terminal-reality
November 5th, 2009 at 01:29pm
Under Xbox 360
Wait a minute. Now we’re confused. We thought one of the major development incentives for joining the motion revolution was to conserve resources in the production department. When your players are busy flailing and flapping — surging with euphoric endorphins — they don’t exactly notice that you’ve scaled back on the fancy schmancy rendering and physics; all that excessive cutting edge tech. Heck, they’d barely notice if you repurposed and resold them a game you’d made 5 years ago.
Motion control, man, it’s about getting back to our roots — a simpler time — when games were, like, about connecting with our bodies, you know? So when we caught wind of a job opportunity posted by Ghostbusters developer Terminal Reality and calling for experienced Xbox Live programmers to create “an exciting AAA Natal title,” we were sorta like, whoa, guys, you’re kinda missing the point.
Check this: “If you have a passion to create seriously high-quality action/adventure titles, we’re interested in hearing from you!” Really … passion? That makes it sound like there will be sweat involved — that’s the players’ job now. You guys gotta dial it down, maybe dig up some of that old BloodRayne code, put a little “kick-punch-slap” control in there … Save. Press. Box. Ship. Done.
[Via Shogun Gamer; thanks, Ian]
Terminal Reality seeking programmers for ’seriously high-quality’ Natal project originally appeared on Joystiq on Thu, 05 Nov 2009 12:29:00 EST. Please see our terms for use of feeds.
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Tags: aaa, jobs, natal, project-natal, terminal-reality, tri, xbox-live
By Mister-X
Continue Reading Terminal Reality seeking programmers for ’seriously high-quality’ Natal project
September 30th, 2009 at 11:50am
Under PSP
From the day Atari first announced it would be doing a new video game installment in the Ghostbusters franchise to the day said installment was released, we had to maintain a careful linguistic balancing act. We had to ration out quotes and references to the Ghostbusters films in our posts, working tirelessly not to exhaust our resources. We made it to the game’s release by the skin of our teeth — but earlier today, Atari did us the great discourtesy of announcing that the title is coming to PSP. We’ve just … we’ve got nothing left.
The debut trailer for the title is posted above. It looks like a fairly faithful recreation of the console versions, only, y’know, tinier. It’s got a launch window of November, meaning you can look forward to a month of uncreative, reference-free posts from our end. Just make sure you don’t … cross the … oh, forget it.
Atari announces Ghostbusters for PSP, we’re left speechless originally appeared on Joystiq on Wed, 30 Sep 2009 10:50:00 EST. Please see our terms for use of feeds.
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Continue Reading Atari announces Ghostbusters for PSP, we’re left speechless
Tags: atari, ghostbusters, redfly-studios, sony, terminal-reality
By Mister-X
Continue Reading Atari announces Ghostbusters for PSP, we’re left speechless
July 28th, 2009 at 07:00pm
Under Xbox 360
Since its June 16 release, Ghostbusters: The Video Game has managed to sell over one million copies in North America across all platforms. That’s a pretty big deal, doubly so for Atari, a company in dire need of some success. We can’t imagine what kind of hot water the company would be in if it couldn’t recoup some of that $15 – $20 million it cost to develop the game.
Over one million new Ghostbusters recruits in North America originally appeared on Joystiq on Tue, 28 Jul 2009 18:00:00 EST. Please see our terms for use of feeds.
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Tags: atari, ghostbusters, redfly, terminal-reality
By Mister-X
Continue Reading Over one million new Ghostbusters recruits in North America
July 27th, 2009 at 11:30am
Under Wii / Nintendo
Namco Bandai partners has announced that Ghostbusters will officially arrive on European Wii, DS and Xbox 360 consoles (and PCs) on October 23, according to VideoGamer.com. Thus far, the game has only been officially available for the PS3 and PS2 thanks to its initial European publisher, Sony. That said, the North American Xbox 360 version is reportedly not region-locked, allowing European gamers to import the title.
Still, for Nintendo and Xbox players longing for what Play Magazine calls the “best damn Ghostbusters game [they've] ever seen” (as opposed to the vastly superior version we were hoping for), the wait is going to be just a bit longer.
Non-Sony Ghostbusters releases dated in Europe originally appeared on Joystiq on Mon, 27 Jul 2009 10:30:00 EST. Please see our terms for use of feeds.
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Tags: atari, europe, ghostbusters, namco-bandai, namco-bandai-partners, pal, terminal-reality, Wii / Nintendo
By Mister-X
Continue Reading Non-Sony Ghostbusters releases dated in Europe
July 21st, 2009 at 06:50pm
Under Xbox 360
Ghostbusters: The Video Game has allegedly sold over one million copies — after costing $15-20 million to produce. The figures were revealed in a feature about developer Terminal Reality in the Star-Telegram of Texas. Although the price tag may seem high, it’s not unusual for next-gen development. Remember, Ken Levine revealed BioShock cost about $15 million in fancy 2007 dollars.
Terminal Reality’s co-founder, Mark Randel, says he’s heard the game’s success has sparked interest in a third movie and, if that happens, he’d love for the company to handle development of the obligatory tie-in game. Let’s see if we got this straight: the next game would be based on the third Ghostbusters movie, spawned by the success of the video game, created to tie in with the 25th anniversary of the first movie and, of course, the game was written as if it were the third movie. We got that right?
[Via Edge]
Ghostbusters cost $15-20 million, devs would love to revisit franchise originally appeared on Joystiq on Tue, 21 Jul 2009 17:50:00 EST. Please see our terms for use of feeds.
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Tags: atari, ghostbusters, Mark-Randel, sony, terminal-reality, vivendi
By Mister-X
Continue Reading Ghostbusters cost $15-20 million, devs would love to revisit franchise
June 17th, 2009 at 06:15pm
Under Xbox 360
Richard Leadbetter – Director of HD consultancy Digital Foundry and author of Eurogamer’s multiplatform comparison Face-off features – tweeted that playing Ghostbusters on the PS3 was like “time-warping back to the dawn of PS3 development.” Ouch! That’s especially painful to read considering the high hopes Terminal Reality – developers of the just-released Ghostbusters game – have for their multiplatform Infernal Engine.
Internet reports of a less-than-stellar PS3 version of the title originated at Lens of Truth on Monday, were later corroborated by Gamezine.co.uk and, following tomorrow’s publication of Leadbetter’s most recent Face-off feature, will be further corroborated by Eurogamer. Confusing the issue even further is the following quote from Terminal Reality’s Mark Randel, who told VG247 last year, “We’re one of the few developers who love the PS3 and have a great time with it. We have great technology for the PS3 and we want to show it off.”
Instead of leaving it up to internet Matlocks, we asked Terminal Reality to comment on the controversy. A spokesperson for the developer told us, “For the record, the PS3 version [of Ghostbusters] is softer due to the ‘quincunx’ antialiasing filter and the fact we render at about 75% the resolution of the 360 version. So you cannot directly compare a screen shot of one to the other unless you scale them properly. The PS3 does have less available RAM than the 360 – but we managed to squeeze 3 out of 4 textures as full size on the PS3.”
So: is the PS3 “maxed out”? Or is Terminal Reality’s engine – despite comments to the contrary – just not up to snuff on the PS3? With most recent multiplatform titles performing comparably, if not identically, on both the Xbox 360 and PS3 consoles, we’d be inclined to agree with Mr. Leadbetter: it’s like “time-warping back to the dawn of PS3 development” when PS3 games were routinely outperformed by their Xbox 360 counterparts. Let’s hope the irony of the situation is lost on Ghostbusters‘ exclusive European publisher … Sony. As well as the franchise’s owner … Sony Pictures.
Source – Head2Head: Ghostbusters
Source – @Digital_Foundry
Ghostbusters on PS3 lags behind 360 version; developer explains originally appeared on Joystiq on Wed, 17 Jun 2009 17:15:00 EST. Please see our terms for use of feeds.
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Tags: atari, ghostbusters, SCEE, terminal-reality
By Mister-X
Continue Reading Ghostbusters on PS3 lags behind 360 version; developer explains
June 16th, 2009 at 11:40am
Under Xbox 360
According to a number of reports from North American purchasers of Ghostbusters: The Video Game, the highly anticipated film-to-game adaptation is more than capable of crossing the stream known as the Atlantic Ocean. Yes, players are claiming that the Xbox 360 version of the title isn’t region-locked, and can be played on consoles worldwide — even in Europe, where Sony recently scored the publishing rights for the title, turning it into a PS3 exclusive.
In other words, for Europe’s import-savvy 360 owners, the chance to digitally don a proton pack is just one transatlantic cargo plane journey away.
Xbox 360 Ghostbusters not region-locked, Europe doesn’t need to wait originally appeared on Joystiq on Tue, 16 Jun 2009 10:40:00 EST. Please see our terms for use of feeds.
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Tags: atari, europe, ghostbusters, import, sony, terminal-reality
By Mister-X
Continue Reading Xbox 360 Ghostbusters not region-locked, Europe doesn’t need to wait