Prerelease:Ghost Master
This page details pre-release information and/or media for Ghost Master.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
Ghost Master was designed as early as 1999 and began production in 2000. The game was planned to be released in 2002 but due to technical problems and engine changes the game was delayed and eventually released in late 2003. Poor marketing affected the games sales. Sick Puppies planned to create expansion packs but these also had problems and Empire Interactive weren't sure what to do with the game. There was a Ghost Master 2 in the works but Sick Puppies went out of business a few months later which led to it being scrapped.
To do: Add the early screenshots and development information from the games strategy guide.
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2001
Much of the game was worked on apart from the gameplay and ai. The Carpenter was the first music track made for the game. Sick Puppies planned to make many scenarios but due to time constraints they were pushed to the expansion packs which didn't happen.
Mid 2001 to Early 2002
Most of the sound effects and music was changed. Models were reworked to be less blocky. Animals were planned to be in the game such as cats, dogs, crows, sheep and eels (for the Abysmal scenario) but were cut. Some scenarios that were worked on were cut and what was solidified so far had to be readjusted from a pacing standpoint which was resolved by creating a new story with the paranormal doctor. Darkling was supposed to be unlocked in different scenarios by finding different items in the military bases. It had it's own gameplay style also.
These videos showcase the earliest work done for the game.
Mid 2002-MidLate 2002
The original engine the game used was Renderware 2.0 but was changed to an in-house engine Sick Puppies used. The game was shown behind closed doors at E3 2002. A LOT was different before and after this demo was shown at E3.
- Animations were different and sped up.
- UI was different.
- AI wasn't polished at all.
- A type of haunter ghost called the Chronicler was cut and had its own gameplay style.
- Not many missions were developed.
Late 2002-Early 2003
The game was shown behind closed doors at ECTS 2002. A member of the Sick Puppies team showcased the game in Japan. Various game companies from Germany, Poland and the Czech Republic made their own versions of the game. The strategy guide had some early screenshots which showed many differences.
- All ghosts were available in all scenarios when unlocked.
- UI was different.
- The Ghoulroom was different.
- The HighScares menu was different.
- The loading screen was different.
Launch
The game didn't sell well in the United Kingdom. Sick Puppies wanted to sell the game to America but this didn't happen due to a dispute with Empire Interactive.