Geist/Gameplay

Geist is a game unlike most FPS's. Most game time is spent switching between forms while solving puzzles and fighting off enemies.

Settings
There are several customizable settings to help fit your personalized gameplay style, and to adjust to meet certain technological preferences.

Options

 * Screen Mode: Choose between screen resolutions of 4:3 (standard/fullscreen) and 16:9 (widescreen).
 * Brightness: Change the screen brightness.
 * Rumble: Turns the controller's rumble function on or off.
 * Subtitles: Toggles the appearance of subtitles during cinematics (only available in the options menu found at the title screen).
 * Music Volume: Change the volume of the music.
 * Effects Volume: Change the volume of sound effects.
 * Audio Mode: Choose between mono, stereo, and surround sound styles.
 * Control Options: Access various control styles as detailed below (only available when you begin a new game, during gameplay or when you join a multiplayer game).

Control Options
There are five control options you can change.

Control Maps

 * Shade: The left control stick is used for strafing in all directions while the C-Stick is used to turn and tilt, thus aiming.
 * Wraith: The left control stick is used for moving forward and backwards and turning, while the C-Stick is used to tilt vertically and strafe.

Advanced Control Config

 * Invert Pitch: Toggle whether or not you want the tilt to be inverted or not. When inverted, if you tilt the stick up, the game will tilt downwards.
 * Swap Stick Functions: Toggle whether or not you want the stick and the  to be switched.
 * Rumble: Toggles whether or not the specific controller used has the rumble feature enabled or not.

Extended Story
It is set in the year 2005. John Raimi is a civilian scientist and a member of a counter-terrorism team sent to investigate the Volks Corporation. After meeting up with his best friend Bryson, Raimi and the team of marines take over the science facility and are forced to battle their way out. On the way out, a monster takes the head off of one of Raimi's squad members, and the monster is unlike any living thing ever seen before. At the end, one of the agents seemingly becomes possessed and kills the marine team with the exception of Raimi (he just gets badly wounded and later finds Bryson is still alive). He is captured and his spirit is torn from his body by one of the secret experiments. Soon after, Volks, the leader, puts Raimi into a machine to brainwash him (a fact that returns later). However, a young girl no older than 7 or 8 years of age, blows the machine's power to save Raimi, who he gets help from repeatedly. He now must wander the Volks Corp. while trying to get his body back. Raimi can take over other humans, animals, and even machinery to achieve his goal. He has to battle an unknown environment, dangerous hostiles, and save his best friend from the same experiment he was exposed to.

As a disembodied spirit, Raimi cannot generally interact with the physical world except through possession. He seems, however, to have some degree of mass and substance, as gravity still affects him (though he floats and can elevate himself for short periods) and he cannot pass through solid walls (chain-link fences are another matter, and he can slip through small cracks.) He is otherwise invisible and intangible, though other ghosts can see him and animals, particularly dogs, can sense his presence even when he's possessing something. When Raimi possesses an object, such as a dog food bowl, he sees things from the object's perspective even if the device has no visual apparatus. He is able to provide motive force on an ordinarily immobile object, activate electronics, and alter an object's appearance (for example, turning water from a possessed faucet red, or changing the reflection in a mirror.) Creatures can only be possessed when badly frightened or startled. Raimi sometimes gains glimpses of a host's recent memories immediately upon possession. Raimi has the same control over a host body that he would over his own, the only exceptions are an inability to make the host approach something which frightens him or her very badly and possibly speech (certain cutscenes seem to suggest than he cannot talk in a human body, though other game aspects indicate otherwise.) If a host is killed or destroyed, Raimi is unharmed and returns to his ethereal state. However, he cannot remain outside a host indefinitely; his spirit is continuously pulled towards the afterlife. Only by possessing an object or creature can Raimi "re-anchor" himself to the world, though absorbing life from small plants grants him additional time in this world.

Human hosts have no memory of what occurs when Raimi possesses them. They seem to recall only being badly frightened, and then suddenly being in a different room, possibly surrounded by carnage. The opposite goes for Raimi, where he actually gains memory from his host and can use this memory to find objects or places.