Thursday, October 22, 2009

Ivan Reitman Meeting Again and Again with Dan and Harold



In the News reports from a London Film Festival interview with Ivan Reitman that Ghostbusters III is still closer than ever, with meetings and rewrites aplenty occurring the get the script to greenlight. Encouraging after last weeks slew of discouraging news!

Link drop!

Learn more about the Ghostbusters video game than you ever thought possible thanks to Game Informer.

Ernie Hudson's positive news on GB3, twice!

And of course the Ghostbusters one man acapella cover.



Thanks to Rockiltree for sharing several of these.

Wednesday, October 14, 2009

Murray Interview: "I don't want to do it yet!"

In a recent interview Murray states that he still hasn't seen a full script and puts emphasis on his requirement of a good screenplay to get him involved. Let's go Lee & Gene! Meanwhile, Bill is looking good, no?

via Proton Charging

Monday, October 12, 2009

Celebrity Ghost Stories

Ray Parker Jr. Reference FTW

Reitman Spills a few Ghostbeans

With more not-really-news on GB3 than you can shake a stick at, wading through it all can be a google alert from hell. Ivan Reitman has been talking shop, reconfirming his involvement, dropping hints that the new film has a role for Sigourney Weaver (hooray!) and will take place after a now-defuct Ghostbusters must reopen for business. The script is in it's final stages, the rights holders have approved the basic story and Sony needs to make a call now on whether the project is go.

Meanwhile, Dan Aykroyd was on a Ghostbusters-reference-heavy episode of Family Guy last night!


Via, every entertainment source on the interweb.

Wednesday, September 30, 2009

Harold Ramis Talks GB3 with Movie Web

"There will be inter-dimensional creatures visiting New York. And we will deal with it. That's all I am allowed to say at this point."

Greatest quote ever?

Harold Ramis talked to MovieWeb about Ghostbusters 3, and the results were a bit different than we've been hearing all summer. In a good way. Gone are the cautious warnings that come with every interview that this movie is waiting on the right script. No, this interview reads as if the film has been greenlit. But movieweb doesn't ask whether or not it is greenlit, they assert that it already is a go, without a correction from Harold Ramis.

This thing still isn't official, but this is as candid as we've heard Mr. Spengler. He speculates some hilarious options for what Egon has been up to and bits about Dan Aykroyd's old script, which it seems may be playing a part in this film.

It's sentences like this, that make me feel like this film is go and the process is about to begin:

Harold Ramis: Every young actor will be mentioned. No one is signed or has been approached.

That means after the LA Ghostbusters meeting, this project is in no way dead and is continuing. Is the script go? We're dying to know! What do you think?

Wednesday, September 23, 2009

Harold Ramis in LA for a Ghostbusters Meeting

More word that Ghostbusters 3 things are happening, Harold Ramis visited LA this week for a meeting concerning the sequel. Everybody chant it now... greenlight, greenlight, greenlight..

I got it from ProtonCharging, who got it from GB.net, who nabbed it from the Chicago Sun-Times, who got this from Joe Willie Namath. We don't know how, we don't want to know. So I would appreciate it if you wouldn't hose this thing down, you know, give it your own personal rinse. Thank you.

Monday, September 21, 2009

Ivan Reitman Chills with Bill, Has GB3 Script

More reports about the third film's script are making the rounds thanks to an interview with Ivan Reitman conducted by Jam! Showbiz. The interview reveals that Murray and Reitman spent several hours together last week. Ivan also calls the latest draft of the script "promising"!

I promised I wouldn't get excited...

via Proton Charging

Thursday, September 17, 2009

The Script Has Been Drafted


Somewhere, out there in the world a script for Ghostbusters 3 is sitting in the possession of Dan Aykroyd. He has read it, as of Friday the 11th. Is the story good enough to get everyone to sign off on the idea? We may not know for a while. Here is what Baltimore Magazine scooped up...

BM:Will Slimer be making a cameo in the upcoming Ghostbusters movie?
DA: I’m going to see the script in the next few hours, I’m about to read the third script, I’ve been submitted it and we’ll see what happens.
Via Proton Charging

Wednesday, September 2, 2009

Ghostbusters I & II Double Feature with Ivan Reitman!


The Ghostbusters films will be shown back-to-back in Santa Monica, CA this Friday beginning at 7:30pm at the Aero theater. Whats even more rare than seeing Ghostbusters II on the big screen? Try an intermission discussion with Ivan Reitman! (schedule permitting)

You better believe I'll be there. Then headed home for a revisit of Ghostbusters the Video Game to complete the eve!

Thursday, August 27, 2009

Get a Gozerian Society T-Shirt!

Normally I try not to talk about anything but Ghostbusters: The Video Game (which at one time was considered the third film) and the actual third film (which is currently being scripted) but this is a little different...

A good friend of mine has offered an amazing Ghostbusters t-shirt for sale. The bonus here is, it's actually a decent design, setting it apart from a lot of thrown together Ghostbusters T-Shirts that flooded the internet with the release of the video game. Wrought with really cool, yet subtle Ghostbusters references, wearing the Gozerian Society t-shirt will render you too Zuul for school!



Check it out and consider a purchase, my buddy Absinthetic would probably appreciate it!

Wednesday, August 26, 2009

The GB3 Blog Review of Ghostbusters: The Video Game

Here it is, my long awaited, long winded thoughts on the entirety of Ghostbusters: The Video Game for the XBox 360. Where is my review of the Wii? Well I didn't finish it (yet!). Wii became really tedious a few times (try finding the outline of that door in the spider part of the hotel, that's where I gave up) and the action was so stop and go with collecting items that it was really hard to play for more than an hour or two at a time. Sad, because I loved the animations and little touches throughout. But did they really need to practically PAUSE the game every time you found one of 9 hidden items in a short little level? Totally took me out of the reality. I will finish it eventually, when I get bored on a future day.

Not my XBox IDStarting Up the 360: My excitement for this game was through the roof (obviously) as I started it up late June 16th. Then my X-Box made me suffer through a excruciatingly long update AND forced me to make an avatar. The process was grueling. I wanted to bust so badly! At last my rushed avatar was created and I moved on to the game... and it's six or seven opening screens. So many studios and production houses, it was ridiculous! But no matter, I had a game to get to.

The Opening Sequence: Man alive, here we go! By the time I was playing this, I had seen the opening sequence leaked months and months before. One thing I wish they did was just take their time and let some suspense build. The sequence with the two security guards is so rushed, and we hardly get a sense for what the characters are like. The wii version of this is actually a little better in my opinion (and the dialogue in general for the wii). I kept the subtitles on for the game, which came in handy when there was a LOT of action on screen and Murray was muttering his one liners. I also like to read the text and keep the actual animations in my peripheral vision, so I didn't scrutinize their odd facial expressions.

The Firehouse: Opening in the firehouse is awkward. We really don't get a good shot of the rookie and Janine starts the whole shebang off with some really terrible delivery on a phone call. Come on Annie Potts, I know you can do better than that. That's followed by a sleepy first encounter with the Ghostbusters as they realize the rookie has arrived. The comedic timing for the editing of these lines was really a let down, something that the Wii cutscenes excelled at but the 360 dropped the ball on. Then things picked up, a wave surge of paranormal activity got the guys talking technical jargon. Here they let you roam free, hoping that you will find your way to the basement where Slimer had escaped to. I wanted nothing more than to just explore everything in the firehouse right away... so it was a huge disappointment to keep getting pinged by Ray and the crew to come downstairs. Sigh. Fine. I'll go see about Slimer.

Basement: The basement scene is where the game really starts to get good. You accidentally zap the containment unit, letting a ghost escape... a nasty one too... and then get to explore the never-before-seen subbasement of the Ghostbusters firehouse (a lot of real estate for a New York City plot of land!). Part of me wanted to believe that this is the area we see in the Real Ghostbusters where the bigger containment unit is kept. Anybody think the same? The first time I played through this level, I got really confused about the containment streams. Ray let me know that I could manually select a containment stream at any time, so I thought that you had to manually select it whenever you bust a ghost. This lead to a lot of trouble later on in the hotel... I really wish someone had shouted "hey if you shoot the ghost long enough, it will automatically turn into a capture stream!!!". With the sloth in the trap (Slimer = gluttony, Sloth = well.. sloth, beauty queen ghosts = vanity... catch any more?), Slimer escapes and we need to go to the hotel. They put you in front of the Ecto-1, giving you the option to ride out to the hotel or explore the firehouse. At last! I was so giddy to explore the firehouse that I accidentally pressed a button and we were on our way to the hotel. Damn it! I wanted to go back but the save system was ridiculously complicated. It stated that if I quit I would lose any unsaved progress. What? Ok, I'm gonna keep playing.

Hotel: So Slimer got away and here we are at the hotel. We meet Ilyssa, who's opening delivery is harsh and just unenjoyable. Compare this with the Wii and once again, Redfly nailed it better. First thing we do is go upstairs to relive some of the best moments in Ghostbusters. Egon's line "new people die everyday" turns out to be one of the best in the game. We go up and down stairs, back and forth through halls. Theres a weird elevator scene where Venkman's dialogue makes no sense. Finally, after busting some bell hops, we get to go one on one with Venkman and hunt Slimer down by cutting through a creepy kitchen. The kitchen's haunted items and creepy whispers amazed me and I learned how to move objects with the capture stream (a far underused tool in the game that could have been fun to play with. The Wii version does better in this respect). When we got to the ballroom, slimer awaited and we busted him good. Did anyone else pick up a STRONG PKE reading behind the bar and find absolutely nothing?


The Galley: Then things got weird. With Slimer gone, the whole hotel went topsy turvy with a cool new fisherman ghost on the loose. Candelabras became sentient, water filled the halls and I was on my own for the first time... no wise cracking Ghostbusters to set the mood. This was going to make or break the game. It took me WAY too long to figure out that I had to run in order to get over mounds of reef, otherwise this level was easy enough. The boss was just pure madness. He's fast, you're dodging, its a small area and crap is flying everywhere. Not super enjoyable but not bad... the big barreling boss targets solely you, so get ready to be angry at your lucky fellow Ghostbusters.

Streets: Winston makes his patented late appearance once you hit the streets due to Stay Puft sighting. They always delay his entrance, don't they... this time he had opera tickets. I wonder who Winston's beau is? The streets of Manhattan are a part I remember well... mostly because I had to replay them more than any other part of the game. I'll admit, this area almost broke me. I started on medium difficulty (because I consider myself an ok gamer and a swell Ghostbuster), which was fine to start... but once you hit the streets, you had better spend 60% of your time reviving your friends or face game over. Getting to about the laundromat every time, the incessant whales of "little help here" were too much to bear. After over an hour I quit. And I restarted the entire game. On easy. Best decision ever, from then forth the game was the perfect difficulty, where I didn't have to worry about reviving every 30 seconds. The gargoyles were right in line with the Ghostbusters ghosts of past, though they didn't really need to be on fire. The Fat opera ladies were very fun, though I wish they didn't all look the same. Seems like lazy duplicating of a boss. I can see that for minions, and this happens all the time in games, but it doesn't mean I need to like it! The black slime addition to GB lore was also really cool, especially the ability for ghosts to use them as portals. Also, the super slammer was incredible satisfying to use. I am just happy that the junk on top of the ectomobile got any explanation or use at all.

Times Square: A cool level, I had fun making a break for it with Ray, and it's fun battling Stay Puft from the ground up for once. The office building was fairly uneventful, I preferred the Wii version of this level where there was a video game twist. That was fun!

Stay Puft: The roof has some great ghosts, and the sky is really fun with it's heat lightning. The Stay Puft battle was fine, though those marshmallow shaped critters were a little outside the Ghostbusters world in my opinion. Unless they were part of the commercials Ray watched, they feel strangely designed. I much preferred the marshmallow dogs we see earlier. We defeat Stay Puft, which feels cheap considering the 1st movie's ending took crossing the streams, but later we find out that the Traveler was way weakened without the mandala in full effect.

Firehouse: FINALLY we come back to the firehouse after what I consider 5 or so chapters of the game. First, to Vigo! I wanted to hear everything he had to say. Unfortunately, he was placed RIGHT NEXT to Janine, who answered the phone every 45 seconds! So while I'm trying to hear my sweet Vigo lines, the other endless yapper of the Ghostbuster movies is blabbing on and on. A real battle of the mouths. I wanted to have the goggles in the firehouse so I could get a first person look at everythinf in there. It took a lot of time and angling to inspect the fun stuff hidden around. From children thanking the Ghostbusters, to a note from Louis at his desk saying that he was feeling sick and going to take the rest of the day off, the details were awesome. My favorites by far were the Real Ghostbusters shout outs... though every interview before the game was released said they were going to ignore that part of the lore, we got an exact replica of the Real Ghostbusters PKE meter and a table on the second floor set up to look like where Winston's hamburger gets devoured by Slimer during the Real Ghostbusters theme song! Now that is some fan love. Anyone else notice how it's always twilight out at the firehouse? It works well actually, as they stop in either after a long night or after a long day.

Library: My favorite level! Allow me to gush! But first... did anyone else see the exhibit on the second floor at the library? It spoke of Azetlor, the Collector, and had this sweet picture of a worm like demon creature (book worm, get it?). Now this seemed like a perfect addition to the Ghostbusters lore, and it was... we go through the level learning of Elanor Twitty's Gozer codex and what Azeltor had to do with the book... then at the end... the boss was a huge disappointment. Hardly a creature at all, just a mass of books and pointy stuff. What happened to that drawing from the first room of the library??? What great foreshadowing that would have been! That is a small complaint though, considering the pacing and dialogue in this level was unparalleled. The children's library alone made this game worth the price of admission for me. From the whispers to the possessed panda, the markings on the wall and the lights, this level was a win for everybody. Upside down rooms, cold air, lots of lighting tricks, scares, darkness, creatures, stacked books, walkie talkies, portals, flocks of books... win win win win win.


Firehouse: Ok so the Library feels fairly wedged in the story, considering they go to bust Twitty merely because Ray wants revenge. It does serve as the first mandala in the end, but the busters get pretty distracted from the museum thing. Peck returns with the mayor to get the story back on track. The mayor was a bit over the top for my tastes. At least they got rid of his top hat in the museum level, he definitely had one on in an early trailer.

Museum: Loved the museum level, though I was a little sad that only the Wii version got a dinosaur, mostly because the Aztec stuff in the museum was a bit blah (guys with sheilds? Lame). Ghostbusters and museums just make sense. Lots of history, lots of dead things, lots of cool ghosts. They've visited Museums in the TV show, in the Scholly Fisch book and now in the official lore. From the rain outside coming indoors, to spirits trapped in boxes and the use of the slime gun to unposses, this level was full of ideas that really fit the bill. Can I just mention how hilarious it is when the Ghostbusters start slipping you more and more obvious hints at how to crack a puzzle? In addition, cleaning up black slime became an obsession of mine and I would go nuts when I couldn't clean a patch no matter how long I slimed. The Gozerian lore sound files hidden in the last Egyptian hallway was particularly cool, referencing how Gozer was at war with another God, Tiamat. Did anyone else think that this was going to be a great foreshadow to some ending where another God emerges? I hoped so. No such case though, all of the information was unused. Weird. Ok, so Peck gets possessed. The Ghostbusters slime him and oust the ghosts from everyone. Then later he has a PKE spike again because he is possessed? Peter also vows to get the skinny on Peck and leaves the crew for the hotel retread level. What happened here? We never find out and it turns out to be the biggest plot hole of the entire story, something very sloppy considering the millions of bucks put into the game.

Under the Streets: A cool series of tunnels that really helped tie the lore of the first movie together. Looks like Shandor had backup plans if the super antenna at 55 Central Park didn't channel enough Ghost power. The tunnel system feeding energy to a central point feels like a retread of Ghostbusters II a little bit, but that connection comes to light in the next level. I dug Shandor's society member as a villain. He was well designed. I could have used the Thanksgiving parade scene after this, a big funny float boss would have been so original and a fantastic use of big New York City events meet the GBs.

Back to the Hotel: I thought this area was going to feel very added on last second, but they found a lot of ways to make keep the hotel's second visit interesting. Had a blast cleaning the coat room, and the lighting and construction was a great way to revisit the level but make it creepier. The harmless ghost remnants floating around, visible only at certain angles was chilling. Freaked my girlfriend out good. Then the Spider Witch story was a nice little side mission, the best part being the warped, webby hallways of the 13th floor. As ghost world meshes with real world and the Spider Witch (Terrible nickname by the way, just call her the black widow! Duh!) comes to look like... a spider. Sigh. Every video game ever has a spider boss. I didn't like the design very much, didn't think it fit in line with the past creatures of the Ghostbusters world. I would have rather had her be a little see-through and fly. Best part of this level is the one-on-one time with Egon. I love how they give you a little time with each character, probably saved a lot on programming AI and planning dialogue, while at the same time serving as a focused conversation with some of the coolest people ever.

The Island: So without a lot of exposition at all we find ourselves on a boat. Story fail. Could have really used a phone call at the firehouse where we find out an island has risen up in the Hudson. Ignoring that, the level is pretty rad... The mazes are fun to burn down, even if the slime tether puzzles are a bit convoluted. The basement alone was perhaps the creepiest part of the game, especially one whispered line where the ghosts plot to attack at "the intersection". Goosebumps! The puzzle with the underground slime lake caused me to look at a strategy guide for the first and last time, those weights were way too hidden, I blasted every pillar and barrel in the room before googling my way out. Later I lost Winston at one point after saving him and had to restart. Wait wait wait wait wait wait wait. Did they just tie the events of Ghostbusters 2 to Ghostbusters 1!?!?!?!?!?!?!?!? INCREDIBLE! Somewhere in all this they explain that the slime was being pumped from Shandor's island into tunnels. So slime channeling and ghost channeling in tunnels is all the work of Ivo. And the slime! Colors of it, vats of it, rivers and pools of it! What an idea! I love this game! Meanwhile the medium sized sloar boss is cool, if not mostly unexplained. It's also pretty easy considering how late in the game it is.

Firehouse: Ok, I went through the firehouse thoroughly every time. Popped toasters, found the end screen to the NES Ghostbusters game, everything. Then, on the last time I found the answering machine. Damn! Apparently I missed new messages on several occasions. Are these available online somewhere? Also, the machine was not subtitled, I could have used it on a few muddled deliveries.

Central Park: The story comes to a head in another fantastic level. They don't stop the action, laughs or scares. I peeked at the guide and knew how to kill the cherubs ahead of time, so no sweat. Hey, by the way, weren't we promised the Scoleri Brothers at some point in this game? Apparently the containment unit is once again expelled, they could have made an appearance here. Ah well, maybe the sequel. The spiraling tower in the distance was a great effect and clobbering big beasties in graveyards and mausoleums with Ray was a highlight of the game.

The Final Boss: What. A. Let down. I'm sorry, but the mayor/Shandor can choose ANY form to become... and he becomes... some Zues looking dude? I get his obsession with becoming a God, but this is GHOSTBUSTERS. Our grand finales usually have Marshmallow men, Statues of Liberty, hell hounds, hot chicks and giant ugly heads. And we get some statue guy. They should have either gone super scary or super funny with this last big spectacle. Instead they did neither and the story hurt because of it.

The End: A little tacked on, the awkward romance between Peter and Ilyssa comes to an end and they get slimed. Leaves a lot to be desired, particularly a good one liner, please.

French, where are you!?!Credits: Ryan French, the face of the rookie Ghostbuster was hardly billed! Just a special thanks, deep within the credits. Lame, he got gypped! Also, the credits area is where I could have used one new Ghostbusters song from a new artist. Don't tell me Gnarls Barkley or someone wouldn't LOVE to make a new GB song. It could have been a hit!

Co-op: I can't sink the money into X-Box live every month right now and I desperately want to try the multiplayer levels. Unfortunately, there are no split screen co-op missions, so while I have two controllers and those extra levels are designed for many players, I can't even access them. Lame! I understand why they didn't go co-op for the campaign, I got the most fun out of blasting objects by myself (and on wii got way jealous when others destroyed fun scenery before me). Plus the story's cutscenes just make more sense with one rookie, face it... 6 Ghostbusters is a LOT.

Overall: I get the feeling that the voice director didn't push Murray to give loud, big deliveries. I could have used tighter editing, plot holes filled and a final boss make over. Then again, using the original score was SICK! The mixing on it was rad too. The equipment upgrades all fit the pseudo-science incredibly well... and when you've got so many elements at play, having the hundreds of details put into this game that were amazingly dead on can't be forgotten. Just consider the back story to every ghost and scanned item, some of them were brilliant! When Ghostbusters: The Video Game was bad... it was sloppy. When it was good... it was marvelous. Here I think we can all agree that the good outweighs the bad. Heck, talking about it, I really want to play it right now! In the end, no matter what a super nerd might pick apart, it is a ton of fun. How many games can offer so many moments of pure unrefined joy like this?

There you are. 3,514 words on the Ghostbusters Video Game. Hope you're happy, Christian and CTD669 :D

Tuesday, August 25, 2009

Dan Aykroyd is sitting in an farmhouse waiting for Ghostbusters 3

Update on the Ghostbusters 3 script from Canada: Not delivered yet, no production go ahead yet.

Monday, June 15, 2009

Merry Ghostbusters Eve!

With less than a day until the debut of what was once considered the third chapter to the Ghostbusters saga, Ghostbusters: The Video Game... Dan Aykroyd has a new interview where he talks about the third film with new information about the script.



I feel the Oscar thing makes the most sense to connect the Ghostbusters to the new generation that they are passing the torch to. The fact that the Ghostbusters are now defunct is new, but good. If they had opened franchises and grown over 20 years, the equiptment and story structure would look nothing like the Ghostbusters we know and love. I deem this good news for the threequel, but bad news for the canon of the video game.

Monday, June 8, 2009

IGN has their review in, with one week to go!

As we begin our countdown until the game's release (I'll be picking it up on Monday at midnight at the Venice and Overland Gamestop!) IGN has the first American review of the PS3/360 version, giving it an impressive 8/10. Rejoice, everyone... the biggest name in gaming says "Ghostbusters is a hell of a ride."

Enjoy the review over here...

Sneak Peek at the game's upcoming TV Ad!


The official Ghostbusters: The Video Game fan page has a sneak peek of the commercial we'll be seeing this month on TV. Needless to say, I think this is the best slimer I've seen since the first Ghostbusters film!

Thursday, June 4, 2009

The Report from the Blu-Ray Release!

I attended the Blu-ray release of Ghostbusters last night, which was an amazing evening of video interviews to join the Ghostbusters team, opportunities to try the 360, PS3 and Wii versions of the game and presented the chance to see Ivan Reitman himself introduce the high def movie with a few great notes about a third film. Atari even sent a Ghostbuster with a modified pack to mirror the new upgrades from the game!

The Video Game
Several people had hands on and we saw the first hour and a half of all versions of the title. There were loads of great one-liners scattered throughout, and shouting whatever comes to mind while busting is quite fun. While trapping the fisherman ghost, I shouted "back to the bottom of the sea, crusty!". The cutscenes were more enjoyable on the 360, though the Wii's weren't bad at all. When hands-on with the PS3 version, the hardest thing was aiming at a ghost a block away hanging 20 feet in the air. The Wii's gameplay on the other hand was completely intuitive and in my opinion will be the most fun to actually play. The new weapons are cool, and there are some awesome ones that most people probably aren't even aware of. Wait until you find out what the super-slammer is, it's awesome. One thing I wanted was subtitles for what the guys are saying. Between the score, the blasting and the ghosts, it's hard to hear Murray's amazing but muttered one liners.

The Intro with Ivan
Reitman was hilarious. He spoke for 10 minutes, introducing his wife, daughter and son (directorial prodigy Jason Reitman) and apologizing for cutting them from the movie. He went on to tell the audience how much he appreciated them coming out (some from Texas) and told a few stories from 25 years ago about successful no-fx test screenings and Sigourney Weaver's casting session. She apparently decided that she should be possessed in the movie, then got up on all fours on Ivan's desk snarling like a dog. They loved it and added it to the script!

He opened the forum up to questions and of course the first was if he would be directing the possible Ghostbusters 3. While asking us not to quote him as saying he is directing it, he expressed interest. This is contrary to what Dan Aykroyd mentioned last week, so it was amazing to hear. It sounds like director or not, Ivan will be there through the whole project. He emphasized that Ghostbusters 3 is never a sure thing and the cast and script must be there. Several news sources were there and nabbed these sentiments in interviews as well. Here's what I could get of his intro before my camera ran out of memory.




The Blu-ray film
Brilliant sound made this viewing alone worth seeing. Nothing quite like a pack being switched on while you're in the theater. You never realize how fuzzy some of the scenes are until you see them on a big screen. At the same time, I noticed more from the film than I ever have before. Each expression from the jailmates at the end of the film, the maid desperately trying to put out a fire with her squirt bottle, little ticks from Murray and hilariously random twitches of Louis all shined on the big screen. You can actually tell that Walter Peck is getting covered in marshmallow goop!

All-in-all a fantastic evening. Thanks to Atari and Fangoria for putting it up. Look for our video interview on the GhostbustersisHiring website!

Monday, June 1, 2009

ANOTHER new trailer? Don't mind if I do!

A second new trailer for Ghostbusters Wii (third total today) has premiered as a part of E3 in conjunction with Wii Radio Minute. More great lines and ghosts within. I'm so excited to play this version! Enjoy!

E3 Reveals New GB:TVG Trailer!

Yet ANOTHER trailer for Ghostbusters: The Video Game has surfaced today (this time care of E3) and it's more action packed than ever.



Props to ProtonCharging for first reporting it!

Also, of note, in two days the Ghostbusters Blu Ray premiere is happening in Los Angeles, with special guest Ivan Reitman! I am so there.

The LA Times has an Exclusive Wii Trailer!


More big name news sources are talking to the original players from the series about the game and sequel, and the LA Times really knows how to do it right. Along with an insightful new article about the status of the sequel, a new trailer for the Wii version is included! In my opinion, it is the best Wii trailer yet.

Some favorite quotes from the article

Ivan Reitman: "The game itself, and the quick acceptance and intense interest in it, reminded all the creative participants that we have something special here. I think the game, along with the anniversary of the first movie and the Blu-ray release of the two movies [on June 16], all of it reminded us that it's kind of silly that we're not being more active about it."

Dan Aykroyd: "I'm just waiting for that magic phone call. One day, the producer calls you and says, 'We have a production number,' and that's the real green light. And it's coming soon, I hope. . . . We could be in production by winter."


The question is, how can they NOT green light this film after the New York Times and LA Times run legit articles about it?