Infernal-Engine

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  • More pixels being patched into PS3 version of Ghostbusters

    by 
    Andrew Yoon
    Andrew Yoon
    08.26.2009

    High-res HDMI captures: Ghostbusters (PS3) & Ghostbusters (Xbox 360) The PS3 version of Ghostbusters was largely criticized for its inferior performance compared to the Xbox 360 version. Developer Terminal Reality told Joystiq, "The PS3 version ... is softer due to the 'quincunx' antialiasing filter and the fact we render at about 75% the resolution of the 360 version." 25% fewer pixels? Unacceptable! Atari is promising to redress the differences between the two platforms with a new patch for the PS3 version which is supposedly available right now. According to the Atari press release, the patch will offer an "increase in resolution to match that of Xbox 360" while offering "numerous other localization fixes." Additionally, the Trophies for the game have been fixed. A glitch – caused when players from Europe and America played with each other – prevented the "Pay Day" and "Capture All Most Wanted Ghosts" Trophies (and subsequently, the game's mandatory Platinum) from unlocking properly. If bustin' ghosts with your international pals makes you feel good, it might be time to fire up Ghostbusters again.

  • High Voltage licenses Infernal Engine for-ev-er

    by 
    Justin McElroy
    Justin McElroy
    08.13.2009

    Talk about your long-term commitments. The Conduit developer High Voltage Software has just entered into a lifetime agreement with Terminal Reality to use the company's Infernal Engine (right, that's the one that makes Ghostbusters run). High Voltage hasn't really been a force on PS3 or 360 yet, so we're wondering if the move was prompted by slow sales on its last Wii outing (which, you may remember, ran on its own Quantum3 engine). "By incorporating some of the best PS3/360 technology, we are able to really push the envelope with our next wave of titles," Kerry J. Ganofsky, founder of High Voltage, said in the release. In related news, isn't Infernal Engine the best name for an engine ever? We're pretty sure it is.

  • Ghostbusters dev targeting more Infernal Engine licensees this year

    by 
    Jason Dobson
    Jason Dobson
    05.15.2009

    Terminal Reality hopes other developers ain't afraid of licensing the studio's Infernal Engine to use on future projects. In fact, the Ghostbusters dev's VP of sales and marketing, Joe Kreiner, tells GI.biz that his goal is to secure "at least another half a dozen to a dozen within the next year, at minimum." An attainable goal, according to Kreiner, which if achieved would put the number of customers in Terminal Reality's containment unit somewhere in the neighborhood of twelve since the middleware first opened up to developers in February.Rather than a short-term solution, Kreiner further notes that the Infernal Engine was designed to work across multiple CPUs and SPUs, something the marketing chief believes "future-proofs" the tech for use on later console platforms down the line. In the short term, however, he adds that Ghostbusters shows off the engine "really well." Hopefully other studios will come calling now that the game's publisher merry-go-round has (hopefully) stopped ahead of the title's anticipated June launch.

  • Infernal Engine licensees will get Ghostbusters, in spirit

    by 
    Randy Nelson
    Randy Nelson
    03.18.2009

    Terminal Reality, developer of Ghostbusters: The Video Game and the newly commercialized Infernal Engine which powers it, will be helping licensees ease into using the middleware by providing them the framework for Ghostbusters -- sans the Ghostbusters. VP Joe Kreiner explained the dea in an interview with Gamasutra."Once Ghostbusters ships in June, we'll be providing Ghostbusters the game as a framework to our licensees," he told the site, adding, "We'll have to remove the talent and any copyrighted items, but we will be distributing that to our developers once the game ships." So, developers who've licensed the engine will be able to build on what Terminal Velocity learned during the game's development process. Or, they could make a game just like Ghostbusters, with some minor tweaks here and there. Call it Phantom Squad or Spirit Snatcher. Psst! Hey, From Software -- thought you could use those after playing your latest game.

  • Terminal Reality ain't afraid of licensing no middleware

    by 
    David Hinkle
    David Hinkle
    02.18.2009

    The developers behind the upcoming PS3 and Xbox 360 versions of Ghostbusters: The Video Game have informed us that the engine driving the game, the Infernal Engine, is open for third-party licensing. In fact, Terminal Reality will be meeting behind closed doors to discuss licensing its tech with several folks at the DICE Conference, which is going on right now in Red Rock, Nevada.Terminal Reality says its engine is compatible with all next-gen platforms, including PC, and can take "full advantage of next generation hardware while scaling easily to all systems." It features "an advanced physics solution, powerful particle system, and rendering features that provide ultra-realistic environments and characters." In layman's terms, the Infernal Engine can make stuff.The image above was crafted using the engine, and will serve as one of the items Terminal Reality uses to market its middleware product. So, developers, if you're looking for something that can help you create dudes with glowing eyes, old rifles, and a taste for tacky jewelry, who you gonna call?