Q: Geist was originally unveiled to the public for the first time at E3 2003. In the press release that was issued jointly between n-Space and Nintendo, it states that Geist was positioned to be part of Nintendos 2003 holiday line up. Why has Geist been delayed for over 2-years?
Dyke: The Geist that was shown at that E3 was the early experimental version that we had done with Nintendo. Actually, multiplayer was playable in that version, but it required a second controller that never got plugged in, which is kind of an interesting back-story. That was a product that was on schedule based on it being a FPS with a possession mechanic. Nintendo thought this was a first-person adventure based on possession, and we thought it was a first-person shooter with a possession mechanic. It took us a lot of months to even realize the game that each other thought we were making. If you go back to that first E3 demo, it was very much a shooter-combat oriented game, whereas it has evolved into something very different from that. Thats the process it took, and we are very fortunate enough to work with NCL, who believes in us and believes in the idea and continued to work with us to create the shared vision between our two studios.
Q: Do you wish that it had stayed a FPS, instead of a FPA. If that's the way you had always envisioned it?
Dyke: Western-bias.
Newman: That was just our initial vision. As we worked with them more and saw the game evolve with new ideas from Miyamoto-san, Tanabe-san, Shikata-san, Goto-san, and Konno-san started to work their way in there, we just got excited the way the game was going.