See? Instead of taking a much need nap and then moving onto my homework, I'm fricken reasearching Geist impressions, of all things. :lol
If you honestly think that these impressions resound with negativity or even imply that EVERYTHING about the game sucks, or that it even FUNDAMENTALLY sucks... well, then I don't know how to communicate with you guys. Amir0x, you couldn't be more wrong with your blanket generalisations claiming that everyone who's played this game hates it.
Below are a handful of dated impressions from "solid" and "reputable" websites (as far as they all go, collectively.) I'm avoiding more fan-orientated sites such as PlanetGameCube (though I'd argue they've pretty much earned a measure of credibility, regardless), in an attempt to keep this as untainted as possible.
IGN's 12/03 impressions:
http://cube.ign.com/articles/445/445862p1.html
IGN's 05/04 E3 impressions:
http://cube.ign.com/articles/513/513973p1.html
Gamespot's updated-for-GDC 05/05 impressions:
http://www.gamespot.com/gamecube/action/geist/preview_6120080.html
Gamespot's 05/04 E3 impressions:
http://www.gamespot.com/gamecube/action/geist/preview_6095910.html
I won't quote, because they can easily be taken out of context. IGN's 04 impressions (couldn't find any updated-for-GDC impressions at IGN, only vids and movies) reinforces the generally positive outlook the game earned in their eyes. They mention, in particular, generall sharp graphics, though rather generic artsyle, good mood, and unstable framerates. They obviously like the implementation so far, in particular how there seem to be more than one avenue to approaching a puzzle or situation.
The updated Gamespot impression questions why none of the intriguing concepts previously demonstrated were on display, and admit that had they not known about those concepts, wouldn't be nearly as interested in the game. Regardless, we DO know about those other concepts, and this recent demo doesn't do anything to deflect that. It's the first final level, and as such, doesn't yet feature those concepts, because the hero is still alive! Gamespot does, however, confirm that the graphics are moody and servicable, if not stunning, and that the framerate has been locked at a good rate, with naturally-animated characters. Once again, I cannot detect any suggestion from them that the game sucks, and they also reaffirm a positive outlook.
Just to cite a small example from the E3 2k4 demo impressions, I really like how interactive the game feels. For example, in one puzzle, the player must somehow (while in spirit form) manipulate the guard, or the environment, in order to open a solid gate that blocks your path (spirits cannot traverse THROUGH walls.) Since both IGN and Gamespot tried to pass (and failed) using the same methods, initially, it seems that the game draws your attention to a spotlight near the guard. Both IGN and GS inhabited the spotlight and made it move around, flicker, etc. The guard, however, wasn't particularly frightened or agitated (required in order to possess him and open the gate), as he just walked up to the light and unplugged it. From there, the playtesters had to seek alternate means of distracting or scaring the guard.
I LIKE that kind of crap. THAT kind of scenario is what makes the game interesting to me. Now, presumably, if these kinds of situations are what were being shown off last year, then that only means there are much better and more involved situations later on. The game seems to feature a decent attention to detail as well. For example, as you possess different animals or whatever, not only will your first person perspective shift accordingly, but the game's graphics will change to reflect the limitations of the various animals' ocular systems. Not to mention the filters in place when in spirit form. Details in the older impressions, I believe.
My only REAL concern as far as possession is concerned is that the game might make it too simple to solve the puzzles. I'm not too keen on the idea that objects/beings that can be possessed are visually represented with special auras and swirls. While I do NOT want to play a game like the original Doom or Doom II where searching for secrets was tantamount to running at an angle against the walls hitting the Manipulate key again and again, nor do I want to be provided with a puzzle who's solution is obviously tied to one of three "glowing" objects in the room. Unless they make MANY objects "possessable" and leave us to intuit or discover the means ourselves. So long as they don't make JUST those objects that'll provide a solution (within a certain sequence of manipulations) capable of being possessed, I suppose I'll be happy.
I'm not sure how to balance this, and am unsure that N-Space WILL balance it. Perhaps objects only begin to glow upon close proximity to them? I don't know. And how will they explain how/why some objects can be manipulated but other, similar objects, in that situation or in one later in the game, might not be. These are concerns that will be addressed when the game goes final, obviously. It'll prove, in the end, whether the concept was fully realized, or not.
Anyway, Nintendo approved the E3 demo, and they, less than any other company, are likely to "blow their wad" prematurely, imho. I don't find it disheartening in the least that this kind of gameplay mechanic wasn't demonstrated at GDC. What they did show off was a shooter sequence that was much more robust (from what I can infer from the various impressions and descriptions) than what was demonstrated at E3. Solid puzzles + solid adventure/exploration + solid shooting = promising title, in my book. I think we can all appreciate that this won't be a run-and-gun.
You know what, I'll even end off on a less than positive note. Below is a pre-merger Gamespy article, dated around E3 2k4. It actually voices many of the same concerns I have, and while it is a less positive impression than the four I posted above, it by no means accuses the game of being trash, particularly of being trash on all counts.
http://cube.gamespy.com/gamecube/geist/516705p1.html