Honestly, I think this game kinda rules.

The MattMcMuscles Wha Happen video details the broader behind the scenes production issues, but the basics come down to a simple fact: N-Space thought they were making a shooter with ghost possession segments, Nintendo thought they were making an adventure ghost game with some shooting segments. This split focus impacted the game's reviews from critics: the public found both elements too weak to really give the game much attention.

I'm certainly willing to admit that the game has flaws. Its a very linear game, with only one solution to each puzzle you encounter in the game. I think Nintendo's instinct was right: they really should have leaned into the possession aspect and create an adventure game with all kinds of different options and routes to success.

Even so, I just found the experience overall pleasant. The gun gameplay is janky, but its a pleasant kind of janky. The kind of janky where I'm never annoyed by combat or the occasional death. Because the enemies aren't that advanced, I can actually train my Bad At Gun Combat brain to approach enemies like its own puzzle. Time slows down when you aren't possessing people, and this gives me more time to plan out the room and form a strategy of attack. In one noticeable section, players who are paying attention can possess various wall-mounted guns and clear a path forward for the host you're possessing. Its not an often occurrence and its easy to get out-numbered regardless of planning, but it honestly just works for me.

The split focus of the game also means that the gameplay is honestly changing quite frequently. One chapter involves hopping between various animals to unlock doors, one involves staying with one host to stealth around the facility. Hosts often have different abilities and different weaknesses that can hamper them. Intercut between those chapters are some shooting segments, featuring different kinds of enemies and different weaponry at your disposal.

Its hard to say if more time in the oven would have changed anything for Geist. It had already been delayed for two years and the studio was barely making by already. But sometimes I think jank is great to have in a game. It adds a special kind of flavor. A ramshackle charm. You can tell everyone involved was excited by the experimentation, excited about what they were making, and all the post-production interviews feature shockingly happy devs who are proud of what they made. You gotta love people who love their work.

Reviewed on Oct 07, 2022


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