Geist DS [Nintendo DS – Cancelled]

Geist DS [Nintendo DS – Cancelled]

The original Geist was a first person adventure developed by N-Space and published by Nintendo in 2005 for their GameCube. In the game you play as the spirit of the dead protagonist, who can interact with the physical world through possession of things, animals and human beings. The game had an interesting gameplay mechanic in which you had to scare NPCs before being able to possess them and many clever puzzles revolving around your possession ability.

A Nintendo DS port / sequel was in development at N-Space in mid – late ‘00s, but in the end the project was canned, possibly because of low sales and mixed reviews for the GameCube version. As we can read on Wikipedia:

“Nearing the end of development, a Nintendo DS port was rumored by an IGN tour to be in development. Although this port was never announced, and no information of it has ever been officially released, n-Space did have development kits for the DS at the time, and traces of the ports existence have been found within the ROM of the DS version of Call of Duty 4: Modern Warfare, which was developed by n-Space, as two text documents for the credits of Geist DS are present”

You can read the Geist DS credits hidden in CoD4 DS at TCRF.

While the game was never officially announced and it was quietly cancelled with no media ever shown to the public, fans of the original game found some early footage of Geist DS, preserved below to remember its existence.

N-Space did a great job with their portable FPS (Call of Duty, GoldenEye), so it’s safe to say we missed another good one with the cancellation of Geist DS. We hope one day someone could share online a playable prototype, maybe along with their DS version of Halo.


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monokoma

Editor in Chief, UX & SE Optimization at Unseen64
I'm an Italian gamer with not enough free time to play as much as i'd like to and sadly not enough time to write about cancelled and beta games. Founder of Unseen64 in 2001, i'd like to sleep more than 5 hours a day, but i have to pay the bills. I'm currently working for various italian & international websites for a better User Experience & Search Engine Optimization, you can add me on Twitter, Last FM or contact me by email.
monokoma




3 thoughts on “Geist DS [Nintendo DS – Cancelled]

  1. Sam Jones

    Someone has gone hacking into a DS copy of Call of Duty: Modern Warfare Mobilized, which is when they found the credits.bin and Credits.txt files. When those files are examined, the following information comes up.

    geist ds™
    for nintendo ds

    credits

    lead software engineer

    shawn leaf

    software engineers

    leon brown
    john m. meyers

    lead artist

    jason miller

    artists

    aaron c. gaines
    james j. inziello
    scott kiraly
    jeanne m. kiraly
    w. randy king
    joshua davis

    audio

    mike reed

    producers

    bob hichborn
    erick s. dyke

    special thanks

    thanks to the following people
    for their valuable help
    and support:

    dan o’leary
    sean purcell
    gary meyers
    and
    especially to the originating
    geist™ team at
    n-space, inc.

    The credits clearly state Geist DS at the top, and it leaves me wondering where the project is. Something tells me that n-Space may have been working on the project, got the call from Activision for a Modern Warfare adaptation, and they just swapped new assets into the Geist DS engine. That’s my two cents…what do you think? Thanks to Tanks for the heads up!

    http://www.gonintendo.com/viewstory.php?id=124021

  2. Sam Jones

    Very interesting too. I like the sentence: After coming up with the concept, we spent some time quickly developing a demo that ran on a PC using our existing engine.

    And:

    We shopped that demo around to a variety of publishers and actually started production with Namco under the name “Fear” (this was before anyone had ever heard of that other game called “Fear”). We worked with Namco for about 4-5 months on pre-production but, partway through development, there were some changes in producers and some resulting differences of opinion when it came to what the game should be about. We parted ways amicably and took the game back on the road to shop it around again.

    http://www.nintendoworldreport.com/interview/20890/interview-with-n-space-ted-newman-studio-creative-director-n-space

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