360.kombo.com - 2/13/2009
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During my time at the New York Comic Con, I got a chance to interview Glenn Gamble from Terminal Reality. Glenn is the Senior Artist for Terminal Reality and he spent a great deal of time chatting me up about Ghostbusters: The Video Game.
In the interview that you'll find after the break, Glenn ...
infernalengine.com - 2/18/2009
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infernalengine.com —
2003-2009 Terminal Reality, Inc. All rights reserved. Infernal
Engine, the Infernal Engine logo, Terminal Reality, and the...
Terminal Reality logo are trademarks of Terminal Reality, Inc. "PlayStation" is a registered trademark, and "PLAYSTATION", and ...
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360.kombo.com - 2/7/2009
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360.kombo.com —
I got to the New York Comic Con
this morning and the first thing I did, the...
very first thing, was rush to the back of the show floor and grab a Xbox controller to play Ghostbusters: The Video Game. Hit the break for my impressions...
(more)
Hands-on with Ghostbusters: The Video Game
nerve.com - 2/19/2009
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nerve.com —
All New York Comic-Con weekend, there was sure
to be a huge crowd at the back half...
of Atari's booth. What was causing all of the hubbub, distracting from Ready 2 Rumble Revolution , The Chronicles of Riddick and the nearby masseuse? Ghostbusters: ...
(more)
NYCC 2009 - Ghostbusters Wii
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New Interview With Ghostbusters Developer Highlights Proton Pack Design
Press The Buttons —
... for the Sony PlayStation and Microsoft Xbox 360 comes along, I can't help but talk about it. This time the spotlight is on the legendary proton pack. What does it feel like to strap an unlicensed nuclear accelerator to your back? How detailed is the in-game pack compared to the original film props? Both of these questions and more were pitched by Kombo's Joey Davidson recently, and Glenn Gamble of developer Terminal Reality was there to catch them. ...
Ghostbusters Interview
Blue's News —
... There's a Ghostbusters Interview on Kombo.com talking with artist Glenn Gamble from Terminal Reality about Ghostbusters: The Video Game . They discuss the Proton Pack, Gozer, the Stay-Puft Marshmallow Man, openness of levels, crossing the streams, and more. Share Story Enter the email address of the person you'd like the share this story with, or share it with other sites. From: ReplyTo: To * : Subject: Text: Notes: Email Password Remember Me If you don't already have a Blue's News user account, you can ...
Ghostbusters: Bustin' Makes Wii Feel Good
Kombo.com —
... , and his interview with the game's Senior Artist here . But unfortunately, he only got half the Ghostbusters story. As we all know, there are two main versions of the game coming out: The PlayStation 3/Xbox 360 one, for which Joey began throwing down traps near anyone who got in his way, and the Wii version. And as I've made no secret of, the Wii version is the bustin' that I think will make me feel good. Fortunately, I seem to have a kindred spirit in Derrick Sanskrit of 61 Frames per Second, who understood the joys of controlling the streams with a Wii Remote Neutrona ...
Related: ghostbusters the video game interview, ghostbusters game nycc
NYCC: Ghostbusters Impression and Hands On
infendo.com 2/9/2009 —
This weekend I was lucky enough to attend and cover the fourth annual New York Comic Con, which was located at the Jacob Javits Center in New York City. During the Con I met with a lot of wonderful developers who talked with passion and ...
Hands-on / Ghostbusters: The Video Game —
That VideoGame Blog
Yesterday, we got a chance to play Ghostbusters: The Video Game , arguably one of the exciting multiplatform games scheduled to come out in 2009. Yes, it’s funny. Yes, it looks great. And, yes, my life is fulfilled because I got to play it before you did.
As many of you already know, ...