Ghostbusters: Sanctum of Slime almost here! 6 new screens!

We are one week away from the release of Ghostbusters: Sanctum of Slime on Xbox Live, PSN, and PC digital download (price $10) and Atari has dropped 6 new screens on us. Lots of the good fighting we’ve come to expect, but of note are a Slime Golem (like it), the ECTO-4WD dropping into the sewers (nice), and a Stay-Puft power-up! Does he give you health? Does he give you more powerful weapons? Is he just delicious?! The notes with the screengrabs suggest it’s a co-op game mode, but what “finding Stay-Puft” entails, exactly, is a mystery.

We’ll have to wait until next Wednesday to find out!

Sanctum of Slime multiplayer trailer.

Today Atari went wide with yesterday’s Wired exclusive trailer, featuring the multiplayer gameplay for Ghostbusters: Sanctum of Slime and here it is, if you haven’t seen it already. Be sure to catch the HD version over at our Facebook page! The game will be available for direct download on XBoxLive, PSN, and PC on March 23rd. Atari has listed it at a suggested retail price of $9.99.

Who ya gonna call when you want to play Ghostbusters: Sanctum of Slime? Your friends, of course! Set to release on March 23rd for XBLA, PSN, and PC Download, Ghostbusters: Sanctum of Slime boasts 4 player co-op multiplayer capabilities so you can combine weapon attacks with your teammates to increase the power of your ghostbustin’ attacks!

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The Examiner previews Sanctum of Slime

Online game mag, The Examiner, have had a little hands on time with Sanctum of Slime – the build is a mid-production build, judging from the “they say there will be”, which is typical when letting press try out a nearly, but not final game.

Miguel Concepcion boiled his time with the game down to 9 points, some of which readers will find interesting. For starters, you can play with three AI characters in single player, rather than just by yourself. I will be interested to see how the AI performs, which will be handy, as reviving teammates counts towards achievements. Also of interest is that damage to the environment doesn’t penalize players. Instead, blowing stuff up reveals power ups.

Read the whole preview (preview. Not review.) here. I think they might have a couple of new screenshots, but I’m not sure.

Sanctum of Slime Q&A – no accidental stream crossing, 3 new pics!

TVG sat down with Atari producer for Ghostbusters: Sanctum of Slime, Jonathan Moses, to talk a bit about the game. The article features a few, new screens, but they’re tiny. Fortunately, I was able to pull out the larger sized versions for you here.

It’s an interesting read – a couple of things of note are that Moses says there will be 14 levels – the current official fact sheet says 12. Also of note is that given the crazy, Smash TV type gameplay, crossing the streams would be not only inevitable, but constant – the team tried implementing some consequences, but in the end abandoned it as not fun, and instead beams cross over and under one another, thanks to the rookie team’s “training”.

After the intensive training process all rookies go through before their first mission, they all know to instinctively avoid crossing the streams… and the streams really don’t touch (just over/under). From the gameplay side, we iterated on a few different consequences, but in the end felt it disrupted the pace of the action too much. What we’ve ended with is a game that is both true to the brand – but more importantly, a blast to play.

Moses also addresses the use of new team members, which it turns out were included so as to not interfere with any future Ghostbusters canon. One would imagine this is in addition to the logistics involved in including the original characters, their voices or likenesses, etc.