Ghostbusters: Terminal Reality Interview
Plenty of new detail revealed in this interview with Ghostbusters: The Video Game developers, Terminal Reality's Mike Douglas and Drew Haworth.
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Will there be other types of gameplay - driving Ecto-1 around, for instance?
Haworth: You don't drive Ecto-1 but you do interact with Ecto-1 in the environment. There are some different types of scenarios, some of the boss fights - we haven't shown any boss fights yet. The librarian [in the trailers] is just a mini-boss. So there's quite a bit of variety in terms of what you need to accomplish.
Is the multiplayer a recent addition, or were you always intending to include it?
Haworth: It was planned from the beginning.
Douglas: It was unrevealed till right before the transition happened, so there's little information out about it now and I'm sure Atari has plans to reveal more. But as it was, it was something that was always there from the beginning.
How does the character upgrade system work in the game?
Haworth: You earn money from trapping ghosts, and as you accumulate money more upgrades become available. So you have a wide variety of upgrades that you can purchase for whatever equipment you currently own. The equipment is unlocked [throughout] the game - there are four different types of equipment - and each type has its own upgrade path, so you decide where to allocate your money as you go through.
Also there's a constant damage tally that counts up what you've just destroyed and the estimated retail value of that - what we're doing there is there's no punishment for that, but instead in sort of political twist Walter Peck ends up being your overseer, your boss, and since you're contracted by the city, everything you destroy they have to account for on the insurance. So the more stuff you destroy the angrier Peck gets. It's sort of a bonus.
Also there's a series of cursed artefacts around the entire world for the Ghostbusters to find - as you collect them, they end up back in the firehouse, they decorate the firehouse. Each one has their own little bit of story.
Are there any other game modes outside of or within the main story and multiplayer, mini-games and so forth?
That's part of the multiplayer - the multiplayer has a bunch of different modes. There are modes where there's one valuable object in the environment and you have to make sure nothing happens to it, which is difficult. And a variety of modes like that. Nothing you can do is as cool as... It's almost like you can create your own campaign by stringing together a bunch of modes, play through those.
How many hours will we get out of this game?
Haworth: There are 8 missions total, so for single player we're looking at about 10 to 12 hours. For multiplayer, we've got a number of competitive modes and some co-op modes... those are removed from the single player story and they're presented as a series of montages from the Ghostbusters films, where they're going on call and collecting a number of ghosts, going on assignments - that's how the multiplayer works.
Thanks for your time.
Ghostbusters: The Videogame is due out on Xbox 360, PlayStation 3, PC, Wii, PlayStation 2 and Nintendo DS in June 2009. Check out our chat with Ernie "Winston Zeddemore" Hudson if you missed it.
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