the
game
about
ghost master
characters
locations
articles
& interviews
gallery
screenshots
concept
artwork
game
help
mission
walkthroughs
hints
& tips
cheats
FAQ
technical
support
downloads
bonus
mission
demos
movies
patches
& updates
desktop
wallpaper
other
downloads
press
previews
reviews
magazine
articles
web
links
fan
community
message
forum
competitions
fan
artwork
mods
fan
sites
other
shop
about
us
contact
us
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
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.
|
|
|
voting
poll
|