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Some Epic Ghostbusters Screens And Developers Diaries Part 1
Ghostbusters, possibly the greatest game of all time? Who knows, but I sure hope so. And as of right now it sure is looking that way. Now, if you head past the break you can see 3 pics, and read read read about how this whole crazy idea to make an amazing Ghostbusters game came about. And look out for the game on every system ever in June of this year (thank you Atari).
It Begins
So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one.”
And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”
Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.
It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.
It was the massive destruction is what really got their attention. Seriously: fiery explosions & debris will get your foot in any door.
Vivendi Executive Producers John Melchior (tall, quietly fast-talking, awesome), and Pete Wanat (beard & soda also awesome) introduced themselves and let us know immediately that they were the two most hated men at this publisher. John O’Keefe (Terminal Studio Director) asked if maybe there was someone else there we could talk to.
They watched our demo politely, exchanged mysterious raised eyebrows, asked a few pointed questions, and then left for a private discussion in the hall.
When they came back they seemed to have agreed on something. They told us they’d been working on developing a movie license IP. Brendan Goss (Terminal Reality Executive Producer) shot a look my way: Uh-oh. Here we go again. But this was a really big one, they continued: a really great one. And it wasn’t tied to an upcoming theater release in less than twelve months.
Then they dropped the G-bomb.
There it was, out in the open. Ghostbusters. Maybe one of the greatest movies made. Definitely one of the funniest. We were getting a crack at it. To say we were thrilled is a lazy understatement. Pleasantly electrified is closer to the truth. It wasn’t until later, after the shock wore off some, when we realized the depth of the responsibility we had staked ourselves to when we finally stammered, “Y-yes! Of course we’ll do it!”
Stars Align
The Ghostbusters game finally happened as the result of a fairly rarefied confluence of elements, a sort of Hollywood fairy tale.
Sony Pictures Consumer Products (Mark Caplan & Keith Hargrove) knew that the time was ripe for a Ghostbusters revival, and wanted to wrap it around a centerpiece game. Sony felt that game technology had finally arrived and were looking for a developer with the right mix of passion and skills to do the project correctly. First, Sony knew they needed to do two things: 1. Make sure all IP holders—which includes the director, three of the original Ghostbusters stars, and Sony Pictures itself—would be totally on board; and 2. Find a publisher that could make the game happen with as much of the original talent involved, as possible (i.e. the Ghostbusters).
Across town at the publisher, John and Pete had been talking about doing a GB game for quite a while, and had started talking to the owners of the property. They were also trying to sell their own upper management on the concept. Some reluctance is certainly understandable. The reason we jumped at the chance was the same reason the finance people were shy: a major movie-license game that’s not actually attached to a theatrical release can be a tough sell. There’s no built-in multi-million-dollar studio-financed marketing campaign. With a high-profile title, securing the license can be very expensive, especially when that license is one of the highest-grossing and most beloved films of all times (market research by Vivendi revealed that the enduring ‘no-ghost’ logo ranks just behind Coca-Cola and the Nike Swoosh stripe in order of worldwide recognition). Securing the talent can be both cost-prohibitive, if not impossible to do: Murray, Aykroyd, Ramis, and Reitman haven’t worked as a group for years, and each has his own successful career to manage.
In the meantime, Dan Aykroyd had been trying to get a Ghostbusters film sequel off the ground for years, but was having a hard time reassembling the cast and generating studio interest. He had decided that a CG-animated movie would be the best way to go, since the GB III script called for a daunting budget if shot practically. A few voice-acting sessions would require a much smaller time commitment from the cast. And the now almost-sixty-year old principals wouldn’t have to strap those brutally heavy proton packs back on and run through NYC streets. So, from his perspective, moving to a game format for a true sequel wasn’t too big a leap for him.
The three sides found one other and liked what each was bringing to the table. They worked on pulling the rest of the group back together. And the snowball starts to roll. We jumped on as soon as we could.
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‘The Ring’ Actress Daveigh Chase Has Passed Away at 35
All of us here at Bloody Disgusting are deeply sad to learn that actress Daveigh Chase has passed away at just 35 years old. The news was first reported by TMZ this afternoon.
The outlet reports, “The actress’ boyfriend, Roy Hernandez, tells TMZ … Daveigh died Tuesday from meningitis and an infection in her blood, which caused her to have septic issues and led to her body shutting down.” The website’s report continues, “We’re told Daveigh had been admitted to a hospital in Los Angeles earlier this month because of malnutrition.”
Here in the horror world, a young Daveigh Chase memorably played Samara in Gore Verbinski’s 2002 horror movie The Ring, the American remake of the Japanese horror hit.
Far outside the horror world, Daveigh Chase voiced Lilo in the 2002 animated movie Lilo & Stitch, a character she continued to voice in various animated spinoff projects.
Chase also appeared as Samantha Darko in the 2001 classic Donnie Darko, later returning to play the sister of Donnie Darko in the 2009 spinoff movie titled S. Darko.
Daveigh Chase’s resume also includes roles on the TV shows “Sabrina the Teenage Witch,” “Charmed,” “ER,” “Touched by an Angel,” “CSI,” “Cold Case,” and 32 episodes of “Big Love.”
Chase appeared in the films The Rats, Silence, Carolina, Beethoven’s 5th, Yellow, Little Red Wagon, Transference, Killer Crush, Jack Goes Home, and American Romance.
We send our deepest condolences to Daveigh Chase’s family, friends, and fans.

Pictured: Daveigh Chase in ‘Killer Crush’ (2015)
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