It's clear, then, that Ghostbusters is on the right track. It's worth coming back, however, to the tech underpinning the game once again. After all, it was largely the technology – the Infernal engine that Terminal Reality has been working on for the last seven to eight years – that helped convince Sierra that the time was right to do Ghostbusters. As already mentioned, the physics system is top notch, allowing for hundreds of interactive/destructible objects to be on-screen at once (and you'll even get a 'damage done' total at the end of each mission), but the engine is also capable of creating other kinds of spectacles. As anyone who has seen the Ghostbusters films would know, whenever the city is about to be swallowed into hell, huge crowds of New Yorkers turn up to cheer or jeer our heroes on, irrespective of personal danger. The game will very much pay homage to this, with a lot of activity out on the streets. One scene in particular – set during the Macy's Day Parade - will feature hundreds of people walking about at once. Stress tests on the system had 3000 basic polygonal characters walking up and down a section of street.