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developer
interview
July
2004
Interview
with Vince Farquharson
Following
the success of the PC version of Ghost Master, a version
of the game was developed for the Playstation 2 and Xbox
consoles.
Just
before this new version was released, we spoke to Vince
Farquharson, the Senior Producer at Empire Interactive,
to find out more info...
ghostmaster.net: Hi
there, and thanks for taking the time to do this
interview with us.
The
Sick Puppies team worked on the PC version of
Ghost Master for about three years I think. Have
Spiral House been working on the console
versions for long?
Vince: Ghost Master on PS2 and Xbox has been in
full-production for about a year now.
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ghostmaster.net: So
it must be good to finally have it ready for
release?
Vince: It
was very much a conscious decision to put
additional time in to meet the demands of the
new platforms rather than to do straight ports
that could have been delivered quicker, but yes
having spent that additional time it is now good
to be close to release.
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ghostmaster.net: Have
you had much interaction with the original PC
developers?
Vince: There
was lot of interaction between Spiral House and
SickPuppies initially but because there was a
conscious decision to develop something
specifically catered for the consoles, rather
than being bound by the PC version, this was
tailed off for full-production. This way we’ve
been able to develop a new version of Ghost
Master that owes a great debt to its PC
predecessor and SickPuppies but has also been
able to incorporate the lessons learned on the
original product and the more console oriented
skills of Spiral House.
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ghostmaster.net: How
has the game gone down at E3?
Vince: The
title went down very well at E3, with praise
most commonly being targeted at the titles
premise and execution and the way an originally
rts style interface had been re-engineered
effectively for the consoles.
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ghostmaster.net: So
please give us a brief introduction to the game?
Vince: Ghost
Master sees you taking control of a team of
Ghosts as they attempt to frighten Mortals from
a variety of locations.
As
a Ghost Master you will have access to a variety
of Ghosts and the Powers that they wield. By
careful manipulation of the Ghosts and their
Powers you will be able to terrify and
manipulate the Mortals as you progress through a
variety of locales and accumulate an
ever-increasing hoard of ghastly servants with
devastating powers.
Taking
the original PC version as a start point, Ghost
Master has made significant advances over its
predecessor whilst adhering to the successful
high concepts that made the original such a
critical success.
Whereas
the original title saw players taking a more
hands-off, high-level approach to Ghost
management, Ghost Master sees players getting
down-and-dirty with the action as they take
direct control of their team of un-dead
henchmen.
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ghostmaster.net: These
new PS2 and Xbox versions are obviously based
around the original PC version. Do we get to
visit any new locations in Gravenville, or come
across any new ghosts or powers?
Vince: Although
based on the PC original you get a significantly
different gaming experience that adheres to the
same high-level concept as the original but uses
a different control mechanism and underlying
gameplay systems and logic. So rather than using
the same game mechanics to explore new
environments you get to explore familiar
environments with essentially a new underlying
game. It’s an unusual approach but based
around delivering an optimal console experience
that take the best of the predecessor and
marries it to the best of console led gameplay.
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ghostmaster.net: The
new version boasts an impressive looking
graphics engine. Does it differ much to that of
the PC version?
Vince: The
console version has been built from the ground
up and uses Spiral House’s custom engine so
your getting something completely different from
the PC original, and optimised for the consoles.
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ghostmaster.net: What
other features do the console versions offer,
which were not seen in the original PC game?
Vince: You
get to get in the thick of the action with
direct-control of ghosts and powers. You now
have complete freedom to place and use ghosts
anywhere in the environment. We’ve implemented
simplified game rules to deliver more dynamic
and compelling gameplay. The controls and UI
have been optimised for easy navigation of the
gameworld. Improved levels now offer a richer
and more coherent experience.
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