humans are professors, engineers and several people with different supportive jobs. They cannot do battle, but allow access to new areas and sometimes carry objects with them that may be needed to proceed. Human hosts have no memory of what occurs when Raimi possesses them. They recall only being badly frightened, and then suddenly being in a different room. They will not do anything or get less frightened when Raimi dispossesses them, so they can be possessed again at any time. Animals also cannot be used for combat, but are vital to reaching some areas. Due to their size, rats and dogs (rabbits and roaches in multiplayer) can crawl through some small holes and reach the room on the other side. Bats can fly to otherwise unreachable areas. Other animals are tools to make a human host possessive. The only exception to animals being useless for combat situations are imps, but they can only be possessed in the multiplayer mode. Each host has a different ability. Some human hosts can sprint and others can crawl. This means a character that can sprint cannot crawl or vice versa and this goes for all abilities. In some cases, the L button activates the zoom function. Multiplayer There are three core multiplayer modes: Possession Deathmatch, Capture the Host, and Hunt. In Possession Deathmatch, players start off as ghosts and are invulnerable until they possess a host, where it then plays as a typical deathmatch mode. In Capture the Host, players must kill opponents and deliver their hosts to their respective bases. In Hunt, players either participate as ghosts or hosts; hosts try to kill ghosts with special weapons, while ghosts try to make the hosts commit suicide. Power-ups are also available, being able to adjusted in the game's settings. Additional characters and maps can also be unlocked by finding collectibles in the story mode. Development Work on Geist started in 2002. Its early working title was Fear. N-Space learned that Nintendo was interested in a first-person shooter action game with a unique feel to it. n-Space came up with the idea of making a game with an invisible man as the protagonist. From there, the concept changed from being an invisible person to being a ghost and Poltergeist. After about eight months of work, n-Space finished the prototype and sent it to Nintendo of America, from which it was sent to Nintendo. Nintendo