Development Ghosthunter




— chris deering; scee president

the origin of game sce cambridge studio s desire high concept dark adult, james bond/ghostbusters type game. each of team looked favorite horror films inspiration, other survival horror games. particularly inspired metal gear solid 2: sons of liberty.


the game first announced on april 22, 2003, scee revealing plot outline, main characters, , basic game mechanics. revealed game run off tweaked version of primal game engine, new special effects technology used produce game s cinema-grade effects. playable demos of 60% complete build first shown @ august 2003 games convention in leipzig, european release date slated november. game shown @ september 2003 playstation experience in london.


the game released in europe in december, did not sell well, , wasn t picked north american release, sony choosing not publish themselves. in april 2004, however, namco announced had acquired north american distribution rights, release slated august. north american localization first previewed @ 2004 e3 event in may. north american version of game, on 1,500 fixes , improvements made, grenade targeting system , camera , combat systems refined. of puzzles made easier, combat made harder. in japan, game released on september 2, 2004, published electronic arts victor.








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