While Netflix is bust working on a Ghostbusters animated series, Today with an announcement via Deadline, a sequel that was teased in the end credits of Ghostbusters: Afterlife is coming full circle and is slated to hit theaters with a projected release date of December 20th, 2023.
We don’t know too much as of yet as far as any Ghostbuster alumni returning once more, and there have been no casting announcements of any kind. However, one could safely assume that some Afterlife characters will reprise their roles in the new film that takes us back to Manhattan and the legendary Ghostbuster Firehouse.
I just only ask that Slimer gets a cameo this time and we get an ocean of ecto-cooler put back on the shelves for both promotional purposes and my own selfish reasons.
I think it goes without saying Ghostbusters is a once-in-a-lifetime movie experience that can and never will be replicated, and a lot of that credit goes towards the special effects of the film. In 1984, this sort of visual sorcery wasn’t running rampant across filmmaking. With few exceptions like Star Wars and Poltergeist, (both of which Ghostbusters visual effects supervisor Richard Edlund worked on) audiences were bedazzled with the hypnotic effects the movie presented within.
Let’s take a ride and talk about that.
A mere year after the visual stunner of Poltergiest, Ivan Reitman and his crew were tasked to make Ghostbusters in UNDER A YEAR. In this case, is asking the impossible with the sort of movie that called for such heavy special effects to sell the story. But according to Ivan Reitman, it had to be done in such a way as to balance the comedy with the “ghosts” so as to not make it too silly, or too scary as doing so would damage the film entirely.
“The special effects are just as important as the comedy. We’ve never seen this level of first-class effects in a comedy film before and it has to be evened out.” – Ivan Reitman
Much of Dan Akroyd’s vision for the creatures were on a large scale, some of which even ended up in space if you can just picture that! However, the budget for the film was about $5 million and Reitman worked with Akroyd to rewrite the script and the creatures in a way that would work in a beautiful balance of comedy and terror. Though they ended up around $700,000 over by the time the film was locked, if Dan Aykroyd’s original script had been filmed, according to associate producer Joe Medjuck, it would have had “50 large scale monsters”.
Enter Richard Enlund, head honcho of Boss studios. Launched in 1983 specifically for Ghostbusters, who knew the importance of not making these creatures into flat-out jokes for the film. And what we ended up with was some of the best damn practical effects of apparations still to this day.
In the instance of the Marshmallow Man, Edlund and his team went through dozens of ideas and designs before opting for the simple, yet practical 100-foot monstrosity we all know and love.
Part of what made the effects so, well, effective, was their practical nature. You just can’t beat practical movie magic no matter how much technology you throw in front of it. The clip below from Ghostbusters.net gives us a short and sweet breakdown of some of the wizardry undertaken in bringing the Library Ghost, Slimer, and more to life in the film.
Made in just ten months and filmed in 55 days, Ghostbusters is the prime example of practical effects done in a time-crunch without the technology of a computer. Cliche to say it has aged like fine wine, so we’ll just say it has aged as well as Keanu Reeves in 2022. Charming, beautiful, breathtaking, and as soft and nostalgic as a twinkie.
With that, I’ll leave here with my personal favorite shot from the movie- the ghost escape from the firehouse that wreaks havoc on New York City all leading up to the climax of Gozer. I’m actually kind of obsessed with this scene as it has everything that is great about this movie all rolled into two minutes of spectacular energy. It’s ominous, a bit silly, but not so much to where you can’t overlook the sense of dread that is coming. Paired with Mick Smiley’s “I Believe It’s Magic”, this is just cinematic gold right here. And I believe what Ivan Reitman set out to do in balancing terror and comedy, marries perfectly in this one scene alone.
As a byproduct of the early 80s, one of my earliest home gaming memories was the Atari 2600. This beast of a console was the first system a wee Patti owned and was shared, albeit reluctantly, between my little brother and I. I can’t tell you how many times I would get the urge to play Kaboom or Haunted House, and find my 8-bit hogging 4-year-old sibling snotting all over the joystick playingFrogger.
The struggles of a one-console household is very real boils and ghouls.
Presently, the original Atari 2600 is pretty much a dinosaur (and looks like one too) compared to the sleek Playstation 5. However, Brontasauraus console boasted some graphics that looked like sorcery in our eyes at the time. Regardless of the now outdated sights and sounds of the Atari, the gaming system launched the beginning of household video games over 40 years ago, and hell, we need to respect that. Not to mention, hosted some pretty off-the-wall cartridges that embodied the glorious horror genre within them. Four decades later, and I still haven’t seen one damn Texas Chainsaw Massacre OR Halloween video game! Unless of course, you look towards the Atari 2600.
That being said, kudos to the breakthrough video game system that honored the horror genre in 8-bit fashion. So let’s look back at some of the coolest horror-themed video games the breakthrough gamer device had in its library, shall we?!
Halloween
First released by Wizard Video in 1983, The Shape was forever immortalized 2600 style with his very own Atari game. You actually don’t play as Michael Myers, but the “babysitter”, whom I can only guess is supposed to be Laurie Strode.
The object of the game is to save the children you’re supposed to be caring for from the Boogeyman. Who, by the way, is running through the house waving a knife all to an Atari-sized version of John Carpenter’s Halloween theme. FANTASTIC. You’re given three lives which are represented by jack-o-lanterns on top of the screen, of which will disappear one by one when you are caught and killed. The highlight of this game, and I’ve been known to purposely do this just for fun, is when you’re caught by Myers. Why? Because he decapitates you (as shown in the video below). Yes, ladies and gentlemen,this appears to be the very first video game decapitation in history. You only get a tiny bit of blood spurts from said kill, but nevertheless is extremely amusing.
Another horror treasure from Wizard Video brings the Tobe Hooper classic to the Atari world in 1982. Unlike the Halloween game, gamer roles are reversed and you actually get to play as Leatherface; with a chainsaw attached to his dick.
You basically just run across a field of cow skulls and wheelchairs trying to get to your next victim. It’s heavily rumored throughout the gamer community that the high-pitched tones you hear when a victim appears is actually supposed to be a girl’s scream. The chainsaw in the game is run on fuel, and when you press the appropriate button to run it, your fuel starts to deplete. When you run out of fuel, you lose a life. So, just an educated guess here, the point is to kill off as many people as you can before running out of gas.
It’s a fun way to murder ten minutes of your life. But one thing that really irked me about this game other than the inability for game developers to give Leatherface’s body a different color than the chainsaw, is the fact your character gets “stuck” quite easily. The obstacles I mentioned above, as it turns out, you better steer clear of them. If even one pixel of Leatherface breathes too close to these in-game hazards, you’re stuck for a good couple of seconds. It’s a total pain in the ass.
Developed by Fox Interactive Games in 1982, Atari Alien has no shame in hiding that it is, in short, a basic rip-off of Pac-Man. However, instead of dodging ghosts through a maze, you’re running from Xenomorphs, which is just way cooler anyway.
The in-game maze is supposed to be designed to look like the inside of a spaceship, and said ship is infested with adult aliens laying these eggs all over the place. Just like Pac-Man, the pellets littering the screen are eggs and can be destroyed by simply running over them. There really isn’t too much else to explain, as it really is just Pac-Man with aliens. Though if you enjoy the classic arcade game, as a horror fan you’ll likely get a kick out of something different from that floating yellow head.
Published by Data Age for Atari in 1983, Frankenstein’s Monster, for me TBH, is one of the more entertaining games to come out of the 2600 era of gaming.
The basic object of gameplay is to build a wall surrounding the monster before he comes to life. To do this, you have to climb up and down the screen grabbing bricks one by hellish one. Along the way, you’ll encounter a giant tarantula, bats, ghosts, and a lovely pool of acid. You know, normal creepy castle shit. If you build the wall before the timer runs out, you save the village below from a monster rampage. If you don’t make it in time, Frankie comes to life and destroys every damn thing in its path, which is kind of my favorite part anyway. If you get a chance to play, let yourself lose at least once.
Birthed by Activision in 1985, Ghostbusters for Atari 2600 comes one year after the theatrical release, and is fuckin’ fun as hell.
You immediately begin by trapping ghosts in front of buildings, which in most cases, takes the form of Slimer. All the while, a synthetic Atari version of the Ghostbusters theme plays in the background. The graphics when ghostbusting aren’t half bad considering the console, and the driving sequences with the Ecto-1 are not as stretched out as other versions.The greatest part, however, is when you finally get to the end and fight Stay Puft Marshmallow Man. It’s goddamn hilarious because he just kind of jumps around in front of a building like a little kid.