Wii Ghostbusters (Atari)

General_Guy

Power Member
Ghostbusters (Wii)

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Hands-On Gamespot
We came, we saw, we played a new level of Atari's new ghostbusting adventure.

Spengler. Stantz. Zeddemore. Venkman. And you. Welcome to your new job as the fifth Ghostbuster in Atari's upcoming video game adaption of the hit '80s movie series, Ghostbusters: The Video Game. The publisher, who acquired publishing rights to the game after it was sold off by Activision, showed off the latest build of the game at a recent press event. It was the first time we'd seen the game since E3, and, based on our time with the game, it seems like developers at Terminal Reality (and Red Fly Studio, which is handling the Wii version) have been keeping their heads down and focused on the ghosts, despite the game's publishing turmoil.

Unofficially billed by producers as the "third Ghostbusters movie," Ghostbusters: The Video Game is set two years after Ghostbusters II and finds the four original Ghostbusters in pretty good standing with New York City and its citizens. However, because catching ghosts isn't cheap, the city government decides to bring in some oversight to the 'busters operation in the form of Walter Peck, the quartet's bureaucratic nemesis in the original movie. Peck will be in charge of Ghostbusters oversight, constantly keeping the heroes aware of the ever-increasing costs of doing their particular form of business.

Atari was showing off both the 360 and Wii versions of Ghostbusters, and each version of the game featured a slightly different take on the same level. In the level, the Ghostbusters are in the familiar setting of the New York Public Library, investigating the elderly paranormal librarian (who happens to be the first ghost encountered in the original movie). Just as in the movie, it's only a matter of time before the ghost's calm demeanor turns ugly in a big way.
Before the librarian blew her top, however, we got chance to check out the basics of gameplay and combat. Ghostbusters is a third-person action game, with a camera that sits just over the shoulder of your character, giving you a view not just of the action happening in front of you, but also your proton pack, the nuclear-powered high-tech gizmo that serves as your weapons arsenal. As in the movies, the proton pack is used to fire a stream of energy with which you can wrangle rogue ghosts into a trap. The proton pack in the games is more flexible than the one used in the film, and you'll be able to upgrade your pack as you make your way through the game. These different weapon types include a stasis stream that you can use to freeze a ghost, or a shock blast you can use to defeat them. Your proton pack will also clue you in to your character's remaining health and other vital information.

You'll need to make full use of the proton pack in Ghostbusters because in addition to trapping ghosts, you'll also be fighting enemies as you make your way through the levels. As we made our way through the library level, we fought several spirits that took on physical presence by forming makeshift bodies with the many books scattered on shelves; a quick blast of the proton pack was all it took to bring them down.

Destroying ghosts is fun but your main goal in the game will be trapping certain spirits that are causing trouble. In the both the 360/PS3 and the Wii version, you'll first need to capture your ghost in the stream emanating from your proton pack. You can also stun the ghosts once they're caught by slamming them to the ground. The mechanics for trapping ghosts differes depending on the version you're playing. In the 360/PS3 game, you'll use a combination of the analog sticks and the triggers; over on the Wii, things get a bit more complicated. Aiming the stream is as simple as pointing your Wii Remote--but once a ghost is caught, an arrow will appear on either side of the aiming reticule, indicating which way you need to move the remote to wrangle your ghostly target. It took us several tries to get it right, and while it might get easier with practice, we wouldn't mind if the developer went back and re-examined this aspect of the controls.

Controls are the big differentiator between the 360/PS3 versions of Ghostbusters and the Wii game, but it isn't the only difference. Unlike the 360/PS3 game, which is going for an exaggerated realism, the Wii version has a more cartoonish presentation, with stylized characters and slightly less menacing-looking monsters. Even though both games cover largely the same territory in terms of levels and dialogue, the Wii game is obviously being aimed at a younger crowd. Both versions will also feature the impressive damage effects, where seemingly every wall, column, or piece of furniture you blast with your proton pack will suffer accordingly.

With full involvement from the original cast members Dan Akroyd (The Blues Brothers, Earth vs. the Spider), Bill Murray Lost in Translation, Garfield: The Movie, Ernie Hudson (Oz, Best of the Best: Without Warning), and Harold Ramis (Stripes, Orange County), there's little doubt that this game has the Ghostbusters cred. What remains to be seen is if the game makes busting ghosts as much fun as it seemed in the original movies. We'll know when the game makes its release in 2009, likely just in time to coincide with the 25th anniversary of the original movie.

Imagens

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Última edição:
Even though both games cover largely the same territory in terms of levels and dialogue, the Wii game is obviously being aimed at a younger crowd.

Começo a ficar farto deste tipo de abordagem para a Wii em jogos destinados às 3 consolas!:grumpy:
Dou graças a jogos como No MOre Heroes, Madworld, Cursed Mountain, Fatal Frame IV, Deadly Creatures... Se calhar nem estamos mal servidos quanto a este tipo de jogos. :p

Também não é jogo que me desperte o mínimo interesse. Ghostbusters está tão "out" (80's), mesmo para mim! :-D
 
Hands-on do Joystiq:

The Wii version, as we've noted in the past, has adopted a stylized cartoon look, and we liked it. We played through the library level yet again, with some changes here and there. One example was an invisible walkway that appeared to be a "leap of faith," unless we equipped our PKE goggles, in which case we could see it with ease.

Using the Wii Remote to control the proton stream was far and away the most exciting aspect of the Wii version. It was precise and simply felt right. So did deploying a ghost trap by swinging the Nunchuk in a bowling motion. The PS3 version uses motion controls as well (they're optional) for capturing ghosts, but they were nowhere near as satisfying.

(...)

At this point, our pick for the best-playing version goes to the Wii, hands-down. The PS3/360 build obviously looked far better, but capturing ghosts felt too hit-or-miss, to the point of being somewhat frustrating.
Fonte: http://www.joystiq.com/2008/12/09/joystiq-hands-on-wii/
 
Imagens:

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ONM Preview:

Ghostbusters
Bustin' makes Wii feel good

There was a point when things were looking bad for Ghostbusters: The Videogame. When publisher Activision merged with Vivendi Games to form Activision Blizzard, it was decided that some of Vivendi's upcoming releases would be scrapped. Ghostbusters was one of these games. As a result, it lingered in development hell for six months until the kind folks at Atari finally picked it up. It's a good job they did, because it's looking top-notch.

If you've never seen the two Ghostbusters movies before then your life is incomplete. Go rent them now, then come back and read this preview. We'll wait for you. Done? Brilliant, weren't they? Told you. That's why Ghostbusters: The Videogame is such a big deal, because according to cast member Dan Aykroyd it's essentially Ghostbusters III.

Spook's Cranny
It's set two years after the events of Ghostbusters II - you know, the one with the Statue of Liberty coming to life and the ghost in the painting who causes grief for that lawyer guy from Ally McBeal. During another increase in paranormal activity, Egon and Ray hire a trainee Ghostbuster to test their new equipment (as you've probably guessed, this is who you'll be playing as in the game). This paranormal activity coincides with the launch of an exhibit about Gozer, the god of destruction who tried to destroy the world in the first film, so the Ghostbusters decide to investigate.

When it comes to authenticity, many film-based games often drop the ball. Maybe the game has rubbish voice-acting, or the levels and enemies don't really have anything to do with the film they're based on. This definitely isn't the case with Ghostbusters. For starters, there's full voice acting by most of the original cast including Bill Murray (Pete), Dan Aykroyd (Ray), Harold Ramis (Egon), Ernie Hudson (Winston), Annie Potts (Janine) and more. The game also sees you zapping a wide variety of ghosts from both films. These range from main ghosts like Gozer, Vigo (the aforementioned painting spook), Slimer and - everyone's favourite - the Stay Puft Marshmallow Man, to others like the librarian ghost from the start of the first movie and the Scoleri Brothers, the ghosts who appear in the courtroom in Ghostbusters II.

As if all that wasn't enough, the actual script for the game has been written by Harold Ramis and Dan Aykroyd, who not only play Egon and Ray but also wrote the first two Ghostbusters films as well. It's safe to say that if you're looking for the true Ghostbusters experience, this game promises to provide it.

Bustin' For A Wii
One thing you'll notice by looking at the screens is that Ghostbusters has a pretty unique graphical style. Instead of going for hyper-realism, the Wii version of Ghostbusters is aiming for more of a comedic, cartoony look with exaggerated caricatures of each 'buster and ghosts that will have you chuckling as you round them up and send them packing.

The gameplay itself takes the form of a third-person action game, where you play as the new Ghostbuster apprentice. As you play through the game you'll have to catch various ghosts using the traditional Ghostbusters method: zap them with your proton pack to keep them tangled up, then slide your ghost trap under them and step on the pedal to suck them into the trap. Hey presto, job done. The proton pack's a fairly powerful piece of kit so if you don't watch where you're aiming you could do a lot of damage to the fully destructible environments. As you trap more ghosts and progress through the game you can upgrade your proton packs and your traps until you're pretty much the Rambo of the spectre-hunting industry.

This could finally be the truly definitive Ghostbusters experience, the sort of thing we've been waiting for ever since we used to run about with toy ghost traps and played with plastic Marshmallow Men. Anyone who's familiar with the films should know exactly why this game could be great. And if you're among the few who haven't seen the films yet (seriously, that's just unacceptable) then we seriously recommend you don't ignore our previous advice. You've still got a few months to catch up and get those great movies watched before the game hits the shelves. No excuses.
Fonte: http://www.officialnintendomagazine.co.uk/article.php?id=7030


EDIT: Entrevista:

NYCC: Ghostbusters Impression and Hands On

This weekend I was lucky enough to attend and cover the fourth annual New York Comic Con, which was located at the Jacob Javits Center in New York City. During the Con I met with a lot of wonderful developers who talked with passion and excitement about their games. There I met James of Red Fly Studio; Red Fly Studio being responsible for the upcoming Ghostbuster game on the Wii. James and I talked about a lot of things, story wise aspects, control aspects, and finally puts the nail in the coffin about the Wii version being a PS2 port. So if you want to know the what is going down in ghost busters hit the jump.

As we all already know, the Wii version of the Ghostbusters features unique cartoony deformed characters style as compared to the hi-resolution HD versions models. However, the Ghostbusters on the Wii makes up for that in terms of actual gameplay. As the controls are uniquely mapped to the WiiMote and Nunchucks and makes excellent use of the controllers built in gyroscopes.

The first thing that should be noted about the game is that, when you are using the Wii controls it actually feels like you are in control of the gear made by Egon. Holding the Wii mote also makes it feel like you are controlling a proton pack, as you point at the screen and slam the ghosts around with the beams. Also, when you make a bowling motion with the nunchuck the character you are playing actually throws out one of the ghost containment traps. While the proton pack can destroy most of the early weaker enemies, when you see ghosts similar to slimer you have to stun them and capture them with a trap. Which makes it feel like you are using the equipment to the best of your ability and are an actual Ghostbuster. Along with this equipment in the game, there is also a few experimental devices that are added like the “Paragoggles” which works like an advanced EKG meter.

The Paragoggles are one newer item that the player will use to solve most puzzles and use to track ghosts around the game. As they allow the player to see things that are not normally visible in the material plane. (lens of truth) This adds another puzzle element to the gameplay, which can also freak out someone playing with you when you are actually doing co-op mode.

The game features a very well done Co-Op split screen mode from what I heard from the developer. Although, not much information was released on how it will work or who will be playing who. The game allows for two players, which includes another new rookie character. As with story mode you are playing a rookie Ghostbuster, and each player will be playing either a (female or male) character; it was not specified if a selection of gender would be in the retail versions of the game. It was not released who you would be able to play with in the HD version either.

The Wii version was developed to exploit the console’s potential. Instead of making a down port of the HD versions. Red Fly Studio decided to make a totally different game that follows the same script of the other versions. You should look at it more like two different directors, using the same script to make a movie. The plot and story is there, it is just told different through the use of visual styles. The game still follows the same script which was wrote by both Dan Akroid and Harold Ramis. The Wii version will also feature all the same voice acting as well.

As with all systems and game development, Red Fly studio actually ran into some technical problems during development. The main problem was that the Wii didn’t have any shaders for them to use. (these morons clearly haven't heard of the TEV pipeline) So it posed a problem with transparent characters and various other graphical elements. However, they came up with an interesting solution and used some tricks with the fixed-function texture pipeline. So they worked really hard on that by messing around with the accessing of various in game assets. This helped with the various ghosts and some of the level design, adding a very detailed shine to some of the levels. However, the main difference between the PS2 and the Wii version is that the PS2 version is a port of the Wii.

The Playstation two version is actually a downgraded port of the Wii version, that has had some things cut out of it. Mostly the motion controls, and some story, gameplay and graphical elements have been changed. However, the superior version will be on the Wii. I made sure to double check this information with James of Red Fly, who set the record straight.

I would like to take this time to thank Atari and James of Red Fly studio for meeting with me at Comic Con, and I honestly cannot wait to play the full version when it is released. Is anyone looking forward to it now that we know that it was not just an upgraded port from the PS2? That it was the first version, and features superior graphics and controls?
Fonte: http://www.infendo.com/wii/nycc-ghostbusters-impression-and-hands-on/
 
ia para dizer que deveriam mas é ter usado os designs de the real ghostbusters mas até tá fixe (e mais semelhante aos actores originais)

estou em mesmo grande duvida qual jogo comprar. E eu até quero comprar o mais cedo possivel... ainda estou mais virado para a versão xbox mas a ideia de o wiimote ser uma proton gun...
 
das primeiras pas ultimas imagens faz uma grande diferença de graficos, ja ia paqui dizer mal mas melhorou no fim :P por acso tambem perfiro com este tipo de aspecto.
 
Este é daqueles jogos que não me interessa minimamente, mas é bom para quem queira comprar 1 jogo para os miudos.

Este pessoal tem um grande trauma com os "jogos para miúdos". Pá, compreendo que tenham ainda borbulhas a estalar na cara toda e que as bacanas ainda não olhem para vocês porque são feios demais, mas esse preconceito - infundado na maior parte das vezes - contra os "jogos para miúdos" parte-me todo.

Queriam o quê? Um jogo amaldiçoado pelo mestre Karamba em que sempre que estivessem a jogar e perdessem num nivel, uma maldição era despoletada e um fantasma saísse da consola e ceifasse a vida de um familiar ou de alguém das redondezas?

Ou será que preferiam comprar um jogo e este vir com um trolha das obras incorporado, e sempre que perdessem - ou ganhassem! - o tal trolha dava-vos um soco no estômago? É que isso sem dúvida que era de homem!

Geez.... que pessoal triste. Não gostam? Não compram. Mas também escusam de comentar porque sinceramente ninguém quer saber desse tipo de opiniões para nada. E prometo que se vieres para aqui dizer que "já tens" 18 ou 19 anos eu me atiro contra um arbusto cheio de picos. Mesmo à homem!
 
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