Terminal Reality and Atari working to get Microsoft thumbs-up to release patch.

For those of you who were expecting an Xbox patch for Ghostbusters: The Video Game by the Fall, once the new system update was released (as it was this past week), you’re probably wondering what happened to it. What happened was it’s still on track, according to the polite and curt replies to the non-stop hectoring they’ve been getting on their Facebook page, Twitter account, and website.

Terminal Reality has completed work on a patch and is working with Atari to get it released

Basically, what this means is the coding and testing is done, now it just has to get final certification from Microsoft. It should be mentioned, updates to games are not free on console systems, with the console makers often invoicing publishers/developers in order to cover system overhead (bandwidth and the aforementioned testing.) That any developer or publisher would pay to update a game that has is well past it’s prime initial sales period is pretty much unheard of.

There was some confusion from the earlier announcement of a patch release, that the update for the game would come along with the update for the system, when in fact the system would come out first and the patch, which would take into account the system update, would follow, contingent on Microsoft.

So, no date as yet, as that’s up to Microsoft at this point, but stay tuned.

Big ups to Ryan LeClair for the tip.

Terminal Reality announces video game patch is undergoing certification!

Terminal Reality posted this today on their Facebook page;

“Terminal Reality is pleased (and relieved!) to announce that a patch for Multiplayer Achievements glitches in Ghostbusters: The Video Game has been completed and tested. It’s currently awaiting approval for distribution, which is likely to coincide with the Xbox 360 firmware update this Fall. The Ghostbusters team would like to thank everyone who has continued in their support of our studio and games.”

On behalf of everyone with a lick of sense about what it takes to patch a console game, under the best of circumstances, let alone a year after release while working on follow-up projects, a big thanks to the gang at Terminal Reality for making it happen.

And thanks to Adam and Jacob for the heads up!

Ghostbusters video game concepts & designs round-up

I know this has been a topic here and there for awhile now, but with a little digging, I found a few pieces that haven’t popped up in recent posts.

Concept and level artists have been posting some of their work from the Ghostbusters video game, some of which never made it into the final game. First up are concept levels by Stuart “Kuran” Ng. He posted 8 on his DeviantArt page, but he originally posted 4 of them and 5 others online last Summer. Besides some levels that never came to be, there are a couple that did make it into the game, including his Graveyard multiplayer level. I’m gathering all 16 images here.

(click for full-size images)

Graveyard concept 2

Graveyard concept 1 (used)

Museum Hallway

Museum Infodesk

Ghost Realm

Lost Island 1

Lost Island 2

Lost Island 3

Lost Island 5

Library Basement

Library Reading Room


Office 4 (used in multiplayer)

Spider Witch Lair

Slime Tunnel

Twisted Lobby

You can see a lot of what ultimately made it into the game in those images, some more than others. More interesting is that some of Kuren’s concepts made it into the game, or at least, it made it into 3D game form, if not the final game release.

Herod Gilani did multiplayer levels for ThreeWave and once the game came out, like Stuart, he posted some of his work online – some of it is absolutely amazing, but sadly didn’t make it into the final game. One level is of the Slime-filled, underground railway, which harkens back to some of Kuren’s art. I’ve left out the images on his site from the final game, though they are, as I’ve said, interesting to compare to Kuren’s concept work, and should be checked out.

The ones posted are of levels built for potential multiplayer use;

Rooftop Temple

Hotel

Spider Lair

Slime sewer

Herod also posted some of his texture work, which included this game monster (don’t have my game-guide with me – can’t remember his name, but I did beat the hell out of a lot of them last Friday.)

Black Slime jerk that always kicks my ass.

For those interested, GBNews.com has a great article on all the things we saw online that never made it into the final game. Some, but not all, of the art above is featured, but more interesting are the collection of YouTube videos which feature things like the panicked crowd AI that got entirely axed, or the cut-scenes that never made the cut.

Live GB:The Video Game post-mortem with Terminal Reality in Plano, TX [UPDATE]

Saturday, February 20, 2010
10:00am – 12:00pm

Collin College
2800 E. Spring Creek Parkway
Plano, Texas 75074
Room C104

http://www.facebook.com/event.php?eid=4 … 721&ref=nf

Please join ABOSG as we talk with the team from Terminal Reality and review the making of Ghostbusters: The Video Game. The game reunites original cast members to recapture the unique blend of laughs, scares, and action that rocketed Ghostbusters into the realm of pop culture classics.

Presenters include:

Robert St.Aubin – Concept Artist
Ian McIntosh – Sr. Character Artist
Tomas Gonzalez – Senior Animator
Glenn Gamble – Senior Effects Artists; Senior Environment Artist

Thanks to jettajeffro (AZGB) at the kids at the GBFans boards for the heads up!

[UPDATE] Some details to come out of the event can be found over at GBFans.com – I’ve linked directly to where the details begin.

Terminal Reality head mugs Dallas Ghostbuster for photoshoot

Mark Randel, CEO of Terminal Reality, is featured in an Intel ad in this month’s issue of Game Developer Magazine. A charming ad over all, the big boss is seen wearing a uniform, wielding a proton pack, and sporting a funky amount of slime, care of the Slimer from the video game. The best part is that the uniform (and presumably the pack) belongs to one of the Dallas Ghostbusters, who lent themselves and their gear to the making of the game – you can tell if you compare the name tags.

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Click to see full ad here.