[E3 2004] Nuevas pantallas de Geist

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Poco a poco se desvela Geist, el título que desarrolla N-Space para Nintendo.





11 comentarios
  1. E visto los videos i k decir... sinceramente genial macho1!! dios k flipe, un aspecto tope de diferente ... k eres esastamente.. un fantasma un espiritu?? juer vaya idea mas original!!! me encanta!!! [amor] [amor] [amor] [amor] [amor]

    De verdad, nintendo esta ganando de nuevo un montonazo!!! gracias por no perder la fe!!! ;) [tadoramo] [tadoramo] Nintendo
  2. La verdad es que despues de ver el video, este juego me a sorprendido mucho mucho. [fies]
    Viendolo, se me ha venido lo que disfrute con el GoldenEye. XD
  3. Si alguien puede ponerme un link al video s elo agradecería...
    Pinta muy chulo, pero de este juego no conozco nada...+info??

    Ya lo he encontrado, gracias...
  4. A mi las imagenes no me gustaron nada pero cuando vi el video y tras el impacto inicial de ver poseer un extintor me he enamorado de este juego. XD
  5. VenoMPS escribió:vaya idea mas original!!!


    el juego tiene buena pinta pero de original tampoco tiene tanto, que lo de poseer cuerpos ya se vió hace unos cuantos años con messiah.
  6. Orodreth escribió:
    el juego tiene buena pinta pero de original tampoco tiene tanto, que lo de poseer cuerpos ya se vió hace unos cuantos años con messiah.

    Avenging spirits, mucho antes que messiah ;)
  7. Con la difernecia de que el avenging spirit era cojonudo, y el messiah un cagarro de impresion.

    Este me trae muy buenas vibraciones, vistos los videos e imagenes.
  8. que memoria teneis algunos :D

    (imagen)
    supongo que es éste, no lo conocía.
  9. Si, ese es, como dice Raiden, mucho mejor que messiah.

    Pues Geist me llama bastante la atención, el hands-on de IGN es jugoso.
    ign escribió:The first of the two playable levels that we got our mitts on seemed to focus heavily on the puzzle-solving aspects of the game. In spectral form, you begin locked in what seems to be a storage area, or a not-very-important part of an underground hanger. There's a few guards, a really big steel door that you can't slip by (you can only slip through cracks and such), a few flood lights, and a guard dog locked in a cage. Problem is, you have to get through that large, sealed steel gate. In any other first-person shooter you would simply gun down the guards and steel a pass card or something of that variation. In Geist players must think smartly and use scare tactics to get the job done.

    First we tried to come up with a good plan to scare the guard, so we could subsequently possess him, and then just stroll right through the impassable door. There was a flood light close by and we possessed it, swaying the light beam back and forth to try and frighten a nearby guard. This, unfortunately, was not a successful scare session; the guard simply came over and unplugged the light. So, we had to improvise: the dog was left, mulling around his cage. Maybe he could be of some use?

    So, we floated over the gate and possessed the dog's food bowl. How did we think to do this? In the demonstration rainbow-colored particles swirled around objects you could possess. So, possess the dog's food we did. Our goal was to freak the dog out when he came to take a bite of food, and we accomplished this, simply tapping the Y-button to "scare" when the dog came to eat. This gave us access to possess the dog, which in turn allowed us access through that big steel gate because one of the guards thought it was fine to let a harmless dog through.

    It's an interesting thing playing as a dog in a first-person shooter. More like first-person schnauzer, as the perspective has you looking over the canine's wet nose. Vision effects also change at this point, blurring in the distance, to try to sell the idea that you're really seeing through a dog's point of view. You can't do much more than jump over a few things and look around, however -- no biting and definitely no pooping. What? You know you were wondering. Next up, we possessed some rats and made our way through tunnel walls, which would have otherwise not been accessible in any other form.

    Long story short, this level was setup to demonstrate the puzzle-solving concepts behind Geist. You are a spectral entity and through using scare tactics you will find your way through the levels. These gameplay dynamics are most of what Geist's potential rides on. We played a second level that let us focus more on the actual first-person shooting elements. The setup was very simple, where one guard after another was placed on a downward spiraling ramp, which led to a lower level. We scared an engineer working in the area, possessed his body, and eventually went on to possess a guard, thus capturing his gun. Finally we could take a few names and enjoy some carnage. Only there was a problem: the controls and AI really need refining still. Aiming is still clunky, similar to what it was last year, and enemies really didn't do anything compelling -- at least not in the demo we played.


    Si pulen esos controles e IA que dicen que no les termina de convencer, puede estar muy interesante la cosa. A mi por lo menos me gusta el estilo, segun lo leido aquí vamos.
  10. es curioso como ahora de pronto todos los ninties adoran un FPS. [sonrisa] (sin acritudes eh)

    y conste que pinta bastante bien, y tiene detalles "a lo messiah"...en resumen, que puede ser un muy buen juego.

    saludos.
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