Tendo City

Full Version: new Geist screens
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According to www.gamereactor.se these are new:

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Meh... still looks kinda crappy. But if the gameplay is good, I'll bite.
The combat scenes really don't interest me at all... Honestly, a game where I possess everything is interesting, but only if I do more than just use everything I possess to kill people. That is, I would enjoy a full on adventure filled with a deep story in which I reveal more and more as I become all sorts of various things, and all sorts of puzzles should require some innovative use of this. In the game I imagine, the scene with the kid reaching out to a tree would be in it.
The art style is kind of "hey let's imitate Halo becuase they obviously have the coolest art style around", but overall graphics are pretty decent. Of course even if it had amazing graphics they'd be all for not if the gameplay and story were awful. So far the gameplay looks good, but I'm a bit worried about the story, which hopefully won't be as DJ said "possess stuff and kill everyone...and find keys". That wouldn't be very fun at all.
Everyone said the controls were clunky though.
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I will bet the single long hair sprouting out my right nipple that upon seeing this screen every guy thought the same thing HOLY SHIT PLEASE GOD SAY YOU CAN POSSESS THE TOWEL AND FLUFF YOURSELF AGAINST HER NIPPLES AND BUTTOCKS AS SHE GIGGLES AND CALLS YOU A BAD LITTLE TOWELIE.
Hahaha, not likely, you pervert.
Well, we already established that you're gay, OB1, so I didn't exactly expect you to get the same dirty thoughts. :p
I'm only gay for you, beanjo. Only gay for you.

Otherwise I'm as straight as any Dick, Tom, or Harry. Just not a pervert.
I should think SJ was only joking.
So was I... the first part, that is. And the second part was a reference to Arrested Development. :)
It's possible, but it's better made ambiguous enough so that it could be interpretted either way (the part about the dirty thoughts about the towel).
Was that a response to me or DJ?
DJ.
Thought so.
Or you could just possess the woman and then take off the towel.

...

Maybe!
I'm sure you can't, but even if you could would it matter? I assume that possessing people means first-person view, and i"m sure that Giest, like 99% of FPSes, has the standard "floating-bubble-with-a-gun' viewpoint...
That's what mirrors are for, ABF.
I hate stupid bubble-with-a-gun... so unrealistic, so strange... I know it's far easier to do ingame, and the one game I know of that HAD a body kind of stunk (Tresspasser), but still...
It's really the only logical way to do it, at least until VR becomes popular again.
In Halo when you look down, you see feet. That's cool and all, but sometimes when you're on a ledge and using a pistol and trying to snipe a baddie right below you, instead of seeing the baddie, you fee feet.
Yeah.
I always think it's so stupid, though, when you go into a corner, look around, and just see air... the illusion only works in most FPSes if there aren't look up/down controls. :)
Fuck that, i'm happy with reflections and arms. I dont understand why mirrors aren't used more often. A hall of mirrors would be confusing as hell and add alot of depth to a standard FPS.
Yeah, that would be pretty cool. Might be a bit hard to engineer though.
I dunno, it would just need to add things twice for every prop and character plus the set and maybe throw in a lighting effect so you can see that's glass and then of course the ability to shoot holes through it or crack it.

Shouldn't be too hard.
Or... or... you can just use real-time ray-tracing. Simple, no? :D
Or you can use real mirrors!!

...

Right?
No.
:(
Quote:PGC: Okay, let's get started here. First off, introduce yourself.

Jeff Kalles: My name is Jeff—ah, excuse me my voice is going after three days of this—Jeff Kalles. I am an Associate Producer at Nintendo of America.

PGC: And you're working on Geist, correct?

JK: I am working very closely on Geist. Not as hard as the developer's working on Geist, but I am working on Geist.

PGC: So how long have you been with the team, and working on Geist?

JK: Well, pretty much since we announced it. This will be—unfortunately—its third E3, I think.

PGC: Speaking of E3, the demo you have here is very limited compared to even last year's E3.

JK: (laughing) It is very limited. You know, several reasons. We wanted to just give a taste of what the game had to offer, but we didn't really want to show, really, what makes it so unique. You find that there's a lot of people who like to steal good ideas in this industry. It's been refined, and modified and improved upon, and I don't think you'll be disappointed.

PGC: Well, the booth babes keep saying that the game looks a little crude. Is that something you guys are working on as the game nears completion?

JK: You know, it's a constant improvement process in development. They're always looking to optimize frame rates, improve jaggies, adjust lighting…you know, that's a process that goes all the way until the very end of QA. So, you're seeing preproduction software, that's all you are seeing.

PGC: So, you said there are a lot of ideas. Does that mean you can't talk about them right now?

JK: I can fill you in on what the game has to offer. (laughs)

PGC: What can we see once he actually dies, and you really get to be a Geist in GEIST! That's kinda bizarre…

JK: Not yet! Well, in the ending cinema you see what happens, how he's been captured, his spirit's being ripped away from his body…so, what you're gonna have after that is you are going to have to overcome objectives. One of them, obviously, is try to get your body back. There are other things you'll unveil as you go through the story. But you'll come to obstacles you'll need to overcome. And, in order to do that you'll need to find those that have the ability to get past the obstacles. And in order to use those hosts—these people with that ability or knowledge, whether human or creature—you'll need to find a way to make them susceptible to possession. So, by scaring them or putting them in an agitated, excited state, you are then able to possess them, maybe gain some of their knowledge or utilize one of their abilities in order to overcome some of the obstacles to get to the next area, or the next task. So it is very much an adventure game. What you're seeing is a very small part of the first person shooter aspect, which is interspersed throughout the title; but really it's about the adventure aspects of the title that really sets it apart.

PGC: It is now classified as a first person adventure, is that right?

JK: It is. It is a first person adventure.

PGC: So we should be thinking more along the lines of Metroid Prime, then?

JK: Well, not so much re-traversal and exploration, but more about "how do I use my possession to advance my goals in the game." That's really where the adventure aspect comes in. 'Cause it's not just people and creatures: you can possess objects. And maybe manipulating those objects will allow you to advance in the game.

PGC: I noticed a few interesting things in the UI. For instance, after the boss if you look up there's this little eye icon, almost like the scan visor in Metroid Prime. Can you tell us more about that? Is that more of a "if you're curious, look", or is that going to be a serious part of the game?

JK: One of the design things that n-Space, the developer, wanted to do, was to make the interface as intuitive as possible. So what they've done is really made everything context sensitive. So as you're looking around, if your reticule—your main focal point—goes over something you can examine, then the eye icon comes up. Very intuitive. If you come in [contact] with something you can interact with, an action icon comes up. A door has a little picture of a door. So n-Space was very thorough and very careful and conscious of what the player is experience, and they wanted the game to flow as seamlessly as possible.

PGC: I also noticed the bottom left has a picture of the guy walking around and shooting and stuff. Is that more of an aesthetic thing, or is that going to be more of a status of your character thing?

JK: Well, what it is, is that when you're in first person, you never see your own character. So when you're always jumping into different objects and creatures and people, how do you know what you're in and how do you remember? It's basically an affirmation back to the player that this is currently what I’m in control of.

PGC: How long do you expect this game to be in general?

JK: We're expecting probably right around 15 hours of gameplay, plus or minus.

PGC: Will there be any serious multiplayer?

JK: There are multiplayer modes. They've done a really good job at n-Space of creating modes that really take advantage of the possession mechanics. So there's some sort-of-standard multiplayer stuff with a unique twist. And then there are some very unusual gameplay modes that we've never seen in multiplayer before that are really taking advantage of that possession.

PGC: Will we be seeing some of this at E3?

JK: I'm not sure if that is on the schedule to be shown at E3. Of course, the game is going to be out shortly after E3, so everyone will get a chance to see it and play with it then.

PGC: What else is interesting?

JK: You want the story?

PGC: Sure, tell us the story, but don't ruin it for everyone!

JK: No I won't ruin it, but I'll give you the bullet points, right? John Raimi is the character you're in charge of, and he is an expert in all things biochemical, having to do mostly with anti-terrorism. And major corporations will consult him. Governments will consult him, specifically, on how to deal with these sort of threats. So there's this very shadowy corporation called Volks, and they do a lot of military R&D type stuff, and they're not too careful who they sell to. They've sent someone in who happens to be someone you've crossed paths with before many times—a friend of yours—they sent someone to infiltrate the facility and find evidence. Well, he finds evidence and so, an extraction team is put together to go get him and the evidence. They invite you along because they want to use your expertise. And that's really the first level you are playing is that extraction. You're going in, getting your friend. But things go wrong, the alarms go off, things happen…and at the end of the demo on the show floor, you get captured and then you get subjected to some of their experiments which happen to be paranormal in nature. And they've separated your spirit from your body.

PGC: Actually, it ended with a boss battle. Can you tell us more about how big a role bosses will have in the title?

JK: They will have several bosses in the title. I can't say exactly how many. All of them do have a role in the story of what is happening at this facility and what is happening to you, so it's not just "throw in a boss," its really about creating creatures and obstacles that help reinforce the overall vision of the game. So, yeah, there are bosses—good boss fights.

PGC: Going back to the fifteen hour thing. If you want to replay the game—for instance in games in Goldeneye, there are harder missions with extra things to do—will there be something to come back to?

JK: Well, there will be things you can open up by going off the beaten path. So for those players who have not explored the first time through, they will find things that will enhance their gameplay experience by going through and finding those items or objects they may have missed.

PGC: There was a customizable control option. Just how customizable are the controls?

JK: There's—in the demo there are currently two main control schemes. The player can also, ya know, invert the Y axis of course, which is what everyone needs to do. (smiles)

PGC: Yeah, some bozo had it un-inverted when I started.

JK: Yeah, I'm an up is down, down is up guy. I know other people that can't play that way—I can't play the up is up way, I don't know why. You can't map individual buttons, but you do have control over your basics…whether it's the C stick versus the control stick that is manipulating your aiming versus your movement.

PGC: What kinds of gamers do you think would be most interested in Geist? Who is your target—what other games are out there that, if they liked it, they should check out this game.

JK: Well, obviously, anyone who really enjoyed Metroid Prime, who enjoys that kind of adventure game that happens to have the first person point of view. I think anyone who is tired of the same run-of-the-mill first person shooter, who wants a different game experience…tired of the, ya know, let's go into the warehouse and walk through all the crates…you're always stuck in the same character through the whole game. This really—the game changes depending on what kind of host you're in. So if you're in a host that is ripped and he has cool weapons and you can blast through a section. If you're in a host who is, maybe you're using them for their knowledge, then you'll have to find problem-solving ways to get around obstacles.

PGC: You were telling me that you have to scare people to possess them. Are there any examples you are willing to give that were not at E3 last year?

JK: Well, you know, maybe if you hear a conversation about someone's phobia, so you can utilize that information to find out what really scares them. It's not just scaring. Maybe you'll need to do it for information purposes. One of the examples I can use is posses a key pad to get into a restricted area. Well, if you catch the guard's attention, he thinks the keypad is fritzing out. He'll come over and punch in his code. Well, you're in the keypad, so now you've learned his code! So now you can go out and find a host and come back. Or sometimes you possess a host and maybe get a glimpse of their memory or knowledge that you wouldn't get, because you've had a little insight into their memory.

PGC: There were animals like the dog we saw last year. Will that be a big part in this game?

JK: There are more than just humans you will possess. Along with the objects there is more than just dogs…a lot of times animals have a better ability to get through environments or get into otherwise inaccessible areas.

PGC: You're pretty much wrapping up development of the game, you've shown it at E3, its coming out soon…Is Nintendo planning to work with n-Space further, or is this a wait-and-see how this one does first?

JK: Ya know, I have a ton of respect for n-Space. They're a great group of guys. I really hope we can continue our relationship with them. I know that whatever their next project is, with whomever it is, I'm sure it will be a big success. It's been a great learning experience for both parties. I've learned a lot from them. I think they've learned a lot from Nintendo. So I really hope that, in whatever fashion, that I am able to continue working with them, personally and as a company. We'll see what happens. Obviously, there's nothing public that I can say about anything, but they're working very closely with NCL, and Mr. Miyamoto's group, and working very closely with NOA. I think everyone is very encouraged by the relationship.

PGC: You've told me you have been with Nintendo forever…

JK: I have!

PGC: We've had some announcements here. We're seeing WiFi coming up…what are you most excited about, things you've been talking about here? What are you looking forward to most?

JK: ZELDA!!! (laughs) It's always about Zelda. You know, I am excited. I am a gamer, as Mr. Iwata was talking about. Otherwise I wouldn't be in this industry. I play all sorts of games at home. I play them online. So I'm very excited about the online possibilities, especially Animal Crossing, which sucked away too much time…

PGC: I never really had time to get into that game.

JK: Really? It ate away several hours—I found [myself] getting up with the sunrise to fish and…weird stuff

PGC: Once you can start emailing, or whatever you'll be able to do online, I can see it as getting…weren't people selling things for Animal Crossing online on Ebay?

JK: I don't know! It's possible with the password system. But now you don't even have to deal with that since it's online. I don't know exactly what features they are working on, but it is very exciting. But really, it comes down to Zelda, if you've seen that trailer.

PGC: Well of course I have!

JK: It's awesome, it's gorgeous. It's one of the prettiest games I've ever seen on any platform. And to have Zelda in a very dark and moody atmosphere is very intriguing to me.

PGC: I love that you put it in those terms because last year [at GDC] at an interview with Mr. Aonuma I asked him if we're going to see a darker, moodier Zelda…in pretty much those words. And he said they had already done it with Majora's Mask.

JK: And you know, Majora's Mask was dark and moody, but let's take advantage of the processing power of the generation we're in. I think that's very exciting, and if you listen to what Mr. Iwata had to say, Nintendo knows what it is doing. We have a very firm plan in place, and it is very exciting. I don't think anyone will be disappointed as we move forward.

PGC: Well thank you very much for your time.

JK: Thank you! It was fun!

Planet Gamecube
Daikatana had feet!!

..didn't it?

And we don't need another FPS with a possibly neat-o sounding premise that turns out like dogs bollocks.
Haha, crazy Australian speak! I love that!

Blimey, 'atcha doin' guv'nah!
Toss another shrimp on the barbie!!
I still fucking hate kangaroos, i dont care if they're asstrailia's pride and joy. They're giant disfigured rats. I'm glad McDonald's uses them in their meat.
Lol

They hate 'roos over there.

Or so they say...
I'm pretty sure Daikatana didn't have feet... though that isn't exactly a demo I played for very long. :D