The “Ghostbusters Debacle”

There’s been a LOT of crap going back and forth about the PS3 version of Ghostbusters and that it is technically deficient when compared to the 360 version.

In the posts below, you’ll see that is technically true. The fact of the matter is though that I bought the PS3 version, and I have 0 problems with the visuals etc. I haven’t seen the 360 version, and if no one had said anything about these differences, I would never even think about it. More after the break…

With posts on NeoGaf, VG247, Eurogamer, and Joystiq (among others,) it looks like the facts have finally come out.

Quoting from the article over at Joystiq.com- http://www.joystiq.com/2009/06/17/ghostbusters-on-ps3-lags-behind-360-version-developer-explains/

“Richard Leadbetter – Director of HD consultancy Digital Foundry and author of Eurogamer’s multiplatform comparison Face-off features – tweeted that playing Ghostbusters on the PS3 was like “time-warping back to the dawn of PS3 development.” Ouch! That’s especially painful to read considering the high hopes Terminal Reality – developers of the just-released Ghostbusters game – have for their multiplatform Infernal Engine.

Internet reports of a less-than-stellar PS3 version of the title originated at Lens of Truth on Monday, were later corroborated by Gamezine.co.uk and, following tomorrow’s publication of Leadbetter’s most recent Face-off feature, will be further corroborated by Eurogamer. Confusing the issue even further is the following quote from Terminal Reality’s Mark Randel, who told VG247 last year, “We’re one of the few developers who love the PS3 and have a great time with it. We have great technology for the PS3 and we want to show it off.”

Instead of leaving it up to internet Matlocks, we asked Terminal Reality to comment on the controversy. A spokesperson for the developer told us, “For the record, the PS3 version [of Ghostbusters] is softer due to the ‘quincunx’ antialiasing filter and the fact we render at about 75% the resolution of the 360 version. So you cannot directly compare a screen shot of one to the other unless you scale them properly. The PS3 does have less available RAM than the 360 – but we managed to squeeze 3 out of 4 textures as full size on the PS3.”

So: is the PS3 “maxed out”? Or is Terminal Reality’s engine – despite comments to the contrary – just not up to snuff on the PS3? With most recent multiplatform titles performing comparably, if not identically, on both the Xbox 360 and PS3 consoles, we’d be inclined to agree with Mr. Leadbetter: it’s like “time-warping back to the dawn of PS3 development” when PS3 games were routinely outperformed by their Xbox 360 counterparts. Let’s hope the irony of the situation is lost on Ghostbustersexclusive European publisher … Sony. As well as the franchise’s owner … Sony Pictures.”

So there you have it. We talked about this last night before seeing all of these facts, so I’m probably going to take what we said out of the show, and we’ll talk about it during the game review next week.

In my opinion, this isn’t a “crappy port” though (Madden 08 etc) I am VERY happy with the PS3 game so far, and I have no issues with the technical aspects of it.

PS3 Version:

PS3 Screenshot

PS3 Screenshot, courtesy @Digital_Foundry

360 Version:

360 Screenshot, courtesy @Digital_Foundry

360 Screenshot, courtesy @Digital_Foundry

Written by Glenn Percival

Glenn Percival

Just a guy that loves games, movies, Golf, Football, and Baseball.

Editor-in-Chief, Video Producer, and whipping-boy

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