Tendo City

Full Version: Geist's Gone Gold
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Quote:Geist, Nintendo’s attempt at a solid, exclusive first-person shooter, has officially gone gold, according to the developer’s web site. In Geist, you play as a spirit who has to kill to [insert generic shooter storyline here]. The gimmick is your power to possess other characters - from soldiers to dogs to (if I recall the E3 demo correctly) dog bowls. It has all the features of a game that might help Nintendo with the older crowd – blood and gore, partial nudity, multiplayer. Then again, games like Killer 7, Resident Evil 4, and Metroid Prime haven’t helped much. Either way, this is a unique twist on the overused stealth games; hopefully the game quality will fall somewhere between Splinter Cell and Batman Begins.

Joystiq
It's about time.

Quote:partial nudity

Quote:Metroid Prime

Well, that's where they messed up.
No partial nudity in Geist? :(
The article said it did. Don't ask me.
Quote:Well, that's where they messed up.

Heh... sorry, but even that wouldn't attract a mass audience. They just don't care about Nintendo. :(

As for Geist... eh, whatever. It'll probably be somewhat decent. I probably am not getting it.
Why the hell not

I cant wait to be a dog bowl
Well, I'm still quite intrigued by the concepts present in the game, so I think I'll be getting it. Maybe I won't spend $50 on it, but I'll get it sometime.

Quote:Heh... sorry, but even that wouldn't attract a mass audience. They just don't care about Nintendo.

You're probably right about that. Plus it'd just get the goverment on their back about corrupting kids.
Quote:You're probably right about that. Plus it'd just get the goverment on their back about corrupting kids.

True... when will people figure out that some games are actually not meant for children? They still don't seem to get it...
but games ARE meant for children.

CORRUPT children.

Of the APOCALYPSE.

*Lucifer eats a baby*
That's what some people seem to think!
Pretty much... yes, some games are for kids. But others aren't. But really the biggest gap is the fact that these days there is a large adult market for videogames. Large enough that M-rated titles don't have to try to attract people under 17 intentionally. A lot of people just don't seem to understand that fact... yes, some games do get played by people who are too young, but that's why we have rating and all, to give parents the knowledge and choice... but they just don't seem to get that it is actually possible to sell games for adults so every violent game is of course an attack on the family and is aimed directly at young kids. Stupid...
The entire rating system is bullshit everything is fine for all ages except for Japanese porno games. I can understand a movie having ratings, those are arguably real people. A video game is no different if you're shooting a laser at robots or pulling an uzi on people; It's a video game.

But companies know that a game with a rating of T or more will increase sales with the younger crowds especially with Sony and XBox players, that audience is specifically looking for mature themes.
You think movies need a rating system but videogames don't? But what about the fact that games are becoming more realistic and movie-like? I don't think it matters if it's real people or not. Nobody's really killed in a horror movie either. It's about how it will affect the person seeing it.
Tht's exactly my point. Watching a CG mock-up of a person dying is relatively okay. It's CG, no matter what it will never be a real person.

In a movie, you're actually watching a real person getting realistically stabbed, shot etc. All the people involved with the film are trying to make it look as real as possible with added drama. We as human beings subconsciously have an understanding of what is real and what is not by movement, body language, eye study and about a billion other things that tell us "this is real". A video game character will never ever have that even if it gets to the point of being photorealistic in every way and mocaped down to every nerve ending we will always subconsciously know that it's not real and because of that will never effect us beyond anything more than entertainment.

Movie's can be as real as anything you want. We get shocked when someone dies, we miss them because they're dead or hate the one who killed them. We masturbate and make love with our girlfriends and wives to actors who, while engaged in the actual act of sex, are still pretending on a film set. There's a major, major difference in watching a real person doing something as opposed to seeing a CG recreation of a human figure.

Military units are sometimes trained in video game like simulators. They can kill a thousand human beings, blow up a hundred tanks all without blinking an eye. But let them watch a video of it actually happening and you see disgust and a nervous reaction because they know it's actually happening. Their BRAIN knows it's actually happening.

This is the exact same argument pf artists all over the world who have to deal with people who say that statues or paintings that depict nudity or sex are pornographic but it doesn't effect anyone adversely beyond cerebral entertainment value; It's not real and every human being from every country at every age has an infinitely vast understanding of that since our brain's are formed with that fundamental comprehension built in. The same can be applied to video games.
This game keeps sounding better and better.

INTERVIEWS: The Geist Interview
nSpace discusses the game's origin, Miyamoto's influence, multiplayer modes, and why it took so long to develop.

Written: 08/11/2005

Discuss it in Talkback

Planet GameCube recently had a chat with nSpace about their new GameCube game, Geist. Below is the full transcript of the interview.

Erik Dyke - nSpace President
Dan O’Leary - Project Manager, VP
Ted Newman - Producer

PGC: How did you start Geist? Did you go to Nintendo or did they come to you?

Erik: We had heard that Nintendo was looking for a first person game that wasn’t the typical shooter, but something that would bring something unique to the ta-ble. We kind of sat down and challenged ourselves to come up with an idea that would be a twist to your typical first person action/adventure/shooter game. From there we self-funded a prototype for the game and took that to Nintendo. First NOA, then NCL, that started the experimental phase.

PGC: Where’d you get the idea for the concept of the game?

Erik: We first sat down and batted around different ideas. One of them that we liked was an idea about playing an invisible agent, like an invisible man, that would use guns and because they’re invisible they would be able to scare and intimidate people. Some people liked it, some people felt something was missing. We came up with a variation on it that basically says what if you’re a ghost, and if you need a weapon you possess a person that has a gun, of if you need a pair of hands you possess someone who can do manual work. From there it kind of snowballed.

Also, the ghost aspects still gave us a voyeuristic scare and messing with people aspect that we liked about the invisible idea.

PGC: Did you draw any inspiration from the game Messiah that was released a couple years ago, where you could possess people.

???????? We didn’t even remember Messiah until well into our own development. Mainly because when Messiah came out, I don’t know if you remember, but it was noto-riously difficult to get running, so nobody in our office really got it up and running and played it. I heard it was a very interesting game if you did. But we were well underway before we even realized, “oh yeah!” You know, the consciousness is always out there, but we weren’t consciously looking at it.

PGC: What’s it like to go from making licensed games to jumping to something totally unique?

Erik: We started the company doing original IP, and we had some mixed luck doing it. We got into the cycle for the PlayStation hardware, where in the beginning of the cycle people look for original IP, and in the middle of the cycle people look for things that make money, and licenses start becoming available. For us, our team had finished our first project, which was Tiger Shark, and we were offered the Duke Nukem license, for an original game based on the Duke Nukem license. And there’s no way in heck the developers are going to pass up like that. That was a wonderful experience, working with 3D Realms. The game shipped well over a million units and got [an award from Sony] the year it was released. Dan O’Leary here was the producer of that title. Then other opportunities, because of that game, were allowing us to be a very successful stu-dio financially, and in sales, units shipped. That enabled us to have funding to work on original IP for the next generation of product, which is where we were able to come up with Geist.

PGC: Geist has been in development for a long time, why is that?

Erik: You know, it has been in development for a long time but as far as a large title goes it’s really not that long. I think part of the problem was that really we were cre-ating a new type of game. It’s a first-person adventure game, where there have been before, such as Metroid Prime. But our idea of what the game was, and NCL’s idea of what the game was, were very different even though we both started at the same spot. One of the nice things about working with NCL is that they’re always trying to make the greatest game ever. They kept wanting to work within this game-space of possession to try these different things and experiment. We’d be adding and changing and going “wow, what if you were able to possess this, and what if you were able to possess that.” I’ll let Ted explain how object possession... we had already worked with Nintendo for almost six months before object possession entered the game.

Ted: We were well into development when we were meeting on a regular basis with NCL. During one of their trips to our offices they brought up the idea that, the fact that Miyamoto-san would see the game on a regular basis. He had immediately com-mented on an idea of object possession. When [the team] had first heard, they didn’t know exactly what he meant. They kind of thought he might just be joking around, ap-parently he has that kind of sense of humor in the workplace. Eventually Miyamoto-san just said “I think the possession aspect of this game is great and I want to know what it’s like to not just possess humans and animals but what would it be like to possess a box or what would it be like to possess a plant?” [Those] were the two examples that he gave [the team]. So during one of NCL’s visits it became a priority to do some experi-mentation with object possession, and then figure out how to fit that into the game we were already developing. That was a little bit of a curve-ball, it added some work onto things, but we’re really happy where it ended up.

PGC: Can you explain some of the other things that Miyamoto-san influenced?

Dan: The entire development. [laughs]

Erik: Yeah, Geist really is a collaborative effort between n-Space and NCL which is one of the kind of neat things. I mean, we worked together from everything on controls to the HUD design to boss design and boss mechanic design. They were very much trying to teach us the right way to do things to try and make it feel like an adven-ture game. The control they spent a ton of time with us tweaking and adjusting and tun-ing to make sure it was right for a first person adventure. Where the pacing is supposed to feel a certain way. It’s just been, [NCL’s developers], they’ve all played such a large influence and it’s hard to just pick piece by piece. It really was a team effort and I’m very proud to work with them.

PGC: Speaking of controls, a lot of people have problems with the C-stick. Do you think the controls work well considering?

Ted: I think that, considering it, they do work pretty well. Like Erik said, we just spent a lot of time turning controls. We also made tuning options for that and for things like boss battles available to Japan so they would try their own set of values and say “hey, we like this setting, why don’t you try this out and see what you think.” That just went back to great teamwork we had with them, that back and forth of us experimenting and saying “hey what do you think?” and them doing the same back to us. But also, we’re excited about the Revolution controller. We not sure what it is but we’re excited.

PGC: Oh you guys don’t know yet either?

Erik: No comment.

PGC: Are you guys going to be doing any work on the Revolution?

Erik: It sounds like an incredible machine.

PGC: What about the DS, are you doing any work on that?

Erik: The DS is an incredible machine.

Ted: We can’t really comment officially on that either.

PGC: Geist was almost released at the beginning of the summer and it was pushed back again. Can you explain what that last push was for?

Erik: Really just quality and getting everything where it needed to be. In a game where you have so many unique characters, unique bosses, and uniqueness, it was hard to really keep a handle on development. I know it drove Dan as project manger kind of crazy. No-one wanted to remove any features and no-one wanted to remove any battles. Because it’s everything we worked so hard to get to and make the game Geist. It’s all special. We decided to take the time instead of, you know... we could take the easy way out. It was decided to keep pushing and complete the project as intended.

PGC: I can say I’m personally a big fan of that method.

Dan: As Erik and Ted have both talked about it, it was very much a collabora-tion between us and Nintendo and Nintendo’s way of developing is different than most Western publishers/developers. They’re very exploratory in the process, very experi-mental and willing to try things and insist on trying things to kind of push the boundaries of what players have seen before and what new things they can bring to the table. With Geist, it’s such a different game in so many different ways that every time we’d learn a little bit more about what we were doing we would learn new ways to do things with it. The project continually kind of blossoms and everybody just kept feeling like it was worth it to put more time and energy into making it everything that it could be. Of course, eventually there’s always more ideas than there is time so eventually we had to kind of tie a knot in it and package it up as one game and see how it does.

PGC: Here’s an odd one, what do you think is the craziest thing you can pos-sess in the game?

Erik: It’s funny because after working as long as we have on a game possess-ing objects, nothing seems crazy anymore. It’s always interesting when it’s like, “well we really need to possess this” then you have to come up with “what would it be like to be this? How would be? How would this work?”

Various answered included mousetraps (complete with dead mice), paint cans, fuses, parrots, shower heads, and beer cans.

PGC: So how do you go through and try to figure out “what would it be like to possess a beer can?”

Ted: In a case like that we already had mechanics where you could possess and object and navigate as that object, like a rolling ball or a rolling grenade and then the beer can is more of an extension of that.

PGC: What can we expect from Geist’s multiplayer.

Dan: With the theme of the game you can expect something different from mul-tiplayer. We take kind of familiar gameplay mechanisms, especially for the first person genre, things like capture the flag and deathmatch which are things we’re very familiar with and can jump right into immediately and then pretty much turn them on their heads by throwing in the possession mechanic which seems like “oh, yeah, you can possess things”, but that really changes the whole game. Strategy, tactics, play mechanics, eve-rybody had to approach the game with a whole different point of view at that point.

There are three different multiplayer modes called: “Capture the Host,” “Possession Deathmatch,” and “Hunt.” Capture the Host and Possession Deathmatch, you start both of those modes as a ghost. All players do. The areas are populated with hosts that are ripe for the picking and each host has a different weapon type. The objective is to find the host that has the weapon you’re looking for and possess him and use that weapon to defeat your opponent. The standard scoring for capture the host is you kill other op-ponents and as you do that you accrue points and then you redeem those points by go-ing back to your base and dumping off your body, and then you go find another host. Then in Possession Deathmatch you simply get the points for killing the other hosts. It's kind of like, you try the Possession Deathmatch and that’s very much like, that’s the closest we get to “standard” multiplayer modes. Then you try Capture the Host that has this new thing where the host becomes the flag. Then you can jump over to Hunt where it’s something entirely different.

In Hunt, you have teams of players and bots playing ghosts. You have teams of players and bots playing hosts. The ghosts' objective is to possess hosts and then fight them, we have a controller fighting mechanism that I’ll describe in a minute and you drag the host into hazards in the environment whether they’re pit traps or poison gas or electrical shocks or that kind of thing to kill the host. As a host your objective is to survive and kill as many ghosts as you can along the way using a couple special weapons that we pro-vide. That creates a very interesting kind of power struggle both in terms of strategy and tactics. The controller fighting scheme, when a ghost is inside a host both the ghost and the host control the position and actions of the character, so you’re fighting with the host as the ghost trying to drag them, with your controller, towards the hazards while the host is using their input to use their weapons to knock you out of your body, and there’s also another control mechanism to bounce them out, kind of like a will power, you will them out by tapping the A button. Obviously it’s kind of of hard to explain, you probably get the idea. Sit down for a while and give it a try, and I think it's one of the more popular modes because it brings something different to the game. But all three of them work very well and all of them have a variety of options to fine tune the rule set and so forth and difficulty settings and they all support one to four players, up to four of which can be human [the other four are bots].

PGC: Which one do you think is the best?

Dan: I like the straight-ahead deathmatch and capture the flag modes the most. I know Ted and Erik are big fans of the Hunt mode but, you know, I’m the project man-ager and just not that good at it. I get humiliated in that mode so I’ll stick to things that are a little more cut and dry, but it is very interesting.

PGC: How do you go about balancing the competitive modes with the posses-sion aspects?

Erik: Well, balancing something like that is very difficult but it’s also very easy. Play the hell out of it. Then people whine about people in the office using cheap tactics, then you tweak the [game] to get rid of them.

PGC: What’s your favorite thing to do in multiplayer?

Dan: I’d say my favorite thing is with the Capture the Host mode, playing that with teams and the special option where the base where you have to drop off your points is covered by a shield, and the only person that can lower the shield has to be carrying the key. There’s only one key in the level so pretty much everyone’s trying to kill the person with the key. I think my favorite thing there is playing that in team mode and trying to coordinate your drop-off with your teammates. It results in some tense, ex-citing gameplay.

PGC: It sounds like a mix of capture the flag and kill the carrier, almost.

Dan: Yeah, pretty much.

PGC: Can you tell us about some of the special abilities in both single and mul-tiplayer?

Dan: In multiplayer there’s different powers that you can pick up. They’re mostly host based except for one that’s called the hijack power-up, where if you pick that up for maybe about a ten second period you can steal someone’s else host even though they’re possessing them. It knocks that ghost player out of the host which tends to shock people when it happens, they don’t quite expect it.

Erik: And by shock he means annoy.

Dan: Yeah, there’s a lot of yelling. It’s very useful in Capture the Host mode where the host is carrying the points, but they don’t score them until they dispossess so you might see a guy that has twenty points that he’s carrying and then somebody grabs the hijack at the right time, runs up and grabs him and they steal all the points.

With single player we have a lot of different classes of characters. There’s one engineer character in a hazmat suit and they can either use this large riveting gun to try and fight other engineers in this hazardous area, or they can actually do their job and rivet panels like a little memory mini-game.

PGC: From what I’ve played and seen of Geist, it seems like it has a lot of focus on storytelling. How do you guys see storytelling in games? For example, is the story an excuse to play the game or is the game an excuse to hear the story?

Dan: I think from the very beginning we wanted to have a strong story. I know myself as a player, I always appreciate a story I can wrap my head around and under-stand and just get into as if it were a film a good book. I get a little frustrated when a story takes a confusing turn. I think for me storytelling is a big party of gameplay if it fits the game. [For example], for Super Monkey Ball you don’t really need a story. It’s just all about being a monkey in a ball.

PGC: All right, thanks for the interview, guys.

Thanks to Nintendo and nSpace for the interview.
So, how's the framerate...
EGM reviewed Geist. They it gave it kind of low scores.
Well what's 'kind of a low score'?

And frame rate doesn't bother me, as long as it doesn't dip below 30 too often.
They gave it 4.5, 6.0, and 5.5. The complaints were that the graphics were "primitive", the A.I. isn't too good, and some of the puzzles were really straigh-forward. I'm still getting it though.
A slightly more positive review:

Quote:Ever since Rare’s departure, Nintendo has said goodbye to the first person shooter. However, at the same time, the publisher was setting up shop in Austin at Retro Studios. With Retro came Nintendo’s new genre, the “first person adventure.” Combining elements of the both the first person shooter and adventure genres, the FPA sets itself apart from that ocean of games where the only objective is to kill anything and everything. Geist is another addition to this fledgling genre and combines the typical shooting aspects with puzzle solving and storytelling.

You play as John Raimi, or at least the soul of John Raimi. When he’s sent in with an assault team to retrieve valuable data from the Volks Corporation, something goes horribly wrong, and he winds up having his soul ripped out of his body. While he may be without his body, the experiment has left him with some new abilities. To him, time has slowed, and while in spirit form everything moves at a snail’s pace. He can float, pass through certain barriers (such as chain-link fences) and slip through small cracks, but that’s not even the half of it. As a spirit, Raimi can possess objects and people, and he’ll need to if he has any intention on getting his body back and stopping Volks.

Geist is a first person adventure, and this is evident from almost the first moment you play it. The game’s pace is decidedly slower than that of other first person games. In fact, just about as much time is spent thinking as is shooting. Raimi can’t just possess whatever he wants. While objects can be possessed at any time, living organisms require a little more effort. They’ll need to be sufficiently frightened first, which is where object possession comes into play. For example, to possess a dog, Raimi will have to first frighten it by possessing a bowl of dog food. Upon doing so, he lures the dog over and then causes the food in the bowl to jump into the air, thus scaring the dog. This scenario is repeated throughout the game with various people, animals, and objects. Raimi will have to use his wits to figure out exactly how to scare the various hosts.

It is this aspect of Geist that stands out above all the others. It’s not always as easy as possessing an object nearby a potential host. Many hosts (especially humans) will require multiple scares to bring them to the point of possession. They’ll need to be lured into the right spots with smaller scares before you can go in for the big one to really freak them out. This gives the game a puzzle aspect, and there are some real head scratchers. You must be fully aware of your surroundings to succeed. Figuring out how to scare hosts is a lot of fun, especially because the ways in which you scare them are often very inventive. Some are downright freaky, while others have a more playful aspect akin to the phantoms in the movie Ghostbusters.

On a core gameplay level, Geist is solid but lacking in some departments. Movement is just as simple as it should be, whether you’re a ghost, a human, or an animal. It always feels right. Shooting, on the other hand, always feels a bit wrong. For the most part things are fine, but aiming is slightly difficult. This is due mostly to the GameCube controller’s C-stick. It simply does not allow for the precise movements required by the first person shooter. There's a constant struggle with the controls that makes the game more frustrating than it should be. Also lacking is the artificial intelligence. The enemies in Geist, excepting some of the spookier ones towards the end, aren’t terribly smart. They won’t team up and flank you or pull of any other such complex maneuvers. These guys are, for the most part, limited to trying to dodge your shots while also shooting back at you. A few of them don't even bother trying to dodge and instead just stand there shooting.

The bosses are better, though. It’s apparent that the team over at nSpace spent much of their lives playing videogames. Many of the bosses are exercises in old school pattern recognition. You’ll have to study their moves carefully to figure out exactly when, how, and where to strike. There’s a good chance you’ll die the first time or two you fight them, but when you get to that, “Oh! I get it!” moment, there is a real sense of accomplishment to be had.

All of these elements combined make for a very solid game, but one more very important element mixes them together. That element is the story. Geist weaves a compelling story, which is delivered both in-game and through cut scenes. With a story involving shady corporations, ghosts, and demons from another world, Geist could get really complicated really fast, but it doesn’t. That’s not to say it’s simple, though. The story has a few twists and revelations that keep it interesting, which is certainly more than most other (non-RPG) games could claim.

Another thing really helping the draw of Geist’s story is the animation. When Raimi possesses a host, often the first thing he does is reach out his hands to get a feel for his new body. This and other hand animations make you feel like you are playing a real character and not just a camera on a stick. In other games, walking up to an elevator and pressing the A button to use it results in the elevator moving. In Geist, pressing the A button causes Raimi to reach out his hand and actually press the button, which in turn causes the elevator to move. Possessing an animal lets you see as the animal sees. Dogs see black and white with muted tones of yellow. Mice have a fish-eye view of the world and can barely see a few feet in front of themselves.

Also keeping things interesting is a novel multiplayer mode. Instead of going for the standard run-and-gun frag fest seen in most FPS games, Geist adds the possession mechanics in to spice things up. However, unlike the methodical pace of Geist’s single player, the multiplayer is quite frantic. Multiplayer is split into three modes, all of which have support for a maximum of eight players (up to four human, the rest being bots). These modes are Possession Deathmatch, Capture the Host, and Hunt.

In Possession Deathmatch and Capture the Host, all players start out as ghosts. Hosts replace weapons in Geist, so instead of picking up the weapon you want, you possess the host with that weapon. Deathmatch is the standard mode and is pretty much the same as any other game's Deathmatch. Capture the Host is a variation on Capture the Flag. Like Deathmatch, the goal is to kill as many opponents as possible. However, you cannot win simply by killing. Every time you take out an enemy you add one to a point tally, but these points are not earned until you make it back to a central base to dump them off. If you die before cashing in your points, they are gone and you earn nothing.

Hunt mode is a little more complicated. In this mode, teams are split into ghosts and hosts. The hosts’ objective is to stay alive and kill the ghosts (with special weapons provided). The ghosts have to kill the hosts, but they have no weapons. Instead, they must possess the hosts and run them into various environmental hazards such as spike pits, fires, and dangling electric wires. Things get interesting once a ghost possesses a host. Both players (the host and ghost) have control of the body while it is under possession. The two will be dragging the body in opposite directions, though the ghost has a little more pull. To counteract this, the host player can rapidly tap the A button to kick the ghost out of his body. It’s not quite as complex as it sounds, but it is incredibly chaotic. Hunt is sure to be the favorite of most players because it's just so different.

There are also various power-ups in multiplayer. Most of them are pretty standard, such as increased damage or extra shielding; however, one deserves special mention. The Hijack power-up allows a ghost to steal a host that is already in possession by another ghost. It’s fun in Deathmatch but really shines in Capture the Host. Here’s an example. Player 1 has scored five kills and is running back to the base to cash them in. Player 2 can snag a Hijack, rip the body from his foe’s possession, and take all those points in for himself. It’s this kind of gameplay that really sets Geist apart from run-of-the-mill shooters.

Geist is a first person adventure. Anybody going into it expecting it to be like Halo or Goldeneye 007 is going to be disappointed. In fact, the game shares much more in common with The Legend of Zelda. Geist’s pacing is far more deliberate that that of a first person shooter. It requires you to think, not just act. The compelling story and incredibly fun and unique possession mechanics allow Geist to rise above its competition.

http://www.planetgamecube.com/reviews.cf...ile&id=649