Geist - What Happened?
Summary
TLDRDans cet épisode, le créateur explore le jeu Geist de 2005 sur GameCube, une tentative unique de Nintendo d'innover dans le genre FPS. Développé par nspace, le jeu permet aux joueurs de posséder des personnages et des objets pour résoudre des énigmes, mais a été confronté à des retards de développement et à des critiques mitigées. Malgré son potentiel et la collaboration étroite avec Nintendo, Geist n'a pas réussi à capter l'attention du public, se vendant mal et devenant rapidement une note de bas de page dans l'histoire des jeux vidéo. Le récit souligne les défis de l'innovation dans l'industrie du jeu.
Takeaways
- 😀 Geist est un jeu vidéo développé par nspace, sorti sur GameCube en 2005, et est souvent considéré comme un titre atypique dans le catalogue de Nintendo.
- 🤔 L'idée originale du jeu était de permettre aux joueurs de contrôler un fantôme capable de posséder des personnages et des objets pour résoudre des énigmes.
- 🎮 Le développement de Geist a commencé après que Nintendo ait demandé un jeu de tir à la première personne innovant, loin des tendances classiques du genre.
- 👻 Le concept a évolué grâce à des collaborations étroites avec Nintendo, notamment avec des contributions de Shigeru Miyamoto, qui a proposé d'intégrer la possession d'objets inanimés.
- 📅 Bien que prévu pour une sortie en 2003, Geist a connu de nombreux retards et n'est finalement sorti qu'en 2005, avec une perception mitigée de la part des critiques.
- 🔍 Les mécanismes de jeu ont changé au fil du temps, passant d'un jeu de tir traditionnel à un mélange d'énigmes environnementales et d'action à la première personne.
- 📉 Malgré des idées prometteuses, Geist a souffert de ventes décevantes, ne parvenant pas à se classer parmi les meilleures ventes sur GameCube.
- 👥 Le protagoniste, John Raymie, a été redéfini comme un scientifique ordinaire plutôt qu'un héros militaire, ce qui a modifié la dynamique du personnage principal.
- 🚫 Nspace a tenté de poursuivre l'innovation avec des projets ultérieurs, mais a finalement connu des échecs commerciaux, menant à sa fermeture en 2016.
- 🎉 Malgré son échec commercial, Geist a laissé une empreinte dans la culture populaire, apparaissant dans des références comme Super Smash Bros. Ultimate.
Q & A
Quel est le principal concept de *Geist*?
-Le principal concept de *Geist* est de permettre aux joueurs de posséder des personnages et des objets, offrant une approche unique par rapport aux tireurs à la première personne traditionnels.
Comment la collaboration avec Nintendo a-t-elle influencé le développement de *Geist*?
-La collaboration avec Nintendo a été très influente, notamment grâce à des conseils de Shigeru Miyamoto, qui a encouragé l'intégration de la mécanique de possession d'objets, enrichissant ainsi la complexité du gameplay.
Pourquoi le développement de *Geist* a-t-il été marqué par des retards?
-Le développement a connu des retards en raison de divergences entre la vision de nspace, qui le voyait comme un FPS, et celle de Nintendo, qui le considérait comme un jeu d'aventure avec des éléments de tir.
Qui est le protagoniste de *Geist* et comment son personnage a-t-il évolué?
-Le protagoniste de *Geist* est John Raimi, qui a évolué d'un agent aguerri à un scientifique civil, permettant aux joueurs de progresser avec lui en compétences et en expériences.
Comment *Geist* a-t-il été reçu par la critique à sa sortie?
-À sa sortie, *Geist* a reçu des critiques mitigées, les critiques soulignant sa jouabilité répétitive et un manque de finition tant dans les éléments de FPS que d'aventure.
Quelle a été la performance commerciale de *Geist* après sa sortie?
-Commercialement, *Geist* a échoué à se classer parmi les 20 meilleurs jeux lors de son mois de lancement et a été éclipsé par des titres plus populaires tels que *Madden 2006*.
Quelles leçons peut-on tirer de l'expérience de développement de *Geist*?
-L'expérience de développement de *Geist* souligne l'importance de l'alignement entre les visions créatives des développeurs et des éditeurs, ainsi que les risques associés à l'innovation dans le jeu vidéo.
Qu'est-il arrivé à nspace après le lancement de *Geist*?
-Après le lancement de *Geist*, nspace a continué à développer des jeux sous licence avant de fermer ses portes en 2016, après plusieurs projets sans succès.
Quel impact *Geist* a-t-il eu sur l'univers de *Super Smash Bros. Ultimate*?
-*Geist* a trouvé une place dans *Super Smash Bros. Ultimate* sous forme de trophée, bien qu'il soit considéré comme un élément moins connu de l'univers Nintendo.
Quels sont les éléments clés qui ont contribué à la vision originale de *Geist*?
-Les éléments clés de la vision originale de *Geist* incluent le mélange d'éléments d'horreur et de puzzle, ainsi que l'idée d'un protagoniste qui apprend et grandit en utilisant ses capacités de possession.
Outlines
🎮 L'histoire de Geist : Développement et Concept
Ce segment présente le développement de *Geist*, un jeu classique de la GameCube sorti en 2005, créé par nspace. Le projet a débuté en tant que collaboration avec Nintendo après le succès de *Metroid Prime*. Initialement conçu comme un jeu de tir à la première personne avec un agent invisible, le concept a évolué pour inclure une mécanique de possession de fantômes, permettant aux joueurs de contrôler des êtres vivants et des objets inanimés. Malgré une collaboration positive avec Nintendo et une experimentation approfondie, le jeu a subi d'importantes révisions pour s'aligner sur la vision de Nintendo, le transformant en un jeu d'aventure avec des énigmes environnementales plutôt qu'un simple tireur. Le personnage principal, John Raymie, a également été réimaginé, passant d'un agent aguerri à un scientifique lambda, permettant ainsi une évolution du joueur tout au long du jeu.
📅 Retards de Sortie et Réception
Dans cette partie, on aborde les retards de la sortie de *Geist*, qui devait initialement faire partie de la programmation de Noël de Nintendo, mais a finalement été lancé en août 2005 avec des critiques mitigées. Les critiques ont jugé que la mécanique de possession devenait répétitive et que l'aspect de tir à la première personne manquait de finition. En conséquence, *Geist* a échoué à atteindre le succès commercial, ne figurant pas dans les classements des ventes et incitant nspace à retourner au développement de jeux sous licence. L'épisode se termine par une note humoristique sur l'héritage du jeu, y compris sa représentation mineure dans *Super Smash Bros. Ultimate*.
Mindmap
Keywords
💡Geist
💡nspace
💡Miyamoto
💡Possession
💡FPS
💡Énigmes
💡Délai de sortie
💡Réception critique
💡Nintendo
💡Échec commercial
Highlights
N-space originally focused on developing games for the PS1, including titles for the Olsen twins and Duke Nukem.
The concept for *Geist* emerged as a twist on standard FPS games, featuring a ghost that could possess characters and objects.
Nintendo encouraged n-space to experiment with possession mechanics, expanding the gameplay to include inanimate object possession.
The protagonist John Raymie was transformed from a gruff super-soldier into an everyman scientist to allow player growth.
The collaboration with Nintendo was described positively, despite major redesigns and delays in the game's development.
Initial gameplay involved FPS mechanics, but shifted towards environmental puzzles as nintendo's vision of the game evolved.
The game faced significant delays, missing its original holiday 2003 release date and finally launching in August 2005.
Despite its unique mechanics, *Geist* received mixed reviews, with critics citing repetitive gameplay and lack of polish.
The game was considered a commercial failure, failing to crack the top 20 sales charts during its release period.
n-space shifted focus to developing licensed titles after *Geist*, including portable adaptations of *Call of Duty* and *James Bond* games.
In 2012, n-space attempted to return to original IP development with *Heroes of Ruin* for the 3DS, which also underperformed.
The studio ultimately closed in 2016, following a series of unsuccessful projects including *Sword Coast Legends*.
Although it failed commercially, *Geist* is referenced in games like *Super Smash Bros. Ultimate*, contributing to its legacy.
The game's unique possession mechanics and story provided a distinctive take on the FPS genre, albeit with execution issues.
The development process with Nintendo emphasized creativity and experimentation, leading to notable gameplay innovations.
Transcripts
[Music]
[Applause]
[Music]
welcome back to another episode of what
happened the show that semi regularly
makes you say oh yeah that game speaking
of which let me present to you the 2005
gamecube classic geist i told
was nintendo trying to make the metroid
prime lightning strike twice was it
their halo killer no or was it just an
oddball fps destined to live alongside
odama and future tactics uprising at the
bottom of the bargain bins well expand
your mind and attach your soul to a dish
of dog food it's time to find out what
happened to geist
it's about time
the tale of this perilous paranormal
project starts with nspace an orlando
studio originally financed by sony
computer entertainment of america to
develop games for the ps1 which they
very much did cause these games were
playstation as bug riders duke
nukem land of the babes danger girl and
a copious amount of olsen twins titles
ashley i don't think we're in kansas
anymore
no kidding mary kate now i know there
are two schools of thought here but
they're both wrong sweet 16 license to
drive was a massive improvement on
magical mystery mall
that's just facts so i started out on
mary kate ashley which was great fun
anyway scea didn't actually own nspace
and somewhere between mary kade and
ashley titles they heard that nintendo
of america possibly due to the success
of metroid prime had put out a call for
a first person game that wasn't just
following shooter trends nspace
higher-ups caught wind of this and
immediately started brainstorming a
concept to sell they came up with
multiple ideas but settled on one that
while appearing to be a standard fps at
first glance had a hidden twist in a
2005 interview with planet gamecube now
nintendo world report and space
president eric dike explained one of the
ideas we liked was an idea about plane
and 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 or if
you need a pair of hands you possess
someone who can do manual work from
there it kind of snowballed also the
ghost aspect still gave us a voyeuristic
scare and messing with people aspect
that we liked about the invisible idea
as for a name the team were looking at
the straightforward but marketable fear
but apparently had to abandon it because
of the no fear clothing line with that
one shot down they then arrived at geist
which was another name that they had
been considering after landing on this
concept they self-funded a prototype
with the explicit goal of getting
nintendo's attention which they
absolutely did nintendo of america felt
like the idea had plenty of promise and
their japanese hq known as nintendo
co-limited or ncl felt the same once
they got their hands on it nspace would
spend the next six months in an
experimentation phase working together
with ncl fleshing out new ideas and even
getting a lot of insight and feedback
from shigeru miyamoto himself miyamoto
found the possession mechanics
interesting imagine that and brought up
the idea of possessing inanimate objects
in addition to the meat puppets already
controllable in the earlier builds
miyamoto had immediately commented 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 apparently
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 it would be
like to possess a box or what it would
be like to possess a plant during one of
ncl's visits it became a priority to do
some experimentation 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
curveball it added some work onto things
but were really happy where it ended up
nintendo felt what they had was good
enough to show out their e3 2003 show
and their press release for geist stated
that it was going to be part of that
year's holiday lineup which it would
famously miss
by a lot in fact guys would actually
take almost two more years to start
haunting gamecube disc trays
[Music]
in that same planet gamecube interview
eric dike elaborated on what caused this
series of delays going from winter 2003
to 2004 to its final release in summer
of 2005. according to him ncl and nspace
saw the game in two different lights to
end space it was a first person shooter
with a possession mechanic whereas
nintee saw an adventure game with some
first person shooting since nintendo is
calling the shots much of the game was
redesigned over time to be more in line
with their vision doubling down on all
the ghostly aspects instead of levels
where you were running and or gunning
through enemies occasionally possessing
a guard or engineer along the way much
of geiss's gameplay started revolving
around environmental puzzles ted newman
further explained how this readjusting
of the core gameplay elements took a lot
of trial and error there would be times
where they would ask us to add something
to the game that nintendo staff thought
of sometimes we would just scratch our
heads a little and say well we're not
quite sure how that's going to work but
nintendo is very big on experimentation
and a lot of times they want to put
something in the game to see it and sure
enough just about everything they did
ask us to add we got to the point where
it was in the game and we got to play it
that we said wow that does work now
something that's interesting overall
about geiss's development is that
despite massive delays and spoilers
eventual failure at retail and space
staff routinely described the process of
working so closely with nintendo very
positively expressing that the
partnership was genuinely good for the
game while regarding geist as a truly
shared product and that the development
process was a wonderful experience which
doesn't happen too often on this show
while the gameplay was getting
overhauled big changes were also coming
to the story and its protagonist john
raymie nspace had initially gone with a
gruff battle-hardened agent citing jack
bauer as a major source of inspiration
that would explain everything
[Applause]
nintendo however felt the character
should be more of an every man with very
little combat experience allowing him
and the player to grow together as the
game went on this meant that jon went
from super soldier to super nerd being
rewritten as a civilian scientist with
the new idea being that when he
possessed characters he would take on
their traits or skills positioning him
as more of a blank slate the story and
style of geist was also pretty cinematic
especially for a game published by
nintendo aside from outliers like
eternal darkness elaborate cut scenes
were rare offerings from the publisher
and they typically didn't splurge on
well-known voice actors at the time
either geist however was no exception to
that last one this is something that ted
newman explained actually we were really
lucky to have a contract with a local
radio station called real radio 104.1
it's all talk radio we approached them
and said listen we want to see if you
want to audition for the voices we've
got a couple of hosts from several of
the shows i think there is like four
shows that go on throughout the day we
thought they did a great job
did they though
the rift it's it's collapsed
the simulation is ready to initialize
sir
man
i'm having a bad day
by march of 2005 geiss was finally
coming together and was locked into a
specific but also vague june release
date once june rolled around nintendo
informed websites and retailers once
again that geiss was going to see
another delay this time to its actual
final release dates of august 15th in
north america october 7th for europe
november 3rd for australia and never for
japan
looking at the big picture here geist
was absolutely nspace's most ambitious
game to date marking their first attempt
at actual unique ip unfortunately this
still manifested very little fanfare and
only just mixed reviews despite the
ghostly gameplay hook possession was
routinely cited by critics and fans
alike as an element that grew formulaic
since you were mostly doing the same
things over and over to progress most
also felt that the fps action was
middling and half baked and lacked a lot
of the impact and polish scene and other
successful fps's of the day in terms of
graphics and performance guys was also
considered an underachiever nspace were
still using a custom engine that they
had originally built for the playstation
1 which may have limited their ability
to fully reach the graphical benchmark
that folks expected from major gamecube
releases and while geist's ideas
received plenty of praise it was felt
that the two gameplay styles didn't mesh
very well with neither feeling
particularly polished now despite nspace
staff apparently happy with their
intimate nintendo partnership the split
focus would ultimately deliver a title
that couldn't satisfy either half of the
gameplay premise
now on to the topic of sales well geist
was
dead on arrival
[Laughter]
[Music]
[Laughter]
what was i laughing at now according to
npd group geist failed to make the top
20 for both a month of its release and
the subsequent months as well even more
damning is that it also failed to crack
the npd's top 10 gamecube only charts
which were printed in nintendo power at
the time heavy hitters like madden 2006
and mario superstar baseball were
topping those charts with guys placing
below stuff like charlie and the
chocolate factory and even years old
evergreen titles like animal crossing
kirby air ride and pokemon coliseum
scanning through nintendo's investor
reports for that fiscal year guys has
only ever mentioned twice with both
those instances just being the release
dates for north america and europe
that's not great n-space for their part
seemed to be trying to move forward with
geist regardless rumors of a nintendo ds
version were circulating at the time and
were then later confirmed genuine when
people cracked open the files for the
nspace developed call of duty 4 for the
nintendo ds obviously nothing came of
this and before too long space we're
back to doing grunt work for other
studios it would focus mostly on a
surprisingly well regarded string of
call of duty and double 07 portables
among others this conveyor belt of
licensed games continued until 2012
where they would get to work on their
first original ip ever since geist this
time under square enix some of you out
there might remember the unmemorable
heroes of ruin for the nintendo 3ds an
incredibly generic co-op dungeon crawler
tested by yours truly while it was well
made and mechanically solid with a
robust online mode to boot it generally
didn't resonate with a good percentage
of reviewers who collectively scored it
a nice 69 average on metacritic dan
o'leary nspace ceo even publicly said
that he felt the 3ds's low install base
at the time contributed to the game's
commercial failure personally i feel the
bland art style and lukewarm reviews
were more to blame but this was back
around the time the 3ds was only finally
recovering from its rough launch period
so it's probably a nugget of truth in
his statement somewhere times were
getting tough for nspace as evidenced by
their last two titles firstly a wwe
mobile game of some kind wwe champion
supercard i don't know i can never keep
those two straight and then secondly and
lastly sword coast legends a d d
licensed game developed alongside
digital extremes which wasn't received
much better in fact it was even worse
and very much did not save the company
in 2016 they announced they had closed
their doors before the console versions
of sword coast legends had ever even
come out this was a bit of a weird one i
ain't gonna lie while nintendo were
clearly hoping to capture the same magic
metroid prime had conjured john raymie
ain't no samus and possessing a bowl of
dog food isn't quite as compelling as
navigating a morph ball maze it wasn't
the most marketable game and its
multiple delays may have pushed it too
far out to make much of an impact while
it failed to resonate with the
mainstream audiences though at least
geiss's memory lives on and smash
brothers ultimate as
oh what
oh no it's this trophy like like at all
there's not even any spirits
oh
oh if you know of any other ghostly
gambles let me know in the comments
below over on my twitter wait wait wait
hang on if you change the language of
smash ultimate to german
sakurai you mad man you did it again
or come haunt the halls of the flophouse
vip patreon to nominate what you want to
see in the future see you next time and
thanks for watching
[Music]
[Music]
you
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