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Future of Ritual, Sin Episodes In Question
Posted by
Zonk
on Fri Dec 08, 2006 02:45 PM
from the not-as-episodic-as-one-would-want dept.
from the not-as-episodic-as-one-would-want dept.
The Escapist blog is reporting that several key employees have left Ritual. With the ongoing episodic title Sin Episodes up in the air, one has to wonder if any additional installments will follow the somewhat tepidly received first entry. From the article: "After five and a half years as the CEO of Ritual, Steve Nix turned up on the official id Software site as the new Director of Business Development. His reasons for leaving Ritual were not made public. Over two months ago on September 16th, Shawn Ketcherside also left Ritual after nearly six years with the company. He was the lead designer on Sin Episodes: Emergence. Today, former QA lead Michael Russell updated his blog with word that he was also looking for a new job. Last week, Russell had made a post calling out poor QA practices at Sony. He claims that the article was not the reason for his leaving the company."
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SiN Episodes - Emergence Review 198 comments
Along with pale imitations, it seems the destiny of genre-defining games to provoke a reversal in design decisions. The success of 3D platformers has lead to a renaissance in 2D gaming, World of Warcraft has pushed online game designers away from the fantasy genre, and Half-Life 2 has prompted a lot of story-light brainless shooters. It's this last genre that houses SiN Episodes: Emergence. A traditional run and gun First Person Shooter (FPS), SiN is a blood-soaked five hour jaunt you can download from Steam for about twenty bucks. At that price and that length, this Aeon Fluxian gorefest may just be a happy start for the age of episodic content. Read on for my impressions of a good-looking throwback that proves you don't need millions of dollars to make a fun title.
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SiN Episodes Pretty Much Done 24 comments
Kotaku is carrying comments from this week's 'Games for Windows' podcast, where employees from Ritual Entertainment confirm that SiN Episodes is finished. The mini-exodus from the company earlier this month has effectively sunk the studios' ambitious episodic content plan. From the article: "Jeff: Sin Episode 2... Shawn: ...is likely not happening now. A lot of the people from the dev team have left. Jeff: At Ritual? Shawn: Yeah, they've gone elsewhere. They now work for other people. Some of the key people. One of the lead programmers. That's not a good sign."
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Ding, Ding, Ding (Score:4, Insightful)
Re:Ding, Ding, Ding (Score:4, Funny)
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The original SiN wasn't anything to write home about either.. it was ok for a bargin bin pick up, but if I had bought it at full retail price I would have felt ripped off...
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That is, starting from a video game and THEN moving on to anime.
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Any FPS these days should bring the AI up at least to the level of the original Half Life!
Also, of course, there was very little variety: only a couple of weapons, only a couple of oppo
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That has nothing to do with being episodic though, I got Half-life 2 Episode 1 too and it was great, I can hardly wait for the next episode of it. It was perfectly good value for my money.
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HL2 Ep1 at least felt like the first third of a complete game design, though IMO they shouldn't call a game "Half Life" when you don't have the crowbar (and, in general, it was more of a puzzle game than a shooter, which I guess is fine for many people).
So episodic content HELPED you? (Score:4, Insightful)
Correct?
So how is this worse then paying $50 and getting MORE of what you don't like but at a higher cost?
Parent
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My CD of Sin has received some scratches over the years, and when I tried to install it the other day it wouldn't: So since Sin: Emergence also came with the original Sin as an extra, I thought it to be quite a bargain for 17-something dollars (pre-release price on Steam).
Whereas I enjoyed the (very outdated) original Sin, I didn't quite get into the main game: Somehow I got really annoyed by being limited to t
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Half Life 2: Episode One is the best episode/expansion/add-on for any game ever. Period. It's so great that I actually wrote my first ever game review [demodulated.com] shortly after my second run-through. HL2:E1 sells fo
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Epesodic CAN work. So can full game, in a retail box, on the store shelf. They can also both create horrible games! (SiN EP1 and SiN1 are good example of these).
Sometihng that is interesting to me is that the Fun:NotAsFun ratio was much better in HL2:EP1 then in HL2 (to me). Was this something to do with the fact that it was a bitesizes bit of gaming that could avoide some of the problems that longer games run into? I dono, we will probably only find out as more episodic conte
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-
- Chrono Trigger and Chrono Cross follow a different type of episodic content known as sequels.
- Doom 3 is the main game that is used as an engine demo. The developers released an "expansion pack" for the g
That's not fair (Score:5, Insightful)
New CEO (Score:3, Informative)
Episodes is fine if they are often enough (Score:2)
I like the Idea, I thinl HL2:E2, and E3 are going to be great, but the delays are killing me. I think the problem and solution are paradoxical. HL is
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So you're still playing Diablo, right?
What we need is not random content. What we need is better ways of generating non-random content. That's procedural generation, that's better dev tools, tighter dev practices, and better software overall. Then we get the same kind of thing -- developers toss in new content fro
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Build it into your engine, not your world editor. Of course both will have to support it, but the filler content should be generated on the end-user's machine, allowing it all to scale up more.
And it's not all "filler". Do it for your main content, too. Hire people who make interesting WinAmp visualisations and such, get shader people, have them think of ways