Geist - What Happened?

Matt McMuscles
26 Mar 202214:52

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

00:00

🎮 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.

05:03

📅 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

Geist est un jeu vidéo de tir à la première personne développé par nspace et publié par Nintendo pour la GameCube en 2005. Le terme 'Geist' signifie 'fantôme' en allemand, ce qui est pertinent car le jeu tourne autour de la possession d'êtres humains et d'objets. Ce concept de possession est central au gameplay, permettant au joueur de résoudre des énigmes et d'interagir avec l'environnement de manière unique.

💡nspace

nspace était un studio de développement de jeux vidéo basé à Orlando, connu pour ses titres sous licence pour PlayStation. Dans le contexte de 'Geist', nspace a été choisi par Nintendo pour développer un jeu FPS innovant. Leur collaboration avec Nintendo a entraîné des changements significatifs dans le gameplay et l'histoire du jeu, soulignant l'importance de l'expérimentation dans le développement.

💡Miyamoto

Shigeru Miyamoto est un designer de jeux vidéo légendaire chez Nintendo, connu pour avoir créé des franchises emblématiques comme Mario et Zelda. Dans le développement de 'Geist', ses idées sur la mécanique de possession d'objets ont été cruciales pour enrichir le gameplay. Miyamoto a encouragé nspace à explorer des concepts plus créatifs, ajoutant une dimension unique au jeu.

💡Possession

La possession est une mécanique de gameplay centrale dans 'Geist', où le joueur peut prendre le contrôle de différents personnages et objets. Cette capacité à posséder des êtres vivants et des objets inanimés permet d'explorer des énigmes et d'interagir avec le monde d'une manière novatrice. Cela souligne le thème de l'identité et de la transformation, car le protagoniste, John Raymie, devient plus versatile à travers ses possessions.

💡FPS

FPS signifie 'First-Person Shooter', un genre de jeu vidéo où le joueur voit à travers les yeux du personnage et utilise des armes pour combattre des ennemis. Bien que 'Geist' se positionne comme un FPS, le script souligne que le jeu a été redéfini pour inclure des éléments d'aventure, ce qui a conduit à des critiques concernant l'équilibre entre les deux styles de jeu. Cela reflète les défis auxquels nspace a été confronté en essayant de plaire à Nintendo tout en conservant l'essence du FPS.

💡Énigmes

Les énigmes sont des défis que les joueurs doivent résoudre pour progresser dans le jeu. Dans 'Geist', la mécanique de possession est utilisée pour résoudre des énigmes, transformant le jeu en une expérience plus axée sur la réflexion plutôt que sur l'action pure. Cela montre comment le jeu a évolué pour se concentrer sur des aspects de gameplay moins traditionnels, ce qui le distingue des autres titres de l'époque.

💡Délai de sortie

Le délai de sortie fait référence aux retards de publication que 'Geist' a subis avant son lancement final. Initialement prévu pour 2003, le jeu a été repoussé à plusieurs reprises, ce qui a affecté son succès commercial. Les retards sont attribués à des divergences créatives entre nspace et Nintendo, ce qui a contribué à la perception du jeu comme étant mal équilibré et peut-être trop éloigné des attentes des fans.

💡Réception critique

La réception critique se réfère aux avis des journalistes et des joueurs concernant un jeu. 'Geist' a reçu des critiques mitigées, beaucoup notant que bien que l'idée de possession était originale, l'exécution du gameplay manquait de la polissage et de l'impact présents dans d'autres FPS populaires. Cette réception a eu des conséquences durables sur la façon dont nspace a été perçu en tant que développeur après la sortie du jeu.

💡Nintendo

Nintendo est une entreprise de jeux vidéo japonaise réputée pour ses franchises emblématiques et son innovation. Dans le cas de 'Geist', Nintendo a joué un rôle clé en guidant le développement du jeu, ce qui a conduit à un changement de direction en termes de gameplay et de conception des personnages. La relation entre nspace et Nintendo est un exemple de collaboration dans l'industrie du jeu vidéo, bien que le résultat final ait été contesté.

💡Échec commercial

L'échec commercial désigne la difficulté d'un produit à atteindre ses objectifs de vente. 'Geist' a été un échec commercial à sa sortie, ne parvenant pas à figurer parmi les meilleures ventes de la GameCube. Cela a été attribué à plusieurs facteurs, notamment les retards prolongés, le manque de marketing efficace et la concurrence de jeux plus populaires à l'époque.

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

play00:01

[Music]

play00:08

[Applause]

play00:09

[Music]

play00:14

welcome back to another episode of what

play00:17

happened the show that semi regularly

play00:19

makes you say oh yeah that game speaking

play00:23

of which let me present to you the 2005

play00:26

gamecube classic geist i told

play00:31

was nintendo trying to make the metroid

play00:34

prime lightning strike twice was it

play00:36

their halo killer no or was it just an

play00:38

oddball fps destined to live alongside

play00:41

odama and future tactics uprising at the

play00:44

bottom of the bargain bins well expand

play00:47

your mind and attach your soul to a dish

play00:50

of dog food it's time to find out what

play00:52

happened to geist

play00:55

it's about time

play00:57

the tale of this perilous paranormal

play00:59

project starts with nspace an orlando

play01:02

studio originally financed by sony

play01:05

computer entertainment of america to

play01:07

develop games for the ps1 which they

play01:09

very much did cause these games were

play01:12

playstation as bug riders duke

play01:15

nukem land of the babes danger girl and

play01:18

a copious amount of olsen twins titles

play01:22

ashley i don't think we're in kansas

play01:24

anymore

play01:25

no kidding mary kate now i know there

play01:27

are two schools of thought here but

play01:28

they're both wrong sweet 16 license to

play01:31

drive was a massive improvement on

play01:33

magical mystery mall

play01:35

that's just facts so i started out on

play01:37

mary kate ashley which was great fun

play01:39

anyway scea didn't actually own nspace

play01:42

and somewhere between mary kade and

play01:44

ashley titles they heard that nintendo

play01:46

of america possibly due to the success

play01:49

of metroid prime had put out a call for

play01:51

a first person game that wasn't just

play01:53

following shooter trends nspace

play01:56

higher-ups caught wind of this and

play01:58

immediately started brainstorming a

play01:59

concept to sell they came up with

play02:02

multiple ideas but settled on one that

play02:04

while appearing to be a standard fps at

play02:07

first glance had a hidden twist in a

play02:10

2005 interview with planet gamecube now

play02:13

nintendo world report and space

play02:14

president eric dike explained one of the

play02:18

ideas we liked was an idea about plane

play02:20

and invisible agent like an invisible

play02:22

man that would use guns and because

play02:25

they're invisible they would be able to

play02:26

scare and intimidate people some people

play02:29

liked it some people felt something was

play02:31

missing we came up with a variation on

play02:33

it that basically says what if you're a

play02:36

ghost and if you need a weapon you

play02:37

possess a person that has a gun or if

play02:40

you need a pair of hands you possess

play02:42

someone who can do manual work from

play02:44

there it kind of snowballed also the

play02:46

ghost aspect still gave us a voyeuristic

play02:49

scare and messing with people aspect

play02:51

that we liked about the invisible idea

play02:54

as for a name the team were looking at

play02:56

the straightforward but marketable fear

play02:59

but apparently had to abandon it because

play03:01

of the no fear clothing line with that

play03:05

one shot down they then arrived at geist

play03:07

which was another name that they had

play03:09

been considering after landing on this

play03:12

concept they self-funded a prototype

play03:14

with the explicit goal of getting

play03:15

nintendo's attention which they

play03:17

absolutely did nintendo of america felt

play03:20

like the idea had plenty of promise and

play03:22

their japanese hq known as nintendo

play03:24

co-limited or ncl felt the same once

play03:27

they got their hands on it nspace would

play03:30

spend the next six months in an

play03:32

experimentation phase working together

play03:34

with ncl fleshing out new ideas and even

play03:37

getting a lot of insight and feedback

play03:39

from shigeru miyamoto himself miyamoto

play03:43

found the possession mechanics

play03:44

interesting imagine that and brought up

play03:46

the idea of possessing inanimate objects

play03:49

in addition to the meat puppets already

play03:51

controllable in the earlier builds

play03:53

miyamoto had immediately commented on an

play03:56

idea of object possession when the team

play03:59

had first heard they didn't know exactly

play04:01

what he meant they kind of thought he

play04:03

might just be joking around apparently

play04:05

he has that kind of sense of humor in

play04:07

the workplace eventually miyamoto san

play04:09

just said i think the possession aspect

play04:12

of this game is great and i want to know

play04:14

what it's like to not just possess

play04:15

humans and animals but what it would be

play04:18

like to possess a box or what it would

play04:20

be like to possess a plant during one of

play04:23

ncl's visits it became a priority to do

play04:25

some experimentation with object

play04:27

possession and then figure out how to

play04:29

fit that into the game we were already

play04:31

developing that was a little bit of a

play04:34

curveball it added some work onto things

play04:36

but were really happy where it ended up

play04:39

nintendo felt what they had was good

play04:41

enough to show out their e3 2003 show

play04:44

and their press release for geist stated

play04:46

that it was going to be part of that

play04:48

year's holiday lineup which it would

play04:50

famously miss

play04:52

by a lot in fact guys would actually

play04:55

take almost two more years to start

play04:58

haunting gamecube disc trays

play05:02

[Music]

play05:04

in that same planet gamecube interview

play05:07

eric dike elaborated on what caused this

play05:09

series of delays going from winter 2003

play05:13

to 2004 to its final release in summer

play05:16

of 2005. according to him ncl and nspace

play05:20

saw the game in two different lights to

play05:23

end space it was a first person shooter

play05:25

with a possession mechanic whereas

play05:27

nintee saw an adventure game with some

play05:29

first person shooting since nintendo is

play05:32

calling the shots much of the game was

play05:34

redesigned over time to be more in line

play05:36

with their vision doubling down on all

play05:38

the ghostly aspects instead of levels

play05:41

where you were running and or gunning

play05:43

through enemies occasionally possessing

play05:45

a guard or engineer along the way much

play05:48

of geiss's gameplay started revolving

play05:50

around environmental puzzles ted newman

play05:53

further explained how this readjusting

play05:55

of the core gameplay elements took a lot

play05:57

of trial and error there would be times

play05:59

where they would ask us to add something

play06:01

to the game that nintendo staff thought

play06:03

of sometimes we would just scratch our

play06:05

heads a little and say well we're not

play06:07

quite sure how that's going to work but

play06:10

nintendo is very big on experimentation

play06:12

and a lot of times they want to put

play06:14

something in the game to see it and sure

play06:16

enough just about everything they did

play06:18

ask us to add we got to the point where

play06:20

it was in the game and we got to play it

play06:22

that we said wow that does work now

play06:25

something that's interesting overall

play06:27

about geiss's development is that

play06:29

despite massive delays and spoilers

play06:32

eventual failure at retail and space

play06:34

staff routinely described the process of

play06:36

working so closely with nintendo very

play06:39

positively expressing that the

play06:41

partnership was genuinely good for the

play06:43

game while regarding geist as a truly

play06:45

shared product and that the development

play06:47

process was a wonderful experience which

play06:50

doesn't happen too often on this show

play06:53

while the gameplay was getting

play06:54

overhauled big changes were also coming

play06:57

to the story and its protagonist john

play06:59

raymie nspace had initially gone with a

play07:02

gruff battle-hardened agent citing jack

play07:04

bauer as a major source of inspiration

play07:07

that would explain everything

play07:09

[Applause]

play07:11

nintendo however felt the character

play07:13

should be more of an every man with very

play07:15

little combat experience allowing him

play07:17

and the player to grow together as the

play07:19

game went on this meant that jon went

play07:22

from super soldier to super nerd being

play07:25

rewritten as a civilian scientist with

play07:27

the new idea being that when he

play07:29

possessed characters he would take on

play07:30

their traits or skills positioning him

play07:33

as more of a blank slate the story and

play07:36

style of geist was also pretty cinematic

play07:39

especially for a game published by

play07:40

nintendo aside from outliers like

play07:43

eternal darkness elaborate cut scenes

play07:45

were rare offerings from the publisher

play07:48

and they typically didn't splurge on

play07:50

well-known voice actors at the time

play07:52

either geist however was no exception to

play07:55

that last one this is something that ted

play07:57

newman explained actually we were really

play08:00

lucky to have a contract with a local

play08:02

radio station called real radio 104.1

play08:05

it's all talk radio we approached them

play08:08

and said listen we want to see if you

play08:10

want to audition for the voices we've

play08:11

got a couple of hosts from several of

play08:13

the shows i think there is like four

play08:15

shows that go on throughout the day we

play08:17

thought they did a great job

play08:20

did they though

play08:21

the rift it's it's collapsed

play08:23

the simulation is ready to initialize

play08:25

sir

play08:28

man

play08:29

i'm having a bad day

play08:32

by march of 2005 geiss was finally

play08:35

coming together and was locked into a

play08:37

specific but also vague june release

play08:40

date once june rolled around nintendo

play08:43

informed websites and retailers once

play08:45

again that geiss was going to see

play08:47

another delay this time to its actual

play08:50

final release dates of august 15th in

play08:52

north america october 7th for europe

play08:55

november 3rd for australia and never for

play08:58

japan

play08:59

looking at the big picture here geist

play09:02

was absolutely nspace's most ambitious

play09:04

game to date marking their first attempt

play09:07

at actual unique ip unfortunately this

play09:10

still manifested very little fanfare and

play09:13

only just mixed reviews despite the

play09:16

ghostly gameplay hook possession was

play09:18

routinely cited by critics and fans

play09:20

alike as an element that grew formulaic

play09:23

since you were mostly doing the same

play09:25

things over and over to progress most

play09:27

also felt that the fps action was

play09:30

middling and half baked and lacked a lot

play09:32

of the impact and polish scene and other

play09:35

successful fps's of the day in terms of

play09:38

graphics and performance guys was also

play09:41

considered an underachiever nspace were

play09:43

still using a custom engine that they

play09:45

had originally built for the playstation

play09:47

1 which may have limited their ability

play09:49

to fully reach the graphical benchmark

play09:51

that folks expected from major gamecube

play09:54

releases and while geist's ideas

play09:56

received plenty of praise it was felt

play09:58

that the two gameplay styles didn't mesh

play10:01

very well with neither feeling

play10:03

particularly polished now despite nspace

play10:06

staff apparently happy with their

play10:08

intimate nintendo partnership the split

play10:10

focus would ultimately deliver a title

play10:12

that couldn't satisfy either half of the

play10:14

gameplay premise

play10:16

now on to the topic of sales well geist

play10:19

was

play10:20

dead on arrival

play10:21

[Laughter]

play10:27

[Music]

play10:29

[Laughter]

play10:34

what was i laughing at now according to

play10:36

npd group geist failed to make the top

play10:38

20 for both a month of its release and

play10:40

the subsequent months as well even more

play10:43

damning is that it also failed to crack

play10:45

the npd's top 10 gamecube only charts

play10:49

which were printed in nintendo power at

play10:51

the time heavy hitters like madden 2006

play10:54

and mario superstar baseball were

play10:56

topping those charts with guys placing

play10:58

below stuff like charlie and the

play11:01

chocolate factory and even years old

play11:03

evergreen titles like animal crossing

play11:05

kirby air ride and pokemon coliseum

play11:08

scanning through nintendo's investor

play11:10

reports for that fiscal year guys has

play11:12

only ever mentioned twice with both

play11:15

those instances just being the release

play11:17

dates for north america and europe

play11:20

that's not great n-space for their part

play11:22

seemed to be trying to move forward with

play11:24

geist regardless rumors of a nintendo ds

play11:27

version were circulating at the time and

play11:29

were then later confirmed genuine when

play11:31

people cracked open the files for the

play11:33

nspace developed call of duty 4 for the

play11:35

nintendo ds obviously nothing came of

play11:39

this and before too long space we're

play11:41

back to doing grunt work for other

play11:43

studios it would focus mostly on a

play11:45

surprisingly well regarded string of

play11:48

call of duty and double 07 portables

play11:50

among others this conveyor belt of

play11:53

licensed games continued until 2012

play11:56

where they would get to work on their

play11:57

first original ip ever since geist this

play12:00

time under square enix some of you out

play12:03

there might remember the unmemorable

play12:05

heroes of ruin for the nintendo 3ds an

play12:09

incredibly generic co-op dungeon crawler

play12:11

tested by yours truly while it was well

play12:14

made and mechanically solid with a

play12:16

robust online mode to boot it generally

play12:19

didn't resonate with a good percentage

play12:21

of reviewers who collectively scored it

play12:23

a nice 69 average on metacritic dan

play12:27

o'leary nspace ceo even publicly said

play12:30

that he felt the 3ds's low install base

play12:33

at the time contributed to the game's

play12:35

commercial failure personally i feel the

play12:37

bland art style and lukewarm reviews

play12:40

were more to blame but this was back

play12:42

around the time the 3ds was only finally

play12:44

recovering from its rough launch period

play12:47

so it's probably a nugget of truth in

play12:49

his statement somewhere times were

play12:51

getting tough for nspace as evidenced by

play12:53

their last two titles firstly a wwe

play12:57

mobile game of some kind wwe champion

play13:00

supercard i don't know i can never keep

play13:02

those two straight and then secondly and

play13:04

lastly sword coast legends a d d

play13:07

licensed game developed alongside

play13:09

digital extremes which wasn't received

play13:11

much better in fact it was even worse

play13:13

and very much did not save the company

play13:16

in 2016 they announced they had closed

play13:19

their doors before the console versions

play13:21

of sword coast legends had ever even

play13:24

come out this was a bit of a weird one i

play13:27

ain't gonna lie while nintendo were

play13:29

clearly hoping to capture the same magic

play13:31

metroid prime had conjured john raymie

play13:33

ain't no samus and possessing a bowl of

play13:36

dog food isn't quite as compelling as

play13:38

navigating a morph ball maze it wasn't

play13:41

the most marketable game and its

play13:43

multiple delays may have pushed it too

play13:45

far out to make much of an impact while

play13:47

it failed to resonate with the

play13:48

mainstream audiences though at least

play13:51

geiss's memory lives on and smash

play13:53

brothers ultimate as

play13:55

oh what

play13:56

oh no it's this trophy like like at all

play13:59

there's not even any spirits

play14:01

oh

play14:02

oh if you know of any other ghostly

play14:04

gambles let me know in the comments

play14:06

below over on my twitter wait wait wait

play14:09

hang on if you change the language of

play14:11

smash ultimate to german

play14:14

sakurai you mad man you did it again

play14:17

or come haunt the halls of the flophouse

play14:20

vip patreon to nominate what you want to

play14:22

see in the future see you next time and

play14:25

thanks for watching

play14:27

[Music]

play14:50

[Music]

play14:51

you

Rate This

5.0 / 5 (0 votes)

Related Tags
Jeux vidéoGeistNintendoDéveloppementnspaceFPSCulture geekHistoire de jeuGameCubeÉchec commercial
Do you need a summary in English?