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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : Ghostbusters</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx</link><description>Tags: Ghostbusters</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Ghostbusters: Slimer Edition to Come with Free Plastic</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/14/ghostbusters-slimer-edition-to-come-with-free-plastic.aspx</link><pubDate>Wed, 15 Apr 2009 01:15:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:195911</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=195911</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/14/ghostbusters-slimer-edition-to-come-with-free-plastic.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/ghostbutts.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/ghostbutts.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
What you&amp;#39;re looking at right now--&lt;a href="http://www.1up.com/do/newsStory?cId=3173723" target="_blank"&gt;courtesy of 1UP.com&lt;/a&gt;--are the various plastic trinkets bundled with &lt;a href="http://www.amazon.com/Ghostbusters-Amazon-com-Exclusive-Slimer-Xbox-360/dp/B0025UOYR8/ref=sr_1_9?ie=UTF8&amp;amp;s=videogames&amp;amp;qid=1239740519&amp;amp;sr=1-9" target="_blank"&gt;Amazon.com&amp;#39;s &lt;i&gt;Ghostbusters&lt;/i&gt; Exclusive Slimer Edition&lt;/a&gt; (not pictured: LEGO ripoff figurines of four random ghouls). How much would you pay for a collection of plastic trinkets that could easily find their way into your average McDonald&amp;#39;s Happy Meal? 10 dollars? 20 dollars?&lt;br /&gt;&lt;br /&gt;
How about 70 dollars?&lt;br /&gt;&lt;br /&gt;
That&amp;#39;s right, for a mere 70 dollars more than the &amp;quot;bare-bones&amp;quot; retail version, &lt;i&gt;Ghostbusters: Slimer Edition&lt;/i&gt; will reap you the following rewards:&lt;br /&gt;&lt;br /&gt;
    &lt;i&gt;*   An exclusive Slimer bust designed and created by the original movie sculptor, Steve Johnson. Comes complete with a certificate of authenticity signed by the sculptor himself.&lt;br /&gt;
    * Exclusive Ghostbusters Minimates. Only be available with the Slimer Edition.&lt;br /&gt;
    * Exclusive Ghostbusters Gamer Graffix Console Skins.&lt;br /&gt;
    * Exclusive Ecto 1 Key Chain with lights and sound.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
Along with Steve Johnson&amp;#39;s signature, I&amp;#39;m wondering if the sculptor will also include a few choice words about economic responsibility. &amp;quot;You moron!&amp;quot; and &amp;quot;So long, suckers!&amp;quot; both seem to fit the bill. Of course, if you drop 70 extra dollars--let me repeat, &lt;i&gt;70 extra dollars&lt;/i&gt;--on this shameless and exploitative cash grab, it&amp;#39;s possible that you deserve more than an insult scribbed on a certificate of authenticity.  Food for thought.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/22/screen-test-ghostbusters.aspx" target="_blank"&gt;Screen Test: Ghostbusters&lt;/a&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/02/18/ghostbusters-there-are-no-words-for-how-good-bustin-makes-me-feel.aspx" target="_blank"&gt;&lt;br /&gt;
Ghostbusters: There Are No Words For How Good Bustin&amp;#39; Makes Me Feel&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx" target="_blank"&gt;Film to Games: Ghostbusters is the Beginning of a (Hopefully) Beautiful Friendship&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=195911" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+360/default.aspx">xbox 360</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/special+edition/default.aspx">special edition</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/amazon/default.aspx">amazon</category></item><item><title>Ghostbusters: There Are No Words For How Good Bustin' Makes Me Feel</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/18/ghostbusters-there-are-no-words-for-how-good-bustin-makes-me-feel.aspx</link><pubDate>Wed, 18 Feb 2009 23:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:176760</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=176760</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/18/ghostbusters-there-are-no-words-for-how-good-bustin-makes-me-feel.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/GB1.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/GB1.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;i&gt;Guest contributor Adam Rosenberg resides in Prospect Heights, Brooklyn, where he slaves away daily as a contributing editor for UGO’s Gamesblog as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
I haven’t seen shit that will turn you white. The shit I have seen, namely a fresh build of &lt;i&gt;Ghostbusters: The Video Game&lt;/i&gt; for Xbox 360 and PS3, will make you green.  With slime.  And envy.
&lt;br /&gt; &lt;br /&gt;
Last summer, a preview build featuring a portion of the widely seen New York Public Library level made the gaming press rounds.  The unfinished code appeared out of thin air, its sender listed only as “Evil PR Monkey”.  The demo was raw. Very raw. But not so raw as to diminish &lt;i&gt;Ghostbusters&lt;/i&gt;’s promise.  There were Ray Stantz, Egon Spengler and Winston Zeddmore (noVenkman in the demo), fully voiced by Dan Aykroyd, Harold Ramis and Ernie Hudson.  Aykroyd and Ramis’ script, even just that tiny chunk, was characterized by the same wit that made the original films such classics. Then a few weeks later, Activision announced that, following their merger with Vivendi, they would not be hanging onto the &lt;i&gt;Ghostbusters&lt;/i&gt; license.
&lt;br /&gt; &lt;br /&gt;
News on the game since, even following Atari’s confirmation that they would be publishing &lt;i&gt;Ghostbusters&lt;/i&gt; in June 2009, has been disturbingly light. No more of the actual game has been shown since that messy preview code.  Until last week. While I didn’t actually get to go hands-on with it, I did get an eyes-on playthrough of the remainder of that library level.  And now… well… I ain’t afraid of no &lt;i&gt;Ghostbusters&lt;/i&gt;.
&lt;br /&gt; &lt;br /&gt;
The presentation — third-person perspective, story, voice actor/likeness participation, core ghost-wranglin’ mechanics — are unchanged.  What’s fresh is a new sprint button and a multi-directional quick dodge. Both significantly tighten up the gameplay. If you haven’t gotten a look at any video of play, there are two types of spooks and specters to combat. 
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/GB2.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/GB2.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
First are capturable Ghosts, boss and mini-boss-style baddies. You wear them down with the Proton Beam — Or another weapon. More on those in a sec. —  and then snare them in a Capture Beam.  The captured ghost has to be slammed into walls until it is weak enough to be pulled into a trap. Then there are the more common Entities, supernatural conglomerations of physical objects, such as books, papers, lamps, and the like.  These spirits can be flat-out destroyed (or is that neutronized?).  They typically have shields that must be stripped away before they can be taken down.  Still others manifest as hulking beasts; these must be worn down with sustained attacks until their head – glowing lamps, during the library demo – can be ripped away with the Capture Beam.
&lt;br /&gt; &lt;br /&gt;



 That’s the talent, so what about the tools? Weapons stem from the Proton Pack which, along with a dangling PKE Meter, serves as your HUD.  The pack itself changes appearance depending on the beam type in use, and each beam now features primary and alternate modes of fire.  The vanilla Proton beam is supplemented by the Boson Dart, a concentrated burst shot which works like a rocket launcher.  The newly introduced Dark Matter Beam fires either a damaging shotgun-like spread or a sustained stasis beam which has the effect of slowing down targeted enemies.  There’s also a Slime Blower, which is used to clear away dark, red-tinged slime.  No “Higher and Higher” to accompany it though. Throughout the game, you can upgrade the ‘busters’ equipment with money earned from capturing ghosts and collateral damage.   The bill for the latter goes to one Walter Peck, by the way. It’s true what you’ve heard about his genitalia. Just saying.  

The demo ends with a knockdown boss fight against a familiar supernatural librarian.  Cornered in a cavernous space tucked away in a distant corner of the NYPL’s sub-basements, the librarian ghost mounts a final offensive from behind her shield of floating books and candelabras.  After finishing her off, the team moves to investigate a trans-dimensional portal which has appeared in the center of the room.  The walls peel away to reveal a hellish landscape and… the pause menu pops up.  Demo over.  A good portion of the game will send the Ghostbusters hurtling into these Otherworlds, though the “what” and the “why” of them remain a mystery for now.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/GB3.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/GB3.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
It’s clear that Atari is giving &lt;i&gt;Ghostbusters: The Video Game&lt;/i&gt; the triple-A attention it deserves.  The publisher switch has resulted in remastered FMVs, newly written and recorded lines of dialogue, additional mo-cap work, and an apparent tightening of the gameplay.  Plus, even though it wasn’t shown, I was told off-duty Ghostbusters will be able to explore the team’s iconic firehouse.  No concrete details were shared, but I was promised that “rewards” await those who take the time to explore.  As long as we can use the pole, all is good.  The mid-June release date is creeping ever-closer, and I have to it’s very exciting to see this polish applied to Ray, Egon, Peter, Winston and Nameless New Guy’s (i.e. You) HD-console adventure.
&lt;br /&gt; &lt;b&gt;&lt;br /&gt;
Related links: 
&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/17/nycc-2009-ghostbusters-wii.aspx"&gt;NYCC 2009 - Ghostbusters Wii &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/01/22/screen-test-ghostbusters.aspx"&gt;Screen Test: Ghostbusters &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx"&gt;Films to Games: Ghostbusters Really is Ghostbusters 3! &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/03/ghostbusters-peter-venkman-walter-peck-the-world-is-just.aspx"&gt;Ghostbusters. Peter Venkman. Walter Peck. The World is Just.
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=176760" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/playstation+3/default.aspx">playstation 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/microsoft/default.aspx">microsoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+360/default.aspx">xbox 360</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sony/default.aspx">sony</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dan+ackroyd/default.aspx">dan ackroyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bill+murray/default.aspx">bill murray</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/william+Atherton/default.aspx">william Atherton</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/walter+peck/default.aspx">walter peck</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghostbusters+3/default.aspx">ghostbusters 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/stay+puft/default.aspx">stay puft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghostbusters+the+videogame/default.aspx">ghostbusters the videogame</category></item><item><title>NYCC 2009 - Ghostbusters Wii</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/17/nycc-2009-ghostbusters-wii.aspx</link><pubDate>Tue, 17 Feb 2009 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:176145</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=176145</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/17/nycc-2009-ghostbusters-wii.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/crystalslimer.jpg" alt="" align="right" border="0" height="200" hspace="" width="267" /&gt;&lt;font face="helvetica" size="2"&gt;All New York Comic-Con weekend, there was sure to be a huge crowd at the back half of Atari&amp;#39;s booth. What was causing all of the hubbub, distracting from &lt;i&gt;Ready 2 Rumble Revolution&lt;/i&gt;, &lt;i&gt;The Chronicles of Riddick&lt;/i&gt; and the nearby masseuse? &lt;i&gt;Ghostbusters: The Video Game&lt;/i&gt;, of course! All three current-gen console SKUs were up and on display, along with the crystal Slimer seen at right and, of course, dudes in jumpsuits and proton packs. Graphical polish aside, the PS3 and XBox 360 builds looked just about the same as &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx"&gt;when we saw them last May&lt;/a&gt; (though the 360 version seemed to be flaunting more bloom lighting), so of course I was most interested in the Wii version. Come on, you know you&amp;#39;ve wanted &lt;i&gt;Ghostbusters&lt;/i&gt; on Wii ever since you first saw &lt;i&gt;Elebits&lt;/i&gt;! In my mind, Wii is the only platform worth making a &lt;i&gt;Ghostbusters&lt;/i&gt; game on (though PS3 gets a pass as Sony owns the rights to the films).&lt;br /&gt;&lt;br /&gt;I was fortunate enough to chat with developer Red Fly Studios&amp;#39; James Clarendon, a programmer and designer on &lt;i&gt;Ghostbusters&lt;/i&gt; for Wii, as he played through the ever-popular New York Public Library level for me. Atari are still keeping a relatively tight grip on in-game footage, which relieved James as he told me repeatedly that the game as he last saw it two days before the Con looked &amp;quot;totally different&amp;quot; from the demo, which used the game&amp;#39;s build from December.&lt;br /&gt;&lt;br /&gt;James explained to me how Atari is heavily focus testing the Wii SKU in particular, making sure it appeals to all sorts of gamers, especially those who are unfamiliar with the films. &amp;quot;The Wii has a great install base and people are hungry for these games
and we desire to make them that way too. We want to release some games
that average people can enjoy and that are going to get some depth out
of it rather than a mini-game compilation.&amp;quot;&lt;br /&gt;&lt;br /&gt;As we&amp;#39;ve heard elsewhere, the Wii version of &lt;i&gt;Ghostbusters&lt;/i&gt; features the same story as the PS3/360 version, with more puzzle elements. Most interestingly, while Terminal Reality is still keeping mum about multiplayer in their higher-resolution busting of ghosts, Red Fly has already confirmed both co-op in the main game&amp;#39;s story as well as competitive multiplayer to be detailed later. The biggest draw for the Wii version, naturally, is the controls. &amp;quot;We tried to exploit the Wii as much as we could,&amp;quot; Clarendon explained, stating that the team at Red Fly had learned a lot from their previous title, the technically impressive &lt;i&gt;Mushroom Men: The Spore Wars&lt;/i&gt;. &amp;quot;We really put you into the jumpsuit and make you feel like a real Ghostbuster. The Wii remote becomes your Neutrona Wand, and you throw out a trap by performing a bowling motion with the nunchuck.&amp;quot; Watching him capture ghosts look intuitive and natural, though James was noticably upset when he realized that the demo build featured neither rumble nor speaker support in the Wii remote, a fact he&amp;#39;d clearly forgotten from time spent with a significantly newer build in his office.&lt;br /&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/ghostbusterswii2.jpg" border="0" alt="" /&gt;&lt;br /&gt;Blasting through the library, it was easy to forget that this was an inferior build of a game with months of refinement still ahead of it. The physics were expectedly sublime from the team that made &lt;i&gt;Mushroom Men&lt;/i&gt;, lighting was gorgeous, the various ghosts encountered were both entertaining and exciting, from small flying imps throwing books from above to a spectral beast with a body built from the hardcover Shakespeare shelf to the eventual librarian boss, punishing you for making too much noise (and, I imagine, chewing gum). The Ghostbusting tools were fun, including spectral goggles that revealed ghostly platforms and PKE meter that resembled a monochromatic early 90&amp;#39;s PDA, and the bits of dialogue we heard from the fellow &amp;#39;busters was expectedly hilarious. Ah, the voices, of course! Surely the Wii can&amp;#39;t come close to the higher-def versionsof the game regarding the audio, right James?&lt;br /&gt;&lt;br /&gt;&amp;quot;You&amp;#39;ve got just as much voice and in fact probably a little bit more
on the Wii. We&amp;#39;ve got custom lines recorded just for the Wii version
that are in here. Storage capacity, we&amp;#39;ve still got a DVD just like the
360 does so we&amp;#39;ve got just as much room on there, we&amp;#39;re doing some
interesting streaming techniques, a wonderful audio tool called Wwise
and our audio guys are going nuts! It&amp;#39;s really awesome. If you liked
the audio in &lt;i&gt;Mushroom Men&lt;/i&gt;, &amp;nbsp;you are going to be blown away with
&lt;i&gt;Ghostbusters&lt;/i&gt;. Out guys at Gleek, the sound crew, have done an amazing
job.&amp;quot;&lt;br /&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/ghostbusterswii3.jpg" border="0" alt="" /&gt;&lt;br /&gt;Wow. It really looks like &lt;i&gt;Ghostbusters&lt;/i&gt; is getting the A+ treatment on the Wii. If high-def uncanny-valley graphics really matter to you thank much, PS3/360 have got you covered, but from what I&amp;#39;ve seen, Red Fly&amp;#39;s Wii version looks to be the best all-around &lt;i&gt;Ghostbusters&lt;/i&gt; game of the bunch. I very much look forward to its release this June, tying in with the 25th anniversary of the original movie. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related articles:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/13/nycc-2009-comic-authors-love-video-games.aspx"&gt;NYCC - Comic Authors Love Video Games!&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/12/nycc-2009-sega-lt-3s-wii.aspx"&gt;NYCC - Sega &amp;lt;3s Wii&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/10/nycc-2009-a-brief-overview-of-games.aspx"&gt;NYCC - A Brief Overview of Games&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/09/nycc-2009-dc-universe-online.aspx"&gt;NYCC - DC Universe Online&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/22/screen-test-ghostbusters.aspx"&gt;Screen Test: Ghostbusters&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/03/ghostbusters-peter-venkman-walter-peck-the-world-is-just.aspx"&gt;Ghostbusters. Peter Venkman. Walter Peck. The World Is Just.&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx"&gt;Ghostbusters is Really Ghostbusters 3!&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=176145" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nycc/default.aspx">nycc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/red+fly/default.aspx">red fly</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mushroom+men/default.aspx">mushroom men</category></item><item><title>NYCC 2009 - A Brief Overview of Games</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/10/nycc-2009-a-brief-overview-of-games.aspx</link><pubDate>Tue, 10 Feb 2009 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:173482</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=173482</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/10/nycc-2009-a-brief-overview-of-games.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/NYCCempty.jpg" alt="" align="right" border="0" height="225" hspace="" width="300" /&gt;&lt;font face="helvetica" size="2"&gt;Without a doubt, video games were big at New York Comic Con 2009. Some publishers booths were small (Square-Enix, who only had figurines to show/sell, Aksys Games, Sony Online Entertainment), others challenged the massive booths of Marvel and DC (Electronic Arts, Ubisoft, Activision), but all around there was a lot to see and play and ask quesitons about. While we&amp;#39;ve got more in-depth coverage to follow, here&amp;#39;s just a quick sample of some of what we got to see and play.&lt;br /&gt;&lt;br /&gt;If we were athletes instead of game journalists, this would totally be a training montage: &lt;br /&gt;&lt;br /&gt;&lt;object height="267" width="400"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3158974&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=ffffff&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=3158974&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=ffffff&amp;amp;fullscreen=1" type="application/x-shockwave-flash" height="267" width="400"&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Quick, succinct thoughts:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Guilty Gear XX Accent Core Plus&lt;/i&gt;: The same Guilty Gear we played ten years ago, only with more words.&lt;br /&gt;&lt;i&gt;Blazblue&lt;/i&gt;: Why not just put these characters in Guilty Gear and make a new installment of that series?&lt;br /&gt;&lt;i&gt;Bit.Trip Beat&lt;/i&gt;: MUCH more challenging than we expected, in a very, very good way. Controls are great!&lt;br /&gt;&lt;i&gt;Madworld&lt;/i&gt;: Very stylish, definitely fun. The one stage felt a little monotonous. Looking forward to playing with more variety.&lt;br /&gt;&lt;i&gt;Sonic &amp;amp; The Black Knight&lt;/i&gt;: For the kids, but fun.&lt;br /&gt;&lt;i&gt;House of the Dead Overkill&lt;/i&gt;: Excellent presentation, shame about those framerate dips. Still fun.&lt;br /&gt;&lt;i&gt;The Conduit&lt;/i&gt;: Everyone needs to buy this. Halo fans will finally love the Wii like I do.&lt;br /&gt;&lt;i&gt;Dragonball Evolution&lt;/i&gt;: Are these load times simulating the ridiculously long soliloquies and pregnant silences of the cartoon?&lt;br /&gt;&lt;i&gt;Naruto Shippuden 4&lt;/i&gt;: Same as the past three.&lt;br /&gt;&lt;i&gt;Dynasty Warrior Gundam 2&lt;/i&gt;: Beat up tons of robots. This could be cool...&lt;br /&gt;&lt;i&gt;Splatterhouse&lt;/i&gt;: Looks. So. Cool. Hope the Afro Samurai team does it well.&lt;br /&gt;&lt;i&gt;Invincible Tiger: The Legend of Han Tao&lt;/i&gt;: Nice 2D beat &amp;#39;em up for XBLA. Fix the bugs, make it cheap, and it&amp;#39;ll be fun.&lt;br /&gt;&lt;i&gt;Bomberman Ultra&lt;/i&gt;: PSN of the XBLA Bomberman. Excellent for parties. Zombie mode is fun!&lt;br /&gt;&lt;i&gt;Marble Saga: Kororinpa&lt;/i&gt;: Great new courses and marbles, build your own and share, balance board support. I&amp;#39;m all over this.&lt;br /&gt;&lt;i&gt;Prototype&lt;/i&gt;: Hulk: Ultimate Destruction on angsty steroids.&lt;br /&gt;&lt;i&gt;X-Men Origins: Wolverine&lt;/i&gt;: Ultra-violence does not convince me it will be fun.&lt;br /&gt;&lt;i&gt;DC Universe Online&lt;/i&gt;: What good are super-powers when everybody has them? &lt;br /&gt;&lt;i&gt;Velvet Assassin&lt;/i&gt;: Sepia-toned Metal Gear Solid with a cute drug addict.&lt;br /&gt;&lt;i&gt;X-Blades&lt;/i&gt;: Fan service Devil May Cry lite.&lt;br /&gt;&lt;i&gt;Roogoo: Twisted Towers&lt;/i&gt;: Cute kid-friendly Wii puzzler. Will probably have trouble selling, even at $29.99.&lt;br /&gt;&lt;i&gt;Damnation&lt;/i&gt;: Way smoother than Gears of War ever was.&lt;br /&gt;&lt;i&gt;Overlord: Dark Legend&lt;/i&gt;: Kid beats up bullies with his demon minions. Middle school nerds will love this.&lt;br /&gt;&lt;i&gt;Jumpgate Evolution&lt;/i&gt;: Massively Multiplayer Online Space Blaster? AWESOME!&lt;br /&gt;&lt;i&gt;The Godfather 2&lt;/i&gt;: Putting the &amp;quot;organized&amp;quot; in &amp;quot;organized crime&amp;quot;.&lt;br /&gt;&lt;i&gt;Battlefield 1943 Pacific&lt;/i&gt;: Run around. Get shot. Repeat. Repeat. Repeat. Get fed up. Walk away.&lt;br /&gt;&lt;i&gt;Deadly Creatures&lt;/i&gt;: Very, very cool, though replay value seems limited at best.&lt;br /&gt;&lt;i&gt;Legends of Wrestlemania&lt;/i&gt;: 40 childhood idols in their pre-meltdown stages. A wet dream for fans.&lt;br /&gt;&lt;i&gt;Grand Theft Auto: Chinatown Wars&lt;/i&gt;: Graphics are very impressive, movement is smooth, controls will take time to learn.&lt;br /&gt;&lt;i&gt;Ready 2 Rumble Revolution&lt;/i&gt;: Ugly and the AI is cheap as hell. If it were a kid, I&amp;#39;d take his controller away for being a jerk.&lt;br /&gt;&lt;i&gt;Ghostbusters&lt;/i&gt;: PS3 and 360 versions look as good as ever. Wii version has me verrrrrrrry excited. Learned from Mushroom Men and built on it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related articles:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/09/nycc-2009-dc-universe-online.aspx"&gt;NYCC 2009 - DC Universe Online&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/01/20/dragonball-evolution-the-new-street-fighter-the-movie-the-game.aspx"&gt;Dragonball: Evolution - The New Street Fighter: The Movie: The Game?&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/06/trailer-review-prototype.aspx"&gt;Trailer Review: Prototype&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/21/watcha-playing-kororinpa-marble-mania.aspx"&gt;Whatcha Playng: Kororinpa Marble Mania&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;



   &lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=173482" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/madworld/default.aspx">madworld</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+conduit/default.aspx">the conduit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wolverine/default.aspx">wolverine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dynasty+warriors/default.aspx">dynasty warriors</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dc+universe/default.aspx">dc universe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kororinpa/default.aspx">kororinpa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/prototype/default.aspx">prototype</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+and+the+black+knight/default.aspx">sonic and the black knight</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/deadly+creatures/default.aspx">deadly creatures</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/x-blades/default.aspx">x-blades</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/blazblue/default.aspx">blazblue</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/guilty+gear/default.aspx">guilty gear</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bit.trip/default.aspx">bit.trip</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/house+of+the+dead+overkill/default.aspx">house of the dead overkill</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dragonball_3A00_+evolution/default.aspx">dragonball: evolution</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nycc/default.aspx">nycc</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/overlord/default.aspx">overlord</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/grand+theft+auto+chinatown+wars/default.aspx">grand theft auto chinatown wars</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+godfather+2/default.aspx">the godfather 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bomberman/default.aspx">bomberman</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gundam/default.aspx">gundam</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/velvet+assassin/default.aspx">velvet assassin</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/splatterhouse/default.aspx">splatterhouse</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/battlefield+1943+pacific/default.aspx">battlefield 1943 pacific</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/roogoo/default.aspx">roogoo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jumpgate+evolution/default.aspx">jumpgate evolution</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/naruto/default.aspx">naruto</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/damnation/default.aspx">damnation</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wrestlemania/default.aspx">wrestlemania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/invincible+tiger/default.aspx">invincible tiger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/BIT.TRIP+BEAT/default.aspx">BIT.TRIP BEAT</category></item><item><title>Screen Test: Ghostbusters</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/22/screen-test-ghostbusters.aspx</link><pubDate>Thu, 22 Jan 2009 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:167377</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=167377</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/22/screen-test-ghostbusters.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/gb4.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/gb4.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Ghostbusters: The Videogame&lt;/i&gt; is a videogame based on &lt;i&gt;Ghostbusters&lt;/i&gt;. &lt;i&gt;Ghostbusters &lt;/i&gt;is a movie. Or a documentary shot in real-time, depending on who you ask. &lt;i&gt;Ghostbusters: The Videogame&lt;/i&gt;, had it been a movie/documentary, would have been called &lt;i&gt;Ghostbusters 3&lt;/i&gt; as it follows the events of &lt;i&gt;Ghostbusters 2&lt;/i&gt; and the adventures of beloved characters like Ray, Winston, Egon, and Venkman. Yeah, that’s right. I’m on a first name basis with the ‘Busters. We hang out on weekends. We go to Coney Island and swim together. It’s awesome. Their videogame is going to be awesome. You’ll see!
&lt;br /&gt;&lt;br /&gt;
*runs away crying*
&lt;br /&gt;&lt;br /&gt;
Anyway *sniff* these new shots of &lt;i&gt;Ghostbusters: The Videogame&lt;/i&gt; are exciting. The delay from last fall has let Terminal Reality continue to improve the game’s presentation, and it’s looking more detailed and more polished with every new look. Check out the detail on those proton packs. Sweet. There is something off though. It isn’t the cartoony exaggeration of the characters. It’s that nothing casts a shadow! Where are the shadows, Terminal Reality? Unless… unless everyone’s a ghost in &lt;i&gt;Ghostbusters: The Videogame&lt;/i&gt;! AHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
&lt;br /&gt;&lt;br /&gt;
*runs away crying*
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/gb6.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/gb6.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/gb2.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/gb2.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/gb7.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/gb7.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/gb5.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/gb5.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/GB1.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/GB1.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/gb3.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/gb3.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;

&lt;b&gt;Previous Screen Tests:

&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/19/screen-test-duke-nukem-forever.aspx"&gt;Duke Nukem Forever&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/15/screen-test-uncharted-2-among-thieves.aspx"&gt;Uncharted 2: Among Thieves&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/15/screen-test-takahashi-s-nobi-nobi-boy.aspx"&gt;Takahashi’s Nobi Nobi Boy&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/23/screen-test-mortal-kombat-vs-dc-universe.aspx"&gt;Mortal Kombat vs DC Universe&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/02/screen-test-oboro-muramasa.aspx"&gt;Oboro Muramasa&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/15/screen-test-fable-2.aspx"&gt;Fable 2&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/06/screen-test-dissidia-final-fantasy.aspx"&gt;Final Fantasy Dissidia&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/22/screen-test-fragile.aspx"&gt;Fragile &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/19/screen-test-final-fantasy-versus-xiii.aspx"&gt;Final Fantasy Versus XIII&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/15/screen-test-silent-hill-homecoming.aspx"&gt;Silent Hill Homecoming &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/26/screen-test-fallout-3.aspx"&gt;Fallout 3&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/29/screen-test-alone-in-the-dark.aspx"&gt;Alone in the Dark&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/10/screen-test-star-wars-the-force-unleashed.aspx"&gt;Star Wars: The Force Unleashed&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;
&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=167377" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/screen+test/default.aspx">screen test</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dan+ackroyd/default.aspx">dan ackroyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bill+murray/default.aspx">bill murray</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/william+Atherton/default.aspx">william Atherton</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/walter+peck/default.aspx">walter peck</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghostbusters+3/default.aspx">ghostbusters 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/stay+puft/default.aspx">stay puft</category></item><item><title>New Year’s Resolutions For a Few Of Our Favorite Publishers</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/09/new-year-s-resolutions-for-a-few-of-our-favorite-publishers.aspx</link><pubDate>Sat, 10 Jan 2009 00:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:163350</guid><dc:creator>John Constantine</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=163350</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/09/new-year-s-resolutions-for-a-few-of-our-favorite-publishers.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/beyond_good__evil_2.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/beyond_good__evil_2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, to close out the first full week of 2009, we will do for videogame publishers what we did for console makers: we will tell them how to live their sordid, godforsaken lives! You’d think developers would make the list, but no. No, I tend to trust them, so they will be left to their own devices, free from the crushing logic of advice from 61 Frames Per Second.
&lt;br /&gt;&lt;br /&gt;
In 2009, the following folks should resolve to do the following things:
&lt;br /&gt;&lt;br /&gt;
EA – Stick to your guns and keep investing in new IP. 2008 was good stuff, Riccitello. Keep promoting &lt;i&gt;Mirror’s Edge&lt;/i&gt; and &lt;i&gt;Dead Space&lt;/i&gt;, they will find their audience. And EA Sports? How about &lt;i&gt;SSX4 &lt;/i&gt;already. 
&lt;br /&gt;&lt;br /&gt;
Capcom – Resolve to support &lt;i&gt;Dark Void&lt;/i&gt; with an aggressive marketing campaign and release it during the summer. Do not let this one die during the holiday rush. Also, &lt;i&gt;Street Fighter III HD Remix&lt;/i&gt;. You know it would be sweet.
&lt;br /&gt;&lt;br /&gt;
Atari – Do not release &lt;i&gt;Ghosbusters &lt;/i&gt;until it is perfect. 
&lt;br /&gt;&lt;br /&gt;
Namco – Push &lt;i&gt;Klonoa &lt;/i&gt;like you have never pushed a game in your entire lives. Tell people it will make them lose weight, tell them it will make them smarter. And knock it off with the nickel-and-dime DLC already, what is this, 2006?
&lt;br /&gt;&lt;br /&gt;
Square-Enix – S-E, I want you to go out tomorrow, hop on a train, and pay Jupiter Games a visit. You cut them a check, and you tell them to make whatever they can imagine. The people who made &lt;i&gt;The World Ends With You&lt;/i&gt; should be allowed to make whatever they like.
&lt;br /&gt;&lt;br /&gt;
Konami – Release a press statement claiming you were forced to make &lt;i&gt;Rock Revolution&lt;/i&gt; at gun point. 
&lt;br /&gt;&lt;br /&gt;
Midway – Um. Hang in there?
&lt;br /&gt;&lt;br /&gt;
Activision – Give Neversoft the vacation they so desperately need and deserve.
&lt;br /&gt;&lt;br /&gt;
Atlus – More PS1 reprints!
&lt;br /&gt;&lt;br /&gt;
Take-Two – If &lt;i&gt;Bioshock 2&lt;/i&gt; looks stupid, don’t be afraid to cancel it.
&lt;br /&gt;&lt;br /&gt;
Ubisoft – Release &lt;i&gt;Beyond Good &amp;amp; Evil 2&lt;/i&gt; by the end of the year. Please. PLEASE!
&lt;br /&gt;&lt;br /&gt;
XSEED – Keep on keepin’ on, you guys. Can’t believe you actually localized &lt;i&gt;Retro Game Master&lt;/i&gt;. Just awesome.
&lt;br /&gt;&lt;br /&gt;
Tecmo-Koei – No &lt;i&gt;Dynasty Warriors: Dead or Alive&lt;/i&gt; games. Just don’t. I know you&amp;#39;re thinking about it.
&lt;br /&gt;&lt;br /&gt;
SEGA – Disband Sonic Team. It’s over. Enough.
&lt;br /&gt;&lt;br /&gt;
And that about covers it. Happy New Year, everyone. 
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related links: &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/06/microsoft-s-new-year-s-resolution.aspx"&gt;Microsoft’s New Year’s Resolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/05/nintendo-s-new-year-s-resolution.aspx"&gt;Nintendo’s New Year’s Resolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/07/sony-s-new-year-s-resolution.aspx"&gt;Sony’s New Year’s Resolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/06/virtual-console-new-year-s-resolutions.aspx"&gt;Virtual Console New Year&amp;#39;s Resolutions 
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=163350" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ea/default.aspx">ea</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ubisoft/default.aspx">ubisoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dark+void/default.aspx">dark void</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/retro+game+master/default.aspx">retro game master</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atlus/default.aspx">atlus</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koei/default.aspx">koei</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tecmo/default.aspx">tecmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco/default.aspx">namco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/neversoft/default.aspx">neversoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xseed/default.aspx">xseed</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/midway/default.aspx">midway</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bioshock+2/default.aspx">bioshock 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square+enix/default.aspx">square enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+iii/default.aspx">street fighter iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/take+two/default.aspx">take two</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/beyond+good+_2600_amp_3B00_+evil+2/default.aspx">beyond good &amp;amp; evil 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+world+end+with+you/default.aspx">the world end with you</category></item><item><title>Looking Ahead: 10 Wii Games that I'm Looking Forward To in 2009.  part 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/17/looking-ahead-10-wii-games-that-i-m-looking-forward-to-in-2009-part-2.aspx</link><pubDate>Wed, 17 Dec 2008 21:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:156533</guid><dc:creator>Amber Ahlborn</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=156533</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/17/looking-ahead-10-wii-games-that-i-m-looking-forward-to-in-2009-part-2.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/12/16-22/New%20Year%20Wii.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/12/16-22/New%20Year%20Wii.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Everybody is making lists this time of year (and checking them twice) so I figured I&amp;#39;d get in on the act.  While most of the lists I&amp;#39;m seeing pop up reflect on games of the past year, I figured I&amp;#39;d wish ya&amp;#39;ll an early Happy New Year and knock off a couple lists of games I&amp;#39;m looking forward to in 2009.
&lt;br /&gt;&lt;br /&gt;
Continued from part 1...
&lt;br /&gt;&lt;br /&gt;
5. &lt;i&gt;Final Fantasy Crystal Chronicles: Echoes of Time&lt;/i&gt; – It&amp;#39;s about damn time.  The much disparaged original &lt;i&gt;Chrystal Chronicles&lt;/i&gt; on the Gamecube was a great game crippled by a poorly considered play mechanic.  I&amp;#39;m looking forward to seeing how this one is improved.
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
4. &lt;i&gt;Marble Saga: Kororinpa&lt;/i&gt; – Better than &lt;i&gt;Monkey Ball&lt;/i&gt;.  Well okay, the first &lt;i&gt;Monkey Ball&lt;/i&gt; was pretty good but after that...
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
3. &lt;i&gt;Sonic &amp;amp; The Black Knight &lt;/i&gt;– &lt;i&gt;Secret Rings&lt;/i&gt; was solid step in the right direction for the Sonic series.  Here&amp;#39;s hoping&lt;i&gt; Black Knight&lt;/i&gt; keeps on stepping.
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
2. &lt;i&gt;Sin and Punishment 2&lt;/i&gt; – Assuming it makes it out in 2009.  This game, if it&amp;#39;s anything like the first, will kick major ass.
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
1. &lt;i&gt;Ghostbusters&lt;/i&gt; – Hey, if Luigi armed with a vacuum cleaner can make a reasonably entertaining ghost hunting game, then playing with the experts should really rock, yeah?
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
This list is hardly exhaustive and no doubt other games not highlighted here will come out and blow me away.  Still, from the perspective of speculation, these titles look promising and worth anticipating their releases.  Now to compile my DS list...
&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related Links:  
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/17/looking-ahead-10-wii-games-that-i-m-looking-forward-to-in-2009-part-1.aspx" target="_blank"&gt;Looking Ahead: 10 Wii Games that I&amp;#39;m Looking Forward To in 2009. part 1
&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/09/derricks-top-13-games-of-2008-part-1.aspx" target="_blank"&gt;Derrick&amp;#39;s Top 13 Games of 2008 - Part 1
&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/10/2009-predictions-the-end-of-lists.aspx" target="_blank"&gt;Top 5 Reasons Why 2009 Will Bring the End of Lists
&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=156533" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/amber+ahlborn/default.aspx">amber ahlborn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sonic+the+hedgehog/default.aspx">sonic the hedgehog</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kororinpa/default.aspx">kororinpa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sin+and+punishment/default.aspx">sin and punishment</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/top+10/default.aspx">top 10</category></item><item><title>Wet is All… Oh, Nevermind</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/09/wet-is-all-oh-nevermind.aspx</link><pubDate>Tue, 09 Dec 2008 23:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:154480</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=154480</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/09/wet-is-all-oh-nevermind.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/12/08-15/wet.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/12/08-15/wet.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;While it was certainly distressing that promising games like &lt;i&gt;Ghostbusters: The Videogame&lt;/i&gt; and &lt;i&gt;The Chronicles of Riddick: Assault on Dark Athena&lt;/i&gt; fell into no-publisher limbo following Activision’s axing of Sierra Games’ line-up, we knew it wouldn’t be long before some intrepid business would give those wayward titles a home. (Of course, Sierra’s most promising game, &lt;i&gt;Brutal Legend&lt;/i&gt;, is still homeless. Boo.) Some games lost in the fire sale, however, should probably stay lost. Take, for example, A2M’s ludicrously named &lt;i&gt;Wet&lt;/i&gt;. &lt;i&gt;Wet &lt;/i&gt;trades in the same bombastic violence and stars the same sort of big breasted protagonist as Hideki Kamiya’s &lt;i&gt;Bayonetta&lt;/i&gt;, but has, from the looks of this game footage, none of that game’s humor or eccentricity. The game actually looks very similar to the John Woo and Midway collaboration &lt;i&gt;Stranglehold&lt;/i&gt;, with an almost identical slow motion trick-shooting system. The difference? A Quentin Tarantino-style soundtrack and grainy film filter! Oh yeah, and Chow Yun Fat has been replaced by a lady in impossibly tight clothing. 
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
Word is A2M is still hoping &lt;i&gt;Wet &lt;/i&gt;finds a new publishing home. Either they need to spend a whole lot more time polishing this game up or they should go back to making&lt;i&gt; Lizzie McGuire&lt;/i&gt; DS games.
&lt;br /&gt;&lt;br /&gt;
Such a shame. The original trailer for &lt;i&gt;Wet &lt;/i&gt;was pretty sweet.
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
(Link: &lt;a href="http://www.nextgenplayer.com/2008/12/exclusive-8-minutes-of-wet-gameplay.html"&gt;NextGenPlayer&lt;/a&gt; via &lt;a href="http://www.neogaf.com/forum/showthread.php?t=344690"&gt;NeoGAF&lt;/a&gt;)
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related links:&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/face-off-bayonetta-and-the-merits-of-exploitation-part-1.aspx"&gt;Face-Off: Bayonetta and the Merits of Exploitation&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/03/ghostbusters-peter-venkman-walter-peck-the-world-is-just.aspx"&gt;Ghostbusters. Peter Venkman. Walter Peck. The World is Just.
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=154480" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/hideki+kamiya/default.aspx">hideki kamiya</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bayonetta/default.aspx">bayonetta</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sierra/default.aspx">sierra</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/midway/default.aspx">midway</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/brutal+legend/default.aspx">brutal legend</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+woo/default.aspx">john woo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chronicles+of+Riddick/default.aspx">chronicles of Riddick</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wet/default.aspx">wet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghostbusters+the+videogame/default.aspx">ghostbusters the videogame</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/a2m/default.aspx">a2m</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/assault+on+dark+Athena/default.aspx">assault on dark Athena</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/stranglehold/default.aspx">stranglehold</category></item><item><title>Ghostbusters. Peter Venkman. Walter Peck. The World is Just.</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/03/ghostbusters-peter-venkman-walter-peck-the-world-is-just.aspx</link><pubDate>Thu, 04 Dec 2008 00:15:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:152445</guid><dc:creator>John Constantine</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=152445</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/03/ghostbusters-peter-venkman-walter-peck-the-world-is-just.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/12/01-07/You%20can%20have%20it%20your%20way,%20Dr%20Venkman.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/12/01-07/You%20can%20have%20it%20your%20way,%20Dr%20Venkman.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;There is a reason that this new trailer for Ghostbusters: The Videogame is not getting posted under the Trailer Review banner: I am completely incapable of judging this game with any kind of objectivity. Don’t you see? It has Walter Peck, a William Atherton voiced Walter Peck, cowering in fear and then getting possessed by a ghost. It has the Stay Puft Marshmallow Man tossing police cars about Manhattan and Ray Stantz, a Dan Ackroyd voiced and written Ray Stantz, saying it isn’t his fault this time. It has Peter Venkman.
&lt;br /&gt; &lt;br /&gt;
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&lt;br /&gt; &lt;br /&gt;
It’s true, your honor. This game is amazing.
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links: &lt;/b&gt;&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx"&gt;Films to Games: Ghostbusters Really is Ghostbusters 3! &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/19/film-to-games-ghostbusters-is-the-beginning-of-a-hopefully-beautiful-friendship.aspx"&gt;Film to Games: Ghostbusters is the Beginning of a (Hopefully) Beautiful Friendship&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/03/dear-world-find-ghostbusters-a-new-publisher-immediately.aspx"&gt;Dear World, Find Ghostbusters a New Publisher Immediately&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=152445" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/trailer+review/default.aspx">trailer review</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dan+ackroyd/default.aspx">dan ackroyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bill+murray/default.aspx">bill murray</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/william+Atherton/default.aspx">william Atherton</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/walter+peck/default.aspx">walter peck</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ghostbusters+3/default.aspx">ghostbusters 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/stay+puft/default.aspx">stay puft</category></item><item><title>Ceci N'Est Pas Une 1-Up: The Surrealist Future of Postpunk Gaming</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/ceci-n-est-pas-une-1-up-the-surrealist-future-of-postpunk-gaming.aspx</link><pubDate>Thu, 13 Nov 2008 21:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:146339</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=146339</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/ceci-n-est-pas-une-1-up-the-surrealist-future-of-postpunk-gaming.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/08-15/none%20of%20my%20clocks.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/08-15/none%20of%20my%20clocks.JPG" align="left" border="0" alt="" /&gt;&lt;/a&gt;While reading &lt;i&gt;Rip It Up and Start Again&lt;/i&gt;, Simon Reynolds’ sharp history of postpunk, I started thinking about videogames. I’m nothing if not predictable, I know. There’s a slight corollary between the gaming zeitgeist and punk rock. Not politically, of course. Videogames are, at least popularly, more conservative today than they’ve ever been. Just look at Bobby Kotick’s reasoning for dropping &lt;i&gt;Brutal Legend&lt;/i&gt; and &lt;i&gt;Ghostbusters &lt;/i&gt;from Activision’s release schedule: &amp;quot;[Those games] don&amp;#39;t have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises.” I realize that Activision is in the business of making money and not artifacts to inspire the human soul, but publicly stating that your publishing ethos is assembly-line-production makes it difficult to assess the creative merits of &lt;i&gt;Guitar Hero: Buy This One Too, Just ‘Cause&lt;/i&gt;. 
&lt;br /&gt;&lt;br /&gt;
No, videogames in 2008 are, like punk rock in 1974, taking a medium that’s become marked by excess and stripping it back to its most basic. Even beyond Capcom’s retro efforts and traditional two-dimensional, genre exercises (&lt;i&gt;Braid&lt;/i&gt;, &lt;i&gt;Castle Crashers&lt;/i&gt;) on Xbox Live, designers like DICE are trying to keep games simple and raw. &lt;i&gt;Mirror’s Edge&lt;/i&gt;, for all of its visual polish, uses only three buttons for the bulk of its action and the game’s goals are uncomplicated (run to, run away.) Games are also trying to put the power of creation back into the audience’s hands. &lt;i&gt;Halo 3&lt;/i&gt;’s Forge, &lt;i&gt;LittleBigPlanet&lt;/i&gt;, and Maxis’ &lt;i&gt;Spore &lt;/i&gt;might not be putting players into the guts of design, but they are inlets for everyone to make their own games. You don’t need to know how to play guitar to rock, and you don’t need to know C++, or draw, or write to make a game. Add these mainstream juggernauts to the booming independent dev scene, the confrontational tedium of games like &lt;i&gt;No More Heroes&lt;/i&gt; (as Goichi Suda says, punk’s not dead,) and we may look back on the 2010s as gaming’s punk rock era. But how does punk lead to postpunk, the rebellion of aestheticism through the surreal and the futurist against the simplistic and traditional? What would that game even look like?
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/08-15/deus1.gif"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/08-15/deus1.gif" align="right" border="0" alt="" /&gt;&lt;/a&gt;Modern gaming’s genesis came during postpunk’s six year lifespan and the two, strangely enough, shared many of the same audio/visual tics. But where postpunk’s visual tendency toward angular, primary colored geometry and aural predilection for jittery electronics and propulsive bass lines were born of artistic statement, videogames came to them out of necessity. This is why envisioning a surrealist gaming experience is problematic; the hallmarks of surreal a/v media are traditionalist hallmarks in games. While a game like &lt;a href="http://www.edge-online.com/magazine/the-making-of%E2%80%A6deus-ex-machina"&gt;&lt;i&gt;Deus Ex Machina&lt;/i&gt;&lt;/a&gt;, Mel Croucher’s 1984 Spectrum title – a game that could very well have been a &lt;a href="http://en.wikipedia.org/wiki/Fast_Product"&gt;Fast Product Records&lt;/a&gt; release a few years before – look like ready examples of surrealist design, but were it released today, it would look like little more than retro fetishism. In order for a game to be successfully surrealist, its mode of expression will have to be tied directly to play and not traditional presentation. The game has to subvert expectation based on established mechanical tropes to garner the desired subconscious effect. The seeds for this are out there, in places you might not expect. Mario tends to be associated with childlike psychedelia, but the manipulation of perspective and gravity in &lt;i&gt;Super Mario Galaxy&lt;/i&gt; are a larval form of potential surrealist play; for twenty years, Mario would die if he jumped into a void, and here the void propels him to new heights. 
&lt;br /&gt;&lt;br /&gt;
A game can be most anything the designer wants it to be. In the coming years, the most difficult task for both designers and players will be looking backward, seeing what games are and have been, and figuring how they can break them to create something brand new for the future. Punk play to postpunk to whatever comes next. Now if only we could figure out how to get the vital social commentary in there… 
 &lt;br /&gt;&lt;br /&gt;
(Thanks to &lt;a href="http://www.1up.com/do/newsStory?cId=3171153"&gt;1UP&lt;/a&gt; for the Bobby Kotick quote and &lt;a href="http://www.edge-online.com/magazine/the-making-of%E2%80%A6deus-ex-machina"&gt;Edge Online&lt;/a&gt; for the Deus Ex Machina retrospective)
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related links: 
&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/31/yeah-but-is-it-art-it-will-never-be-the-same.aspx"&gt;&lt;br /&gt;
Yeah, But Is It Art?: It Will Never Be the Same&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/08/kenji-eno-is-a-mule-of-epic-proportions.aspx"&gt;Kenji Eno Is a Mule of Epic Proportions&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/31/far-out-man.aspx"&gt;Far Out, Man&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/30/easy-access.aspx"&gt;Easy Access
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=146339" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/little+big+planet/default.aspx">little big planet</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dice/default.aspx">dice</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/no+more+heroes/default.aspx">no more heroes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/halo+3/default.aspx">halo 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/guitar+hero/default.aspx">guitar hero</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spore/default.aspx">spore</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+galaxy/default.aspx">super mario galaxy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/spectrum+zx/default.aspx">spectrum zx</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mirror_1920_s+edge/default.aspx">mirror’s edge</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/goichi+suda/default.aspx">goichi suda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bobby+kotick/default.aspx">bobby kotick</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dues+ex+machine/default.aspx">dues ex machine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/maxis/default.aspx">maxis</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/simon+Reynolds/default.aspx">simon Reynolds</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/punk/default.aspx">punk</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rip+it+up+and+start+again/default.aspx">rip it up and start again</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/postpunk/default.aspx">postpunk</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/brutal+legend/default.aspx">brutal legend</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/best+of+2008/default.aspx">best of 2008</category></item><item><title>Dear World, Find Ghostbusters a New Publisher Immediately</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/03/dear-world-find-ghostbusters-a-new-publisher-immediately.aspx</link><pubDate>Fri, 03 Oct 2008 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:133363</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=133363</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/03/dear-world-find-ghostbusters-a-new-publisher-immediately.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/01-07/Feelings%20Of%20Dread%20In%20My%20Basement%20and%20Attic.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/01-07/Feelings%20Of%20Dread%20In%20My%20Basement%20and%20Attic.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;I’m almost glad that &lt;i&gt;Ghostbusters: The Videogame &lt;/i&gt;isn’t coming out this fall. If it were, I most likely wouldn’t be paying attention to anything else coming out. My fondness for the franchise and all of its characters goes beyond mere childhood memory; &lt;i&gt;Ghostbusters &lt;/i&gt;borders on a bonafide language between me and my older brother. Hell, not two weeks ago, Gabe and I had an hour long conversation about the merits of socialism using only quotes from the original movie:
&lt;br /&gt; &lt;br /&gt;
John: “It’s true, your honor. This man has no dick.” (“&lt;i&gt;That is not a valid point, dear sibling.&lt;/i&gt;”)
&lt;br /&gt; &lt;br /&gt;
Gabe: “You can have it your way, Doctor Venkman.” (“&lt;i&gt;I concede. Perhaps our current plight reveals the true flaw of free market economics.&lt;/i&gt;”)
&lt;br /&gt; &lt;br /&gt;
John: “I’m going to send him a nice fruit basket.” (“&lt;i&gt;Let us agree to disagree and drink on the matter!&lt;/i&gt;”)
&lt;br /&gt; &lt;br /&gt;
After getting a look at the game in action this passed summer, I’m also glad that the game’s had a bit more time in the oven. The play was tight but was clearly months away from perfection. The dialogue, too, was perfect. Hearing Harold Ramis, Dan Ackroyd, and Ernie Hudson talking in my ear got me downright giddy. But there was no Murray yet and I was starting to worry that his involvement was going to be more limited than we were led to believe. Of course, &lt;a href="http://kotaku.com/5058710/ghostbusters-game-puts-a-song-in-bill-murrays-heart"&gt;this video here lays those fears squarely to rest&lt;/a&gt;. Bill Murray tells his-baldness Al Roker that his experience making the game revitalized his enthusiasm for Peter Venkman to the point that he was uncontrollably singing the titular Ray Parker Jr. song as he walked down the street.
&lt;br /&gt; &lt;br /&gt;
How can you resist when the surliest dude in Hollywood is excited?
&lt;br /&gt; &lt;br /&gt;
Please, world, get this game back into the hands of a loving publisher. Then deliver its goodness to me in short order.
&lt;br /&gt; &lt;br /&gt;
(Link: &lt;a href="http://kotaku.com/5058710/ghostbusters-game-puts-a-song-in-bill-murrays-heart"&gt;Kotaku&lt;/a&gt;)
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links: &lt;/b&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx"&gt;Films to Games: Ghostbusters Really is Ghostbusters 3! &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/film-to-games-ghostbusters-is-the-beginning-of-a-hopefully-beautiful-friendship.aspx"&gt;Film to Games: Ghostbusters is the Beginning of a (Hopefully) Beautiful Friendship &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/18/games-to-movies-why-is-it-so-gad-danged-hard.aspx"&gt;Games to Movies: Why Is It So Gad-Danged Hard?
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=133363" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bill+murray/default.aspx">bill murray</category></item><item><title>Films to Games: Ghostbusters Really is Ghostbusters 3!</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx</link><pubDate>Mon, 16 Jun 2008 20:20:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:101877</guid><dc:creator>John Constantine</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=101877</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/films-to-games-ghostbusters-really-is-ghostbusters-3.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/06/16-22/ghostbusters.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/06/16-22/ghostbusters.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
So be good, for goodness’ sake! Wooooaaaaahhh ohhhhh. Somebody’s coming! Let me be the first to tell you that even watching the new &lt;i&gt;Ghostbusters &lt;/i&gt;game leads to uncontrollable quoting. During 61FPS’ visit with Sierra last Wednesday, we got to wash &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/13/50-cent-get-rich-or-banned-by-parent-groups-trying.aspx"&gt;the taste of &lt;i&gt;50 Cent: Blood on the Sand&lt;/i&gt; out of our mouth&lt;/a&gt; with a demonstration of the sequel that’s been twenty years coming. &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/film-to-games-ghostbusters-is-the-beginning-of-a-hopefully-beautiful-friendship.aspx"&gt;About a month back, I talked about the momentousness of &lt;i&gt;Ghostbusters: The Game&lt;/i&gt;’s development&lt;/a&gt; as a collaboration between developers Terminal Reality and franchise creators Dan Ackroyd and Harold Ramis. From the brief look we got, I can say wholeheartedly that the collaboration is a success. Whether or not &lt;i&gt;Ghostbusters&lt;/i&gt; turns out to be an excellent game start to finish, its look and tone are pitch perfect, in many ways a more recognizable follow-up to the original film than &lt;i&gt;Ghostbusters 2&lt;/i&gt; was. Of course, the Library of New York setting in this demo, and the appearance of its resident ghoul librarian, helped reinforce the association. The voiceovers here were final (Bill Murray’s Pete Venkman was conspicuously absent) and while the dialogue was largely comprised of incidental quips and instructions made during play, it gave the impression that Ackroyd and Ramis still have a keen sense of their characters. The gameplay itself is an interesting take on the over-the-shoulder 3D shooting that’s become the genre standard since&lt;i&gt; Resident Evil 4&lt;/i&gt;. Small ghosts are destroyed by shots but bosses are lassoed and wrestled as they are in the films, &lt;a&gt;recalling GameRepublic’s &lt;i&gt;Folklore &lt;/i&gt;in action&lt;/a&gt;. While Derrick and Pete thought Ghostbusters visuals weren’t too hot at this point, I thought it looked great. Then again, as you might have been able to tell, I’m a little biased.
&lt;br /&gt;&lt;br /&gt;
Related Links:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/13/50-cent-get-rich-or-banned-by-parent-groups-trying.aspx"&gt;

50 Cent: Get Rich or Banned By Parent Groups Trying&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/film-to-games-ghostbusters-is-the-beginning-of-a-hopefully-beautiful-friendship.aspx"&gt;
Film to Games: Ghostbusters is the Beginning of a (Hopefully) Beautiful Friendship&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=101877" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/games+to+film/default.aspx">games to film</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/resident+evil/default.aspx">resident evil</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dan+ackroyd/default.aspx">dan ackroyd</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Harold+ramis/default.aspx">Harold ramis</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/50+cent/default.aspx">50 cent</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/folklore/default.aspx">folklore</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/terminal+reality/default.aspx">terminal reality</category></item><item><title>Film to Games: Ghostbusters is the Beginning of a (Hopefully) Beautiful Friendship</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/film-to-games-ghostbusters-is-the-beginning-of-a-hopefully-beautiful-friendship.aspx</link><pubDate>Mon, 19 May 2008 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:94190</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=94190</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/film-to-games-ghostbusters-is-the-beginning-of-a-hopefully-beautiful-friendship.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/ghostbusters.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/ghostbusters.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Strange things are afoot at the Circle K. Time was that the relationship between film and videogames was one of extremes: games poached the narrative framing devices of film in an effort to grow as a medium and film poached the intellectual properties of games to make garbage movies and a quick buck. However, this relationship is morphing into something far more powerful: artistic collaboration. Even beyond Steven Spielberg and Peter Jackson’s consulting work on titles like &lt;a href="http://www.ea.com/boomblox/"&gt;&lt;i&gt;Boom Blox&lt;/i&gt;&lt;/a&gt; and &lt;i&gt;King Kong&lt;/i&gt;, filmmakers and game designers are now working directly with one another to produce videogames with sophisticated design alongside the sophisticated so often missing in games. &lt;a href="http://www.terminalreality.com/"&gt;Terminal Reality&lt;/a&gt;’s upcoming &lt;i&gt;Ghostbusters&lt;/i&gt; game, a true sequel to 1989’s &lt;i&gt;Ghostbusters 2&lt;/i&gt;, is going to be one of the first games to truly benefit from this crossover. Not only have all the principal characters agreed to resume their roles, but Dan Ackroyd and Harold Ramis are penning the script themselves. In an interview with our esteemed colleagues over at Gamasutra, &lt;a href="http://www.terminalreality.com/"&gt;Terminal Reality&lt;/a&gt; president Mark Randel discusses the benefits of partnering directly with the creators to produce superior work.
&lt;br /&gt;&lt;br /&gt;&lt;i&gt;
Harold Ramis is co-writing the script. And Dan Aykroyd is really the main guy behind the script and the equipment in the Ghostbusters video game. He&amp;#39;s been a really big facilitator, helping bring all of the parties together. 
&lt;br /&gt;&lt;br /&gt;
Multiple people own the Ghostbusters intellectual property, so he&amp;#39;s been a really big facilitator in getting everybody together, getting Harold and the other guys back to discuss it, and bringing him onto the project and working on the script, and making sure the game is [on track].
&lt;br /&gt;&lt;br /&gt;
Ghostbusters has a very serious tone, and that&amp;#39;s something that Dan pointed out to us when we were making the game. The comedy is funny because the characters are very serious about what they do, and then they have deadpan comedic timing. And we just would not have that without Dan&amp;#39;s involvement. 
&lt;br /&gt;&lt;br /&gt;
Plus he&amp;#39;s been really helpful in coming up with and naming all the equipment in the game, so all of the story, the characters, the equipment you use in the game - we hate to say &amp;#39;weapons&amp;#39;, because they&amp;#39;re more than just weapons - is directly created by the original creators of the Ghostbusters franchise.
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
At this point, &lt;i&gt;Ghostbusters&lt;/i&gt; is looking beautiful, capturing the distinct aesthetic of the source material and early word from anyone who’s played it is that its feels as good as it looks. The writing, acting, and narrative are still unknown quantities but it’s pretty much a guarantee that it will be better than &lt;i&gt;Ghostbusters 2&lt;/i&gt;.
&lt;br /&gt;&lt;br /&gt;
Head over to &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=18671"&gt;Gamasutra&lt;/a&gt; for the whole shebang and, for more discussion on the future of filmmaker-game designer collaboration, check out &lt;a href="http://blog.newsweek.com/blogs/levelup"&gt;N’Gai Croal&lt;/a&gt;’s discussions with &lt;a href="http://blog.newsweek.com/blogs/levelup/archive/2008/03/11/the-cory-barlog-interview-part-i.aspx"&gt;Cory Barlog&lt;/a&gt; and &lt;a href="http://blog.newsweek.com/blogs/levelup/archive/2008/03/12/the-george-miller-interview-part-i.aspx"&gt;George Miller&lt;/a&gt; about their upcoming &lt;i&gt;Mad Max&lt;/i&gt; project.
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