
2005 · n-Space · Action-adventure · Adventure
Geist
Nintendo exclusive
Take Possession! When a mission goes horribly wrong, you are captured and subjected to a ghastly experiment that rips your spirit from your physical body. Now you are trapped, forced to roam the halls of the shadowy Volks Corporation as a spectral phantom. As you explore, employ you hair-raising power of possession to control humans, animals and objects to infiltrate the compound, solve puzzles, and strike at your enemies. Only by unearthing the dark secrets of the Volks Corporation will you unravel the mystery of your condition and find a way to recover your human form.
- Released
- 15 August 2005
- Platforms
- GameCube
- Genres
- Action-adventureAdventureFirst-person shooterShooterSimulation
- Developers
- n-Space
- Publishers
- Nintendo
- Modes
- MultiplayerSingle-player
- Perspective
- First person
- Themes
- ActionScience fictionHorrorEducational
- Country
- United States
- Age ratings
- ESRB M
- Languages
- English
About
Geist (German for "ghost") is an action-adventure video game developed by n-Space and published by Nintendo for the GameCube, released on August 15, 2005, in North America, on October 7, 2005, in Europe and on November 3, 2005, in Australia. A Japanese release was cancelled.
A prototype of the game was developed by n-Space, who approached Nintendo to be the game's publisher. Nintendo accepted, making Geist the second GameCube game published by Nintendo to receive an M-rating from the Entertainment Software Rating Board (the first being Eternal Darkness: Sanity's Requiem). In the following years, both companies worked closely on the project, with its first showing at E3 2003. Originally announced to be part of the GameCube's 2003 line-up, it was delayed multiple times, making it two years of delay for fine-tuning. During that time, the game's genre changed from first-person shooter to first-person action-adventure with second-person elements.
Keywords
- ghosts
- helicopter
- motorcycle
- management
- dog
- slow-motion
- silent protagonist
- possession
- boss fight
- throwing weapons
- split-screen multiplayer
- polygonal 3d
Media
The articlegameplay, story, development, reception
Gameplay
The game is divided into levels, which in turn are divided into stages. Each level starts with a cutscene and has one or more boss fights. The game saves automatically after each level. A level is progressed through by completing its stages.
A stage can be a period in the game in which the player has to puzzle and/or fight his way to a certain point or can be a boss fight. Upon completing a stage, a new checkpoint is reached.
Story
John Raimi, a civilian scientist and member of counter-terrorism team CR-2, is sent to investigate the Volks Corporation in Southern France and retrieve undercover agent Thomas Bryson, Raimi's best friend. After meeting with Bryson, an alarm goes off forcing CR-2 to battle their way out, suffering casualties. Suddenly, one of the agents becomes possessed and kills the rest of the team, with the exceptions of Raimi and Bryson, with the fate of the agent left unknown. Raimi is then captured and has his soul removed from his body, with Alexander Volks himself attempting to brainwash him to create a new soldier for Project Z. Before this can happen, a spirit named Gigi frees him, and after being taught the basics of being a ghost, sets out to regain his body and save Bryson.
Eventually, he finds and damages the machine used in ghost separation right before Bryson and his soul are separated. In the chaos that ensues, Rourke, head of Volks' military department, orders that a "catalyst beam" be fired at the machine, resulting in monsters to emerge from a rift that forms. Raimi then goes and heads towards a compound, noticing that the escaped creatures from the rift roam inside it, killing anything not from their world.
Development
Work on Geist started in 2002. Its early working title was Fear. N-Space learned that Nintendo was interested in a first-person shooter action game with a unique feel to it. n-Space came up with the idea of making a game with an invisible man as the protagonist. From there, the concept changed from being an invisible person to being a ghost and Poltergeist.
After about eight months of work, n-Space finished the prototype, that had originally ran on an Xbox Game development kit, and sent it to Nintendo of America, from which it was sent to Nintendo. Nintendo latched onto the game, and it was decided N-Space and Nintendo would work closely together to develop the game. After six months, object possession was introduced in the game after some suggestions from Shigeru Miyamoto. Geist was first shown to the public at the E3 2003 and it was later stated that Geist would be released the same year.
Reception
Geist was Nintendo's E3 2003 surprise announcement, as it was not a new title from one of their staple franchises and no rumors about it had been going around before the E3 2003. In general, people were enthusiastic about the demo.
Two years later, the game received “mixed and average" reviews according to the review aggregator website Metacritic. While the game was praised for its originality in ideas, gameplay, and story, it was held back by a weak engine (IGN: "Unfortunately, a game engine incapable of matching n-Space's ambitions occasionally hampers the experience.") which meant Geist was unable to maintain a smooth frame rate throughout the first-person shooter sequences. The game suffered from sluggish shooter controls that were not on par with other first-person shooters of its time.
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Collections5 collections
Platform libraries
- GameCube gamesGames
Features
Genres
Publishers
- Nintendo home gamesGameCube
Development status
Description adapted from its source, CC BY-SA 4.0.

