: [[user:spookcentral|Paul Rudoff]]) |
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+ | GBVGRemasteredGameStopXOneDisplayBox1.jpg|Remastered GameStop Xbox One Display Box - Front (credit: [[user:spookcentral|Paul Rudoff]]) |
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+ | GBVGRemasteredGameStopXOneDisplayBox2.jpg|Remastered GameStop Xbox One Display Box - Rear (credit: [[user:spookcentral|Paul Rudoff]]) |
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</gallery> |
</gallery> |
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Line 636: | Line 923: | ||
GhostbustersTheVideoGameRemasteredMay302019Trailer02.jpg|Announcement Trailer 5/30/19 |
GhostbustersTheVideoGameRemasteredMay302019Trailer02.jpg|Announcement Trailer 5/30/19 |
||
GhostbustersTheVideoGameRemasteredMay302019Trailer03.jpg|Announcement Trailer 5/30/19 |
GhostbustersTheVideoGameRemasteredMay302019Trailer03.jpg|Announcement Trailer 5/30/19 |
||
+ | GBVGRemasteredDoritosReplaced1.jpg|Doritos vs. Crispy Snacks comparison in Welcome to the Hotel Sedgewick (credit: [https://www.facebook.com/photo.php?fbid=2472965052764021&set=gm.716419948860345 Marc Fasone]) |
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+ | GBVGRemasteredDoritosReplaced02.jpg|Doritos vs. Crispy Snacks comparison in Panic in Times Square (credit: [https://www.facebook.com/photo.php?fbid=10103266849883818&set=p.10103266849883818&type=3&theater David Boozer]) |
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+ | GBVGRemasteredHaroldRamisDedication.jpg|Harold Ramis dedication (credit: [https://www.facebook.com/photo.php?fbid=10220213545834671 Jason Hart]) |
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</gallery> |
</gallery> |
||
Revision as of 10:05, 4 July 2020
Ghostbusters: The Video Game is a video game based on the Ghostbusters and Ghostbusters II published by Atari. The game was released on June 16, 2009 in the U.S. for all but the PlayStation Portable (PSP), which was released the day before Halloween 2009 and June 19 in Europe for the PlayStation 3 (PS3) and PlayStation 2 (PS2) (However, the rest of the versions were released around late autumn 2009). The Official Game Guide Paperback was also released on the 16th.
The Remastered Edition released on October 4, 2019 for Xbox One, Playstation 4 (PS4), Nintendo Switch, and PC (exclusive to Epic Games).
The game's storyline was written by Terminal Reality with support and rewrites by Dan Aykroyd and Harold Ramis, the writers of the original films. They, along with Bill Murray and Ernie Hudson, had their voices and likenesses added to the game. Several supporting cast members, such as William Atherton (Walter Peck), Brian Doyle-Murray (as the new mayor of New York) and Annie Potts (Janine Melnitz) also did so; however, Rick Moranis (Louis Tully) and Sigourney Weaver (Dana Barrett) declined to be a part of the game during the making. However, Sigourney Weaver is interested in being part of Ghostbusters III. A new love interest for Peter is introduced named Dr. Ilyssa Selwyn (portrayed by Alyssa Milano).
Versions
There are three major versions of the game released. One version uses a more realistic aesthetic while the other version uses a more stylized aesthetic. The third sporting a different all around gaming features including driving the Ecto-1. Both have the same basic story and same basic dialogue given by the actors. However, many ghosts are different, and the story reflects that in many spots.
The realistic version of the game by developers Terminal Reality was released for the following:
- Windows PC
- PlayStation 3
- Xbox 360
The Remastered edition of the realistic version of the game was released for the following:
- Windows PC
- Playstation 4
- Xbox One
- Nintendo Switch
To read more on the Realistic Version of the game, go here. (Includes list of ghosts, level articles and other links related to the Realistic Version.)
The stylized version of the game by developers Red Fly Studio was released for the following:
- Nintendo Wii
- PlayStation 2
- PlayStation Portable
To read more on the Stylized Version of the game, go here. (Includes list of ghosts, level articles and other links related to the Stylized Version.)
The stylized Nintendo DS version of the game was developed by Zen Studios and uses the same stylized aesthetic as the versions developed by Redfly Studios. It was released for the following:
- Nintendo DS
To read more on the Stylized Nintendo DS Version of the game, go here. (Includes list of ghosts, level articles and other links related to the Stylized Portable Version.)
Comparing versions/gameplay
Each version of the game has its gameplay differences: Terminal Reality has the game play of their version as "Gears of War Light". Their version has a stricter emphasis on action than the version being developed by Redfly which makes use of puzzle elements. Another difference is that the Redfly version has optional local multiplayer for the entirety of the main game whereas the Terminal Reality version has included on-line multiplayer content separate from the main story. Both make use of Terminal Reality's proprietary "Infernal Engine" for advanced in-game physics that integral to game play. This is true especially in the Terminal Reality version because the amount of money earned for buying new equipment decreases the more the player makes use of the destructible environments. Conversely, special achievements, trophies, etc. will be awarded to players who take the time to destroy specific things and or all things.
Plot
The events of the game occur during Thanksgiving[3] 1991, two years after the events in Ghostbusters II and seven after Ghostbusters. Players portray a new recruit hired to test Egon Spengler and Ray Stantz's new equipment, during a recent rise of paranormal activity.
The game opens at the New York Natural History Museum. One of the museum's night guards is watching TV (where an ad for the Ghostbusters is running) rather than paying attention to the security monitors. His attention is suddenly gained however, when he notices a disturbance in the Gozer exhibit on one of the monitors. He notifies one of the guards on duty and orders him to investigate. As that guard checks the exhibit, a woman appears from the shadows and runs past him. Before he can stop her, he turns and is struck with a paranormal force which continues to spread throughout the city. The game then transitions to the firehouse where the player (as the Rookie) reports for their first day as a Ghostbuster. His introduction is cut short however, when that same paranormal force passes through the building and causes Slimer to escape from his visible containment unit. Knowing that Slimer would return to the Sedgewick Hotel, the Ghostbusters leave immediately to recapture him.
Upon their arrival, the Ghostbusters are confronted by the Manager of the Sedgewick who is naturally upset over the return of Slimer. The Ghostbusters proceed to capture him with the assurance that they are now bonded municipal employees, as well as that any damages will be paid for by the City of New York. Along the way they meet the mysterious woman from the Museum, but she is in no mood to chat. During their search for Slimer, the Ghostbusters discover that there are now multiple ghosts which are now inhabiting the Sedgewick Hotel and decide to investigate further. The amount of paranormal activity proves to be so great that they eventually call Dr. Winston Zeddemore in from his day off to aid them. When he finally arrives, however, he informs them that their troubles are far worse than anything the Ghostbusters had encountered before this.
The Stay Puft Marshmallow Man had somehow returned to New York City. What's worse is that he is now capable of spawning small marshmallow creatures. The Ghostbusters fight their way past his "Marshmallow Minions" until they reach the top of a building where they discover that Stay Puft is attacking that same woman from the Museum and the Sedgewick. The Ghostbusters save her from any immediate harm, during which she reveals that her name is Dr. Ilyssa Selwyn. Selwyn is, apparently, an expert on Gozerian lore who was brought in to supervise the World of Gozer exhibit at the Museum. There isn't much time for conversation, however, because Stay-Puft is still laying waste to the city. The Rookie, along with Dr. Selwyn and the boys in grey head to the roof to distract Stay Puft while Drs. Spengler and Zeddemore ready a new type of trap attached to the Ecto-1. It turns out that the new trap isn't needed after all because the Rookie, Stantz and Venkman manage to defeat Stay Puft by knocking him to the ground and splattering across the block.
Back at the fire house, Dr. Spengler decides he would like to run some tests on Dr. Selwyn to determine why it was that Stay Puft (and presumably Gozer) were interested in her. However, they are soon visited by Mayor Jock Mulligan and Walter Peck. Mulligan explains that, due to pressure from City Council, he has assigned Peck to be the liaison between the City and the Ghostbusters as part of a new office called P.C.O.C. (pronounced peacock). Now, despite their animosity towards one another, Peck and the Ghostbusters are forced into a reciprocal relationship because they depend on one another for employment. Upon further discussion, the Ghostbusters agree that they should go investigate at the museum where the catalyst for the paranormal disturbance began. Before they can leave however, they receive a call from the New York Public Library and decide to stop there first on their way to the Museum.
At the New York Public Library, the Ghostbusters discover that the Grey Lady (a.k.a the first ghost the Ghostbusters ever encountered) is in possession of a Gozerian Codex and that it would be very useful should Gozer, in fact, be returning. Their investigation into the matter reveals that her name was once Eleanor Twitty and she was the Chief Librarian there at one time. The details of her life are few but it is revealed that she was romantically involved with a gentleman known as "the Collector" because of his acquisition of many rare books. He used Ms. Twitty to gain access to rare materials but when she found out she left him. Enraged, "The Collector" murdered her. Now her spirit is bound to the library to protect the Gozerian Codex from the Collector. The Ghostbusters eventually find Ms. Twitty and capture her- but not without the suspicion that it was far too easy to do so. Their suspicions are confirmed when a "Spirit Door" is revealed, leading into the ghost world. The Ghostbusters travel through the ghost world until they come across the spirit of the Collector, who has taken the form of a giant worm with tendrils protruding from it. After a fierce battle, the Ghostbusters are able to return to the real world. On arriving, they notice that there is some strange marking with 4 lights on the Door, but then one light goes out, indicating to them that whatever it was it must now be turned off. Knowing for certain that there must be something major occurring, the Ghostbusters then rush to the Museum to the get the answers they need to unravel this mystery.
At the Museum the Ghostbusters again find themselves embroiled in a full blown spiritual manifestation (possibly due to certain exhibits having been created by known Gozerian worshipper, doctor and architect, Ivo Shandor). They battle spirits of the various artifacts and spirits with new levels of power- namely, possessing the bodies of the living. Luckily the Ghostbusters have the Slime Blower Mk. II (loaded with the "mood slime" from Ghostbusters II) and are able to use it to dispel the spirits from their human hosts such as the one who had taken the body of Walter Peck. The Ghostbusters again noticed the strange symbol but with time with only two glowing lights on it. Their triumph is short lived, however, because Walter Peck, furious at the damage created and his being hosed down by slime, swears that he's going to revoke the Ghostbusters' license and shut down their containment grid. Again.
Back at the Firehouse the Ghostbusters know they don't have much time to solve the mystery of this phenomenon before Peck shuts them down. Dr. Selwyn mentions that she recognizes the symbol that the Ghostbusters had seen and explains that many of her colleagues believed it to be an old constellation. They soon figure out that it is, in fact, a map of points where the spirit realm converges with the real world. Also, the points correspond to locations in New York City. One light was the Library, one was the Museum and the next one is back at the Sedgewick Hotel. So there they must return to close that portal and further learn the truth behind these events.
The Sedgewick Hotel is closed for repairs after the last visit from the Ghostbusters but they force their way in anyway. While inside they notice a number of spiritual imprints of people who had once lived and worked there going about their business as they had in life. Some were harmless but others were malevolent, such as the Spider Witch. The spirit of the Spider Witch, a woman who had lived in the hotel many years ago had trapped the Manager there and he explains to the Ghosbusters that they are now imprisoned too. Knowing that the only way to escape is to confront the Spider Witch, the Ghostbusters proceed to search for her though she has laid many tricks and traps to stop them. They learn that she lived in room 1221 (the same floor Slimer inhabited) and that it held a spirit door to the secret 13th floor. Dr. Spengler and the Rookie eventually find the Spider Witch, defeat her and shut down the doorway she is guarding, causing yet another light on the symbol to go dark.
The next place on the map is the middle of the East River. Luckily Dr. Stantz restored an old tugboat and commissioned it as the Ecto-8 for just such an emergency. Going to the spot on the map, the Ghostbusters find themselves on an island, upon which is Shandor Castle, the home of the late Ivo Shandor which had disappeared beneath the water mysteriously after his death. Upon landing the Ghostbusters are ambushed by a number of spirits and a secret trap door opens, causing the Rookie to plummet below. He awakes soon after and realizes that he must find the other Ghostbusters. Working his way up from the depths of Shandor Castle, he discovers that this castle has been producing large quantities of slime and may in fact be the source of the rivers of slime which ran beneath the streets of New York during the resurrection of Vigo the Carpathian two years prior. He works his way up further to find the other Ghostbusters have been captured but soon frees them. They are forced to fight a young Sloar, a creature made entirely of the mysterious slime, who is the guardian of the last spirit door. This is not before they notice a painting on the wall of a woman who looks surprisingly like Dr. Selwyn. They quickly defeat the Sloar which causes the magic keeping Shandor Castle afloat to dissipate. The island begins to sink again, and the Ghostbusters make a run back to Ecto-8 and escape before Shandor Castle is again consumed by the waves.
Upon returning to the firehouse, the Ghostbusters learn that Dr. Selwyn has been kidnapped and the containment grid has been shut down. Knowing that Peck had threatened to do this, they reason that it was he who was behind this all along and that he has kidnapped Dr. Selwyn. Hearing that paranormal activity is increasing in Central Park, the Ghostbusters decide to go there to search for Dr. Selwyn and Walter Peck. Once the Ghostbusters arrive they are forced to deal with many different types of powerful spirits traveling through and under graveyards in their quest. They eventually release a portal into the ghost world and come upon a large castle. The Ghostbusters fight their way inside to confront Peck but discover that both Dr. Selwyn and Peck are restrained and that the mastermind behind it all was none other than Mayor Jock Mulligan, who was possessed by the spirit of Ivo Shandor. Shandor had decided that Gozer was unfit for his worship and that he himself shall be the destroyer. However, he failed to merge the real world and the ghost world through the power of the spirit doors. There was another way for him to claim godhood, however. Through enough spiritual turbulence and the blood of his own line (Ilyssa), Ivo Shandor could ascend the levels of being a mere mortal's spirit to that of a god. But before he could perform his sacrifice he was weakened by the Ghostbusters and thrown back into a deep ghost world, with the Ghostbusters taken along for the ride. Atop the steps of an otherworldly temple, the Ghosbusters are now again faced with the need to cross their proton streams and seal Shandor away permanently. The force of doing so throws them back into the real world where they revive Dr. Selwyn and Mayor Mulligan and release Walter Peck.
The game then ends with Dr. Venkman finally having won the affection of Dr. Selwyn and saved the world from destruction. But with the spirit realm pushed back there just isn't enough work to support five Ghostbusters. In light of this, Dr. Venkman offers the Rookie a franchise opportunity in another city such as Chicago, Cincinnati, or Los Angeles. Slimer escapes again and flies into the screen as the Ghostbusters theme starts to play and the credits begin.
Development
For more information, see Prototype and Development and Advertising
Sony was looking for a developer of their own to create a Ghostbusters game. Vivendi Universal took on the project with developer Terminal Reality. Around 2005-2006, a prototype demo was created in the style of Resident Evil game play. It was a hotel level where the player had to track Slimer with a P.K.E. Meter. Slimer would zoom past, a woman would scream, and Slimer would reappear with a towel on. The demo didn't test well because people wanted to shoot.[4] Terminal began working on the first build but were not allowed to talk about the game at all until October 2008. Development on the game was kept secret. A few months later, coincidentally, Zootfly tried to get Sony to green light their Ghostbusters game. Sony declined and Zootfly, without permission, released the demo on January 10, 2007. Sony quickly had them take the demo down.[5] Ultimately, ZootFly will be instead developing a similar game named TimeO based on their Ghostbusters prototype.
In an interview on a television show, Ghostbusters creator Dan Aykroyd confirmed that the game is essentially Ghostbusters III. The previously mentioned "Ghostbusters In Hell" plotline often associated with a third movie is not being used for the game, although Aykroyd previously announced the possibility of a computer-generated film based on that script. However, Aykroyd also claimed this game will feature elements of that script while being treated as a computer-generated film.
Texas based Redfly Studios was approached to create a version for the Nintendo Wii, although they were currently under way with another Wii project called "Mushroom Men: The Spore Wars", They knew it was too great an opportunity to pass on. Once having accepted the task, Redfly decided that doing a direct port of Terminal Reality's version would be infeasible due to the relative lack of processing power of the Wii. Instead they chose to create a new game from the ground up using a more stylized cartoon aesthetic. The game itself however will share the same story, plot points, music and voice acting as the version being developed by Terminal Reality.
In November 2007, Game Informer magazine revealed its December cover, which sported the Ghostbusters logo, announcing a "world exclusive premiere" of the game. The first actual gameplay video (taken from the Xbox 360 build) was shown on G4TV's X-Play, featuring a level where the player (partnered with Egon Spengler and Ray Stantz) chases Slimer around the Sedgewick Hotel. Other characters who have been confirmed to appear in the game in the magazine from the first film are the librarian ghost and the Stay Puft Marshmallow Man and from the second film, Vigo and the Scoleri Brothers.
On May 9, 2008, Spike TV aired an episode of GameTrailers featuring a story on the game. They confirmed features such as the Slime Tether device and an appearance by Gozer.
Around the beginning of July 2008, Bill Murray recorded lines after numerous cancellations. Up until that point, it wasn't known if he was going to be part of the game. Ernie Hudson and Dan Aykroyd recorded some of the lines he didn't. The development team had several back-up plans such as Peter moving to Paris with Dana Barrett.[6][7]
On July 28, 2008 Activision Blizzard (the publisher of Vivendi's and Sierra's titles) announced that only five franchises would be released through Activision. Ghostbusters was not one of them and was put in developmental limbo following the announcement. The Sierra PR team later confirmed that the game was not and would not be canceled.
In October 2008, Variety reported that Atari had purchased the rights to publish the game. Ending months of speculation, Infogames announced on November 7, 2008 that Atari would be releasing the game in June 2009 to coincide with the 25th anniversary of the first film's theatrical release.
In April 2009, it was revealed that the game in Europe would be released by Sony instead of by Atari (for PS3 and PS2) and that the others system versions would be delayed till fall.
Main Cast
Playable Characters
- Rookie
- Male Rookie (Only for the Redfly versions)
- Female Rookie (Only for the Redfly versions)
Main Characters
- Dr. Peter Venkman (portrayed by Bill Murray)
- Dr. Ray Stantz (portrayed by Dan Aykroyd)
- Dr. Egon Spengler (portrayed by Harold Ramis)
- Dr. Winston Zeddemore (portrayed by Ernie Hudson)
- Dr. Ilyssa Selwyn (portrayed by Alyssa Milano)
Minor Characters
- Janine Melnitz (portrayed by Annie Potts)
- Walter Peck (portrayed by William Atherton)
- Mayor Jock Mulligan (portrayed by Brian Doyle-Murray)
Major Boss Ghosts
- Slimer (Mini-Boss)
- Pappy Sargassi (Realistic Version Only)
- Stay Puft Marshmallow Man
- Library Ghost (Semi-Boss)
- Azetlor the Destroyer
- The Chairman (Realistic Version Only)
- Tyrannosaurus Rex Skeleton (Stylized Version Only)
- Chef Sargossa (Mini-Boss)
- Spider Witch
- Imprisoned Juvenile Sloar (Realistic Version Only)
- Black Slime Behemoth (Stylized Version Only)
- Ivo Shandor
Exclusive Content
Ghostbusters: The Video Game also has exclusive bonus content available which will differ depending on which store the game is purchased at. So far, this content includes the following:
Issues and Conflicts
The two styles "realistic version" and "stylized version" have many differences in appearances, characters, and gameplay mechanics that stand to argue what is Movie Timeline Canon and what is not.
The painting of Vigo in the basement should not be there as it was destroyed at the end of Ghostbusters II and replaced by the Guardian Angel Painting featuring the four Ghostbusters in it.
Cutting Room Floor
- Several things were omitted from the game, known omissions are:
- Janine had a couple more outfits but they didn't make the final cut [8]
- Cartoon colored flight suits as unlockables were in the game at one point [9]
- Jesse Sosa had ethereal GB models straight from "Citizen Ghost" [10] [11]
- Custom character designs, such as choosing ethnicity and hair. [12]
- There plans for a large number of playable unlock-able characters, including Ilyssa Selwyn and Jesse Sosa but they were never implemented. [13] [14]
- Incorporating more fan project references but there wasn't enough production time left and possible legal ramifications. One idea was to put up target dummies based on fan comic characters in the Firehouse sub-basement in the first mission. [15]
- A Multiplayer option to play as a ghost like Slimer going through walls and playing 'tag' with Ghostbusters. [16]
- Jesse Sosa wrote up a level pitch that used the Manhattan Bridge and a couple nearby buildings to contain actuators for a 'Mega Trap' to contain Stay Puft according to the first Stay Puft level Terminal Reality was designing at the time. Sosa had it where Egon planned ahead after 1984 in case they ever needed to catch something that large again and took inspiration the Real Ghostbusters episode "The Ghostbusters in Paris" where Eiffel Tower was a Containment Unit. [17]
- A total of six to seven levels with dialogue recorded was cut.[18]
- A Halloween level in upstate New York at a rave. Players had to use their Ecto-Goggles and P.K.E. Meter to find ghosts in the crowd and capture without causing a commotion. [19]
- A level set that was set on Ellis Island.[20]
- A level that took place in a subway and involved the Ghost Train.
- A 3-4 minute level with Ecto-1, where the Rookie was strapped to the back, chasing after the Stay Puft Marshmallow Man. [21]
- There was a level set on Wall Street.[22]
- The Temple of Gozer level pitch involved an appearance by Zuul and Vinz Clortho. [23]
- Vivendi had planned DLC but Atari never planned to execute it.
Sequel Ideas
The main idea for a sequel to Ghostbusters: The Video Game was to transition to a new team in a new city with Ray Stantz acting in a kind of mentor capacity. The sequel happening was more or less linked to if a new movie was going to get made at the time.[26] There were many concepts and a few levels were scripted.[27] Expanding on the first game was a key component and driving around in Ecto-1 was going to be an option. Another idea was various franchise teams, including one from Los Angeles, came to New York to save the original team. Dan Aykroyd made a list of new characters, descriptions, and actors he wanted to play them.[28] A design document and synopsis was compeleted for the sequel and a synopsis was completed for a third game.[29] Ultimately, Atari had no interest in making any sequels.[30]
Remastered
On May 13, 2019, a Taiwan game rating site named Game Rating had a listing for "Ghostbusters: The Video Game Remastered" slated for a September 13, 2019 release on Xbox One through Mad Dog LLC.[31]
On May 17, 2019, a Korean game rating site named Game Rating and Administration Committee of Korea had a listing for a PC version of "Ghostbusters: The Video Game Remastered" exclusive to Epic Games.[32]
On May 29, 2019, an Australian game rating board database evaluated the remaster for the PAL market. It was reported it would be offered on Nintendo Switch and Playstation 4.[33]
On May 30, 2019, Playstation Europe released a minute video confirming the Remastered and the PS4 version and advertising a social media hashtag #JoinTheGhostbusters.[34] Nintendo Switch and XBox One were confirmed in another video.[35] Matt McKnight, the biz dev director and producer on Remastered, revealed all of the in-game videos and cutscenes were found on a hard drive in storage from one of the original creators and remastered in 4K. Textures and lighting were also enhanced.[36]
On June 7, 2019, a press release for the Ghostbusters Fan Fest confirmed the Remastered will release later this year.[37]
On June 8, 2019, it was reported the multiplayer mode will be added at a later time through a patch because it is being rebuilt from the ground up.[38]
On June 28, 2019, a listed had the retail release for $29.99 US and $39.99 CDN.[39]
On June 29, 2019, there was an indication the retail release might be a Gamestop exclusive.[40]
On July 1, 2019, the Gamestop pre-orders for Xbox One, PS4, and Nintendo Switch versions went live.[41]
On July 4, 2019, box art for the Xbox One, PS4, and Nintendo Switch versions were revealed.[42]
On July 31, 2019, the release date was revealed to be October 4, 2019.[43]
On August 1, 2019, a 31 second clip of the Stay Puft Marshmallow Man battle was posted.[44]
On August 20, 2019, a 53 second clip featuring Dan Aykroyd was posted.[45]
On September 5, 2019, a montage of gameplay from the Nintendo Switch version was posted.[46]
On October 4, 2019, it was confirmed beating the game on Normal earns the Ghostbusters II flight suit and beating it on Difficult earns the Golden Proton Pack.[47]
On October 9, 2019, Matt McKnight, Saber VP of Business Development, was interviewed about development of the remaster. The easiest part was getting Sony on board, Saber assembled a team of 25, they had to get Atari's permission to access the game's programming code, they had to seek out ex-employees of the defunct Terminal Reality to get the rights to using their Infernal Engine, and it turned out Sony nor Atari had the original art for the cutscenes so they had to seek out the lead animator who luckily still had it saved on a hard drive and it was accessible. Gameplay was left alone other than tweaking details like shadows, lighting, and hair. Remastering the multiplayer had issues since it was done by another company based on code of an unfinished version of the original game and there were six different copies of the code. There are no firm plans to rebuild co-op but that is still being evaluated.[48]
On October 10, 2019, a patch was released to fix a black screen observed during the game, scroll locking in the menu of controls while in the game, a softlock occurring after pressing Alt+F4, the game crashing during launching, the skip button malfunctioning, video and sound sync issues on computers with OS Windows 8/8.1, game failing to launch, and background video on extras menu lagging.[49][50]
On October 30, 2019, a patch for the Playstation 4, XBox One, and PC versions was released.[51][52]
On November 6, 2019, a patch for the Nintendo Switch was released.[53]
For information on differences in the Remastered version, see Trivia section
IDW Comics
In the continuity of IDW Comics, the events of Ghostbusters: The Video Game happened. Similar aspects and events of The Video Game happened in the IDW canon but there are also several differences exclusive to the IDW canon.
Similarities
PCOC was an oversight group formed by the city to keep an eye on the Ghostbusters. Walter Peck was the head of PCOC and got possessed. Jock Mulligan was possessed by Ivo Shandor. The City dealt with the insurance payouts in relation to the damage caused by the Ghostbusters, who became bonded city contractors.
The Natural History Museum hosted a World of Gozer exhibit. Dr. Selwyn was involved.
Ivo Shandor, Black Slime, the Cult of Gozer, and the Gozerian Codex were involved in the paranormal event. Gozer's banishment and the Cult of Gozer and Cult of Tiamat's conflict in ancient times happened. Spider Witch, The Chairman, and Edmund Hoover were members of the cult. In 1924, Eleanor Twitty, the head librarian of the New York Public Library, went missing in the library itself.
Franchise applications were offered by the Ghostbusters. The portrait of Vigo resided in the Firehouse near Janine's desk. Some Cursed Artifacts remained in the Firehouse after Rookie collected them like the Skull of Ivo Shandor in Peter's office area. The second floor was set up like in the game. The Firehouse's ladder to the third floor and draped cloth were present. Slimer is kept in the Paranormal Containment Research Tank. Hohman's Black Low-Rise resided on the floor near the Aura Video Analyzer console. The doughnut was on the rack in the Firehouse's kitchen area. Summoner's Bell rested on the Firehouse kitchen counter. The Andres brand microwave was still in use. The x days since last incident sign and the Employee of the Month signs are posted up. On the Firehouse refrigerator are two bottles of Singing Slime. The lockers, punching bag and Anguished Stuffed Bear are where they are in the Firehouse sleeping quarters.
There was an experimental Proton Pack used by Rookie. The Slime Blower had the Slime Tether option. The Psychomagnotheric Slime was still self-replicating in nature. The Ecto 1-b had the Super Slammer Trap installed on its roof rack. Marine Ecto-8 was used. Crossing the Streams was used.
Winston has his apartment. Janine's drink of choice is Chamomile.
Rookie easily defeated Stay Puft in Times Square. Marshmallow Minis were encountered.
Ghostbusters were led to the secret catacombs of the New York Public Library and found Twitty's corpse. She manifested and attacked in her bestial form. The Ghostbusters finally captured her.
There was a remodeling project at the Sedgewick Hotel that stirred the spirit of Spider Witch.
Differences
Winston Zeddemore was given an honorary doctorate in parapsychology.
The Ghostbusters hired three people, Rookie from the Realistic version and the two Rookies from the Stylized version. The former is named Bryan Welsh. The latter are named Maddie Collins and Chad Fuller.
Rookie answered an ad placed by the Ghostbusters seeking a participant in the active development of new proprietary technologies. He started out as an intern with the Ghostbusters before being graduated to guinea pig for an experimental advanced Proton Pack. Rookie was only offered Chicago to start his franchise in.
The Ghostbusters are called in to deal with Pappy Sargassi at Sargassi's in the Sedgewick Hotel. They trap the Class 4 spectral shark chasing and devouring him then Sargassi disperses.
The Ghostbusters return to the Sedgewick Hotel in search of another node of the Mandala. Four Ghostbusters took around an hour to bring down the Spider Witch with three Proton Grenades in her former suite. Five of her most recent victims manifested and thanked them before dispersing.
For more exact details about the similarities and differences in the IDW Canon, see the Trivia section as well as the Trivia section in Insight's Tobin's Spirit Guide
Trivia
- The script was not based on any drafts of Ghostbusters III.[54][55]
- Internally, the Terminal team wanted the game to be Ghostbusters III. Aykroyd and Ramis considered it to be the third film. There was a logo made. Sony Pictures wouldn't allow it. At the time, they didn't want that tied to a game.[56]
- The budget of the game was at least $30-40 million but it is unknown how much was paid to the voice talents total.[57]
- The Rookie was the center of a massive internal fight between Terminal and Vivendi and later Atari. The belief was that players should play as the cast but Terminal fought for the Rookie on the basis that fans would want the original Ghostbusters to have the same chemistry as in the movies and playing as them would upset the timing.[58]
- Peter suggests the Rookie test the prototype Proton Pack because the Firehouse's mortgage is still in Ray's name,[59] a nod to the first film.
- Just before the Psi Energy Pulse hits, Peter mentions he doesn't want to know the Rookie's name as things didn't end so well for a previous hire.
- Peter refers to the first case "I've seen this one before" but still ends up getting slimed by Slimer.
- Ray refers to Slimer by his nicknames of "Onionhead" and "spud".
- "Welcome to the Hotel Sedgewick" was the focal point of pre-production. The team believed if they could successfully re-create the ballroom scene, they would have the players' trust for the rest of the game.[60]
- It is stated that the Ghostbusters gave a "clean bill of health" to the Sedgewick Hotel "5 years ago."[61]
- It may actually be seven because of the 5 years between Ghostbusters and Ghostbusters II along with the 2 years between Ghostbusters II and Ghostbusters: The Video Game.
- Though it is possible that they revisited the Sedgewick after they were once again allowed to legally investigate and capture the paranormal during Ghostbusters II. The Mood Slime was able to rise ghosts in anything and anywhere where death had occurred. This would also link with the lines said to the discussion between Peter, Ray, and John O'Keefe, the hotel manager, regarding multiple invoices during the Ghostbusters Video Game.
- Or they did do multiple busts at the Sedgewick up to 1986, evidenced by Ray mentioning "invoices" and the Sloth Ghost being held in the Containment Unit (in the Realistic Versions). An exact date is never stated in Ghostbusters II when the Ghostbusters were served the judicial restraining order. "5 Years Later" simply refers to the amount of time between films.
- Egon reminds Peter of the "Ellis Island Incident" after the Manager refuses to allow Peter and the Rookie into the Alhambra Ballroom. This is a reference to the animation of the Statue of Liberty in Ghostbusters II.
- The team was told if they wanted to use the Stay Puft Marshmallow Man, he need to have to be in the "Panic in Times Square" level.[62]
- At the beginning of "Checking out the Library" (realistic versions) and between "Museum of (Super)Natural History" and "Return to the Sedgewick" (stylized versions), Egon reveals the reason he's had so much time to invent new equipment is due in part to an experiment he's conducting. He only sleeps an average of 14 minutes a day.
- During a debate about the Natural History Museum level, John Melchior called up Harold Ramis for advice. At the time, Ramis was on the set of The Office directing an episode.[63]
- During the Museum level the destruction of certain crates reveals purple lights similar to those seen after the Containment Unit is shut down in the first Ghostbusters film.
- Winston tells Peter about Ray's possession and refers to his first possession by Vigo in Ghostbusters II, implicitly. In the stylized version, Winston mentions the "Vigo" incident further in the museum level, after gate 3487 is opened.
- Marine Ecto-8 was originally an idea from early drafts of the first movie.[64]
- There are early prototypes of Ecto-1b and Marine Ecto-8 being driven around.[65]
- In the Realistic Version of "Lost Island Rising," Peter thinks the Black Slime and Imprisoned Juvenile Sloar smells like the Fulton Fish Market. In the Stylized Version, Peter makes the Fulton reference as several Black Slime Scuttlers rush towards him, Winston, and the Rookie.
- The Video Game was mentioned by Michael Gross in the The Real Ghostbusters DVD Box Set's commentary track for The Real Ghostbusters episode "Take Two" [66]
- Despite June 2009 data reporting one million units sold, the game broke even in sales about a year and a half after the release date. [67] [68]
Realistic Versions
|
Stylized Versions
- According to John Melchior, producer, he pitched the Stylized version as something more kid-friendly like The Real Ghostbusters to marketing and was kicked out of the room. Ultimately, the script was changed around but was an uphill battle even though Sony supported it because it was a different take for a different market. The actors made sure their features were still circa 1991 and they were given cartoon big bellies nor old looking. The approval process was a little more difficult overall. [130]
- Artist Dan Schoening, later known for his work on the Ghostbusters IDW Publishing Comics had helped inspire the graphic style for the Styled versions of the game. However, he wasn't included in the credits for the versions of the game as claimed by Red Fly Studio CEO Dan Borth was because there wasn't enough room.[131]
- Tobin's Spirit Guide has 109 entries listed in the data files on the video game disc, but there are only 93 entries in the actual game itself. The entries cut from the video game are:
- Adhesive Memo Zombies
- Avatars
- Ghost Hunting Tome
- Gozer
- The Initiate
- Inter-Dimensional Cross-Rip
- Kitchen Conglomerate
- Mannequin Wisps
- Marshmallow Hoppers
- Office Wisps
- Phantom Matter
- Protective Psychokinetic Barrier
- Psychokinetic Manipulation Event: Museum Implements
- Psychomagnatheric Ectoplasm
- Unassuming Demons
- Will O Wisps
Differences in Stylized Version
- The most immediately noticeable difference in game play between the Nintendo Wii and other versions of Ghostbusters: The Video Game is the ability to use the Wii Remote to aim a cursor on the screen to control the neutrona wand. Also, making a bowling motion with the Nunchuk is how ghost traps are released.
- Aside from control differences, Redfly Studios has stated that in their version there is a stronger emphasis on puzzle elements than the Terminal Reality versions.
- Another difference between the Redfly Studios versions (Wii, PS2) and the Terminal Reality versions (PS3, 360, PC) is that in the Terminal Reality Versions, collateral damage will directly effect the amount of money earned on any given mission. The more damage is caused, the less money is earned which could otherwise be used to upgrade the Ghostbusters' equipment. The Redfly Studios version does keep track of the amount of collateral damage, however, the player is not accountable for paying it (Actually, it seems that indirectly encourages damaging the environment).
- Some ghosts are replaced or added in. For example, in the Terminal Reality versions, the player gets to face ghosts based on jobs like Pappy Sargassi, and the main boss ghosts include The Chairman in the Museum, and the Imprisoned Juvenile Slor. In the Redfly versions, all the job ghosts have been removed excepet Chef Deforrest Sargossa from the Return to the Sedgewick Hotel level, who gets moved to the Sedgewick Hotel level, filling in Pappy Sargassi's role. While Imprisoned Juvenile Slor and The Chairman are replaced by Black Slime Behemoth and the Tyrannosaurus Rex Skeleton
- The Redly Studios versions allow for two player local cooperative play throughout the main story with both the male and female iterations of the Rookie. The Terminal Reality versions instead have separate multiplayer missions which can only be played online.
- The PlayStation 2 and PlayStation Portable versions are ports of the Wii version. Aside from using the right analogue stick to aim the targeting reticule and button presses for throwing traps, its gameplay is identical to that on the Wii.
Stylized DS Version
- While the Fat Boy only appears in the DS version, concept art for the Realistic and Stylized versions of the game feature him. The concept art in the Realistic versions shows that the Fat Boy was at one point going to be included in the cemetery level.
- Ilyssa Selwin is named "Ilyssa Shepard" in this version.
- Ecto-1 is drivable.
- The Rookie does not appear at all. Instead Egon, Ray, Peter, and Winston are playable.
- Despite taking place in 1991, the streets of New York are full of modern ambulances and police cars.
- The elevator can not be used by Dr. Rutherford, the Museum Curator in the Museum level. The Ghostbusters must take him and use the nonexistent stairs in the room south of where the curator was found. The stairs are found in the middle of the southernmost wall in said room.[132]
Differences in Remastered
- The Remastered version is only the realistic versions from Playstation, XBox, and PC.
- There is no multiplayer mode on the physical disc release, and in the digital version at launch. As such, there are no multiplayer trophies and achievements. All of the single-player trophies and achievements are the same as the original game.[133][134]
- Multiplayer was promised to be added at a later date via a patch, but that never happened.
- The Ghostbusters II flight suit is unlocked in the remaster by finishing the game on the normal "Experienced" difficulty setting, and the Gold Proton Pack is unlocked by finishing it on the hard "Professional" difficulty setting. However, both can be earned for finishing on Professional first.[135]
- The flight suit bears the classic logo instead of the Ghostbusters II logo.
- The loading screen no longer has the rotating Proton Pack graphic and the "Ghostbusters" song does not play anymore.
- The opening title cutscene starts silently.
- In the opening title cutscene, the logos are different.
- In the opening title cutscene, a dedication to the late Harold Ramis was added. It reads, "In Loving Memory of Harold Ramis".[136]
- The Ecto-1b's design model has been changed in the real time cutscenes. The grill and Cadillac logo have been changed to an updated model. The license plate design was also changed. However, the Cadillac logo and proper grill are still present in the in-game pre-rendered cutscenes.
- The "Ghostbusters" song is played once in the beginning of the game and once at the end.
- A different blue Proton Stream animation used.[137]
- The Dorito's product placement throughout the remastered was changed to a fictional brand named Crispy Snacks.[138][139]
- Bonus videos from past Blu-ray releases are unlocked including the behind the scenes of the game, the Ecto-1 restoration featurette, the commercial footage from the first movie, the trailer of the first movie, and a Blu-ray commercial.
References in IDW Comics
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See also
- Other Ghostbusters Video Games
- Ghostbusters XBox Marketplace (Digital Content)
- Ghostbusters PlayStation Home (Digital Content)
External links
- Official Website - Original Atari Release (archived)
- Official Website - Remastered Version
- Official Facebook Page - Remastered Version
- Official YouTube Channel - Remastered Version
- Ghostbusters: The Video Game Page at Spook Central
- Ghostbusters: The Video Game Main Credits Page at Spook Central
- Interview by PS3 Ign
- Eurogamer-Sony grabs Ghostbusters from Atari News
- Videogaming247-Sony press releases Ghostbusters capture
- Kotaku-Atari Still Publishing Ghostbusters In North America
- Dan Aykroyd prefers the Wii version of the video game.
References
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Gallery
Trailers
Game Versions
Preview and Demo Images
Game Images & Gameplays
Promotional Images
Concept Art
Add-on Content
Remastered
IDW Comics
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