Normally when I die only 10 minutes into a game, it’s not something I tell others about — it hurts my pride. But with Geist, your death is intended. Sort of.
As John Raimi, a biological and chemical threats special operative, you’re sent into France to investigate the Volks Corporation’s shady research into cellular properties. Inevitably, your covert operation goes horribly awry and, after capture, you’re subjected to an experiment that, more or less, kills you and steals your soul. Such a pleasant backstory.
Developed by N-Square for the Nintendo GameCube, Geist is a first-person shooter with a twist. Because the shooter genre has become a tad hackneyed, N-Square took some liberties with the genre’s ethos. Their ingenious tinkering with conventional gameplay created one of the most innovative concepts ever to hit the FPS market: possession.
The idea is simple: You are an ethereal spirit, a soul ripped from your physical form with the ability to possess other people, objects and animals in order to fulfill Raimi’s mission objective. Living entities (like animals or other humans) need to be “scared” before you can possess them, so it’s necessary to manipulate the objects in a room to do so. For example, at one point you must â- no joke — possess dog food in order to scare a dog. But fear not — most of the scare tactics aren’t as droll.
That said, N-Square doesn’t fully realize the grandiose evolution that they had hoped for.
First, the stage progression is too linear. I had hoped to have total freedom in what I possessed and how I completed objectives. Instead, I was forced into puzzles, where one action led to another until Raimi’s mission was fulfilled. However, these puzzles aren’t so much puzzles as they are a tired exercise in “fly around the room and see what you can possess, use its ability and repeat the process until someone/something is scared.” This isn’t exactly a labor in intelligence.
Oftentimes, you’ll find yourself possessing a human (usually with a gun), hence the FPS aspect. Unfortunately, this is where Geist suffers most. The game engine is antiquated and drags the gameplay experience down with it. Aiming is especially a burden; it feels ‘heavy’, making precise aiming nigh impossible. Ammo is unlimited, despite the need to reload, so, coupled with the abundance of health power-ups, any strategy other than “run in guns blazing” is an exercise in futility.
The only high point of the FPS, or non-possession, gameplay is the forced integration of possession and combat, which seems limited to boss battles and has little effect.
It’s hard to dislike Geist â- the radical approach taken by N-Square is a fresh take on the tropes of the FPS genre. Yet I find myself looking back on it in ambivalence. Geist’s iconoclastic aesthetic is merely offset by the anachronous game engine.
All in all, it’s a strong rental — an attention-worthy concept that’s short enough for a weekend.