One of the techniques that is becoming commonplace in the current generation of consoles, is the separation of footsteps from Foley and/ or equipment sounds that are then layered and recombined at runtime to allow for different combinations and variations. This allows for an attention to detail on the part of character movement sounds, especially when the payer is in control (to a certain extent) of their costume, equipment, or shoe type.
Ghostbusters - Terminal Reality/ RedFly
-Randomized Foley and Parametrized Spectors

Brian:
Sound Design for Ghostbusters - The Video Game (2009)
GhostBusters and WWise from Matt Piersall on Vimeo.
We are living in a cross platform market, and where developers take liberties with their IP's to exploit the strengths of each console so too can we design and implement in a way that leverages our toolsets and techniques to get the best sounding experience for the player."Now to give you an idea of how hard we gambled we ended up switching to WWise with about six months before our first submission.
AudioKinetics WWise provided an AMAZING array of flexibility and power that we didn't have in the previous sound engine. Jimi, Jason, Kidko and myself put a ton of hours in to this project ensuring that our gamble paid off."
"While the road was a bumpy one (incredibly bumpy at times) we created 90% of the sound assets, implemented and scripted them into INFERNAL, and created a dynamic music system within WWise (oh yeah and Jimi did 20 minutes of cut-scenes)."
Gl33k: Ghostbusters Reviews are In!
"Driven by the RTPC which also slightly drives the volume of the ambient bus."
"The "in to goggle" sound causes a previously unheard channel to rise to full volume.This allowed us to create much more dramatic flair without bothering any programming staff."
"Ghost vox were handled using switch groups, since states would often change but animations did not."