How neat is that? In a recent profile in the Financial Post, XMG’s Ghostbusters: Paranormal Blast will be using FourSquare data to locate popular spots, and the more popular the spot, the more likely a ghost can be found there. Coool.
Ghosthead and IGN writer, Greg Miller, filed a story today that Sony will be releasing some Ghostbusters DLC into their unique, but not quite set-the-world-on-fire, fighting game on the PS Vita; Reality Fighters.
In short, you take a picture of your face, place it on a character, design the character how you want, then fight with that character… in the real world (via augmented reality using the Vita’s camera) – in short, a mini-you fights on desktops, or a table at the food court, or whatever. Reviews have been typed. And that seems to be about it.
But now, Sony is trying to lure people in with new themed DLC, allowing you to give your avatars more weapons, and moves, and costumes. In this case, you can be a Ghostbuster, with a proton pack, or even Mr. Stay-Puft (though you can’t map your face onto him, which is fine, right?)
This is not the first time Sony has used their ready access to the license to spruce up their consoles – PS3 owners will recall all the GB swag released as part of their Home virtual reality world.
The Ghostbusters pack is out May 22nd in North America (no word on the wide world yet, but soon I’m sure), will cost $2.99, and give you two costumes (mentioned above) along with three weapons – the proton pack, the ghost trap, and the Ecto-1. Go read Greg’s article for all the details and screenshots!
XMG, who announced their augmented reality game for mobile phones last month, at at the Penny Arcade Expo East in Boston, and they are showing off the game – now officially titled Ghostbusters: Paranormal Blast – to the crowds!
International Release Date: Summer 2012
Available Platforms: iOS, Android
Hop’ in your jumpsuit, strap on your proton packs and get ready for some serious ghostbustin’ action!
With the launch of Ghostbusters, XMG is once again pushing the envelope of mobile games. By paring an exciting augmented reality battle system with location-based features, the gamer is fully immersed in real-time battle against ghastly ghosts. Equipped with proton guns and other amped-up equipment, the player can capture paranormal menaces like a true Ghostbuster. The location-based feature enables the players to interact with their surroundings and catch site-specific ghosts, like library or subway ghosts. The deep social integration will encourage players to get active and involved with friends and other Ghostbuster fans. For example, team up with other Ghosbusters to capture special kinds of paranormal menaces or trade captured ghosts online. While locking up ghosts for good the player will gain experience points to upgrade equipment (ghost traps, ECTO goggles, PKE and GIGA meters and much more) and free the world from the fiendish, ectoplasmic creatures forever!
If you’re at the expo, there’s a Ghostbusters gathering being put on by XMG, Saturday, April 7th.
We Are throwing an Exclusive Ghostbusters party in Boston for PAX east
- Saturday April 7th
- 9:30 Pm until 1:30 Am
- MJ o’conners at The Park Plaza
Look for us at PAX for exclusive green wristbands to Guarantee your entry.
XMG sent us some pics, showing off more of the game in action, including an exclusive PAX Slimer, that people will be able to hunt and bust at the show only – Slimer will be cap-less in the final game.
GBNews.com spotted these renders of characters Ian McIntosh created for Terminal Reality’s Ghostbusters: The Video Game (for the PC/Xbox/PS3 skews at least) – besides nice render studies of all four Ghostbusters and The Rookie, there’s also a head shot of Janine, a picture of the Mayor and Peck, and some stray characters, like the security guards and newsreader. You can check out his full gallery here, but be warned, the last couple of pages are of NSFW concept sketches, not GB related.
Where it gets even more fun is that there is a lot of other GBVG art on the same site – Robert St.Aubin posted a lot of his concept art from the game, including levels and menus, but the kicker is the sweet achievement icons he made that had to be scrapped when the retro-pixel style didn’t transfer well to TV.