For fans of the franchise, the original Ghostbusters: The Video Game was a chance to catch ghosts alongside the four original movie Ghostbusters in a fun third-person romp, and the recently released Remastered version offers the same ride on modern consoles. We thoroughly enjoyed hanging out with the guys again on Switch, although we had trouble finding anything beyond a resolution boost to warrant its 'Remastered' addendum.
In conversation with Venture Beat, Matt McKnight from Saber Interactive has shed some light on the challenges the studio encountered in trying to bring the game back on modern consoles. It seems that much of the work in this remaster involved securing rights, cutting through red tap and tracking down original assets.
It turns out McKnight and the original game's producer, John Melchior, are friends and that provided a partial impetus to set about bringing the game back. Sony, the owners of the franchise, were quick to agree, but Saber also had to get permission from the publishing rights holder Atari (who own the code) as well as the rights to use the Infernal Engine, the original game engine that belonged to the now-defunct Terminal Reality. According to McKnight, it was hardly a cake walk:
After the romance of it — ‘I get to redo Ghostbusters, I got it, Sony has agreed to give us the rights!’ — then come the problems.
After securing the necessary permissions, Saber then had to track down ex-Terminal Reality employees in the hope someone had kept the source art for the cutscenes - apparently neither Sony or Atari had done. McKnight continues:
We were kind of on our own. But I was able to track down one of the lead animators from the original game. He told me that he might have the source art on a hard drive in storage. He was like, ‘Gimme a couple days.’ So he went to his storage, plugged the drive into his computer, booted it up, and the source art was there. We were able to remaster it in 4K.
Regarding the missing multiplayer component, that was originally created by a separate company using code from an early version of the game. Saber reportedly found six different copies of possible code, but couldn't work out which had been used in the shipped game. Apparently Saber is 'still in the process of evaluating the situation', but it has no concrete plans regarding reinstating the modes at the moment (we imagine that will depend on sales).
Finally, McKnight went into some detail regarding what Saber did add to the game from a technical perspective, something we were intrigued to discover after finding little in the new version that didn't correspond with our memories of the PC version:
We didn’t touch the gameplay. We left it as-is. It was more about making as many visual improvements as we could with the time we had. So lighting, shadows, hair — those were the types of things that became the focus of it, as well as just getting the game up and running.
It's certainly a bare-bones port, as we said in our review, but despite the disappointment of the missing multiplayer component, it's very solid and the single-player narrative is more than worth playing through again on Switch. Let's hope that Saber has the time and inclination to revive the co-op gameplay (and perhaps add some optional gyro controls) in a patch. Bustin' is always better with two.
[source venturebeat.com]
Comments 16
Interesting article, makes sense as to why the multiplayer is missing.
I’m so glad this worked out as I missed out on the original.
Sounds like abit of a nightmare getting this up and running. Perhaps they had a ship date they couldnt move and all this checking for source code/art ate away at their dev time
I'm surprised that a game just developed 10 years ago is still victim to missing source code when it comes to porting and remastering.
Right here in front of me. Had not the time to slide into the Switch but will do so whenever free time and social obligations allow it. Yes, it was one of the very first PS# games I picked up and played to completion during Wii U's final year, but I loved it so much I will gladly replay it once more. Also, I wish they also included the Wii version in there... A lot of great memories with that one in local split-screen.
I just ordered my physical copy of this game from Gamestop and will pick it up after work. I'm really looking forward to it as i never got around to playing the original.
For me, the missing german voices are the biggest problem and the reason I don't buy it.
@syrupdash apparently this is actually why we may never see a Saints Row 2 remaster.
Anyone who hasn't played the original game needs to 100%. This game is the legitimate Ghostbusters 3. It perfectly connects to both of the original films, with a plot that heavily uses concepts of the scrapped 3rd movie. Also, it was written by Dan Aykroyd and Harold Ramis, so this game is as official of a ghostbusters sequel as it could possibly be.
There are technically three Ghostbuster movies. And only two if you ask some hardcore fans. I don't know where you got the number four from. This game if I'm not mistaken was supposed to be Ghostbusters 3, just in game form.
I don’t care about multiplayer, but I really want gyro controls.
@patbacknitro18 I believe even Aykroyd himself said, "it essentially is the third movie".
Darn. Ah well. I'll enjoy what I can from it.
Well with all the trouble they had, im glad it was still a budget release..
I should give this game another chance. I bought this during a Steam sale ages ago, the only thing I remember is losing interest after hearing Bill Murray mumble through all his lines.
@syrupdash Final Fantasy VIII has entered the chat
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