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Sin

 
Games: SiN

Game Description

Why must there always be someone who lusts to take over the world? Elexis Sinclaire, CEO of the SinTek corporation has invented a new drug called U4. The effect of U4 leaves little to be desired; it actually alters the DNA of the person who is injected with it. They mutate into horrific monsters and unfortunately, they are under Sinclaire's control. She will use this to her advantage to build an entire army of these freaks and monsters in order to carry out her world domination plans.

The question is who is going to stop her? The private protection agency of Freeport is going to try. This agency is composed of J.C., a wiz-kid hacker and Colonel John R. Blade, a crime fighter. You, as Blade, must take to the streets and stop Sinclaire's minions from taking over the world and ultimately destroy the existence of the U4 drug.

Using a souped-up version of the Quake II engine, Sin is a first-person shooter. As Blade, you'll have to carry out various missions such as stopping a bank-heist and tasks that require you to remain unseen (stealth missions). Each mission wraps itself around a very detailed and complex storyline complete with cut scenes and voice acting. Your quest will be a challenge as Sinclaire's followers will come at you in swarms. Fortunately, you are supplied with a decent weapons arsenal consisting of rocket launchers, machine guns and spider mines.
~ Michael L. House, All Game Guide

Roots & Influences

Sin uses a souped-up version of the Quake II engine. So naturally, there are lots of little things in SiN that resemble Quake II. Level progression and the mission styled gameplay are very similar to the latter and the general, overall feel remains unchanged. But Ritual improved the overall look of the engine and pushed it to it's limits with graphical enhancements. They also tightened up the AI quite a bit and they envoked "real life" damage. This simply means you could kill an enemy in one hit if you shot him in the head or you could cripple him by shooting him in the knee.
~ Michael L. House, All Game Guide

Review: Overall

Sin had been stirring up a wealth of interest in the first-person shooter community prior to its full release. Not only is it using a highly advanced version of the Quake II engine, but it is made by a team of map designers and developers famous for their various Quake and Quake II modifications and mission packs. Could the game actually live up to the hype and reputation that had been building up for quite some time? I am pleased to announce that the answer is a resounding yes.

Like Shogo: Mobile Armor Division, Sin features a complex storyline that wraps itself around various missions in an amazing single player experience. Your basic goal is to track down and stop the organization responsible for distributing an illegal and deadly DNA virus. After the completion of every mission, the storyline is advanced and mysteries are revealed. In one level, for example, you find a body who has been injected with the virus. You'll then witness a cut-scene about the body, which leads to your going on a mission to find out where it came from.

The game really progresses nicely and every mission is different. You'll have to stop a bank robbery in one and break into a laboratory and steal information in another. Each mission also features fantastic level designs. One level comes to mind where you must hop from building to building, giving chase to an old foe of your characters'. In fact, the gaming environment is so real that its almost frightening; there's bums warming their hands over open fires, rats that bite you and broken pipes that swing back and forth.

This brings up another point -- the detail. The most noticeable thing is the enemy artificial intelligence and the real damage effects. This means you could shoot a bad guy in the head and take him out in one shot. Or you may decide to shoot him in the leg, which would make your enemy fall to the ground and hamper his movement.

To make things even more enjoyable, you're supplied with a decent arsenal of weapons. Your default weapon is a pistol, or you can use your fists. There are a wide variety of machine guns and assault rifles, rocket launchers and plasma/lighting guns. And because the weapons are good, playing Sin online is very fun. Unlike a lot of the newer first-person shooters coming out nowadays, it features some really good Internet support (it is using the Quake II engine, after all). The latency and multi-player code is solid and rarely did I find a game that was choppy or lagged.

The only thing I didn't care for is the fact that it's difficult to tell when you've been shot. There is no screen flash or red lighting that appears when you've been hit. Your character merely grunts out in pain, which is often covered up by enemy screams or gunfire. Also, at times you can literally get stuck on a desk or a wall (you'll have to use the no clip code to get yourself unstuck).

Still, Sin is a very solid game. If you are a first-person shooter fan, Sin won't disappoint. It's got a great single player game with an intriguing storyline, good online support and lots of wit and style.
~ Michael L. House, All Game Guide

Review: Enjoyment

Whether you're playing the single player game or playing it online, Sin is a very enjoyable game. The level design is fantastic, the missions are exciting and the online support is fantastic. The storyline is also surprisingly good.
~ Michael L. House, All Game Guide

Review: Graphics

The textures are colorful, realistic and very detailed. Characters and enemies are animated very nicely and look great. There's also some really good movie sequences that help move the story along. Unfortunately, the enemies' looks can get a bit repetitive sometimes.
~ Michael L. House, All Game Guide

Review: Sound

Music consists of a mostly industrial themed soundtrack (very cool) and the sound effects are great. There is also some voice acting to add personalities to the characters. The voice acting, for the most part, isn't too bad and it's often very humorous.
~ Michael L. House, All Game Guide

Review: Replay Value

Because of the great multi-player aspect, this game has a lot of life to it. The single player game will also keep you glued from start to finish.
~ Michael L. House, All Game Guide

Review: Documentation

The manual is kind of odd, but effective. It tells you how to play the game and offers insight to some problems that you may face. There are also 25 pages of drawings, newspaper clippings and humorous quips from the game.
~ Michael L. House, All Game Guide

Production Credits

RITUAL ENTERTAINMENT Art: Beau Anderson, Robert M. Atkins, Michael Hadwin, John Mueller, Murphy Michaels, Brandon Riza, Joel Thomas; Biz: Harry Miller; Level Design: Berenger Fish, Patrick Hook, Levelord, Tom Mustaine, Charlie Wiederhold, Matthias Worch; Programming: Scott Alden, Mark Dochtermann, Jim Dose; Project Manager: Joe Selinske; Sound & Music Design: Zack Belica; Support: Don MacAskill; Additional Level Design by: Mike Wardwell; Additional Art by: Michael Washburn, Mike Werckle; Additional Support by: Steve Gibson; High Resolution Models and Cinematics by: GlyphX; Quake 2 Engine: id Software; Special Thanks to Apogee Software, Gathering of Developers, Hanah Logan, Eric Mills, Billy O' Sullivan, Whitney Schwob, Stevie "Killcreek" Case, David Eddings, Denis Moeller, All of the wives, rugrats, girlfriends, and friends of the Ritual tribe. And a whole lot of Caffeine.; ACTIVISION Senior VP Studios: Mitch Lasky; VP Studio X: Kevin Gliner; Producer: Sean Dunn; Associate Producer: John Tam; Marketing Product Manager: Henk Hartong; Marketing Associate: Barbara Matias; Senior Quality Assurance Leads: Eric Zala, Tim Vanlaw; Quality Assurance Leads: Mike Spann, Doug Jacobs; Quality Assurance Team: Steve Rosenthal, Steve Elwell, Chad Bordwell, Brian Ullmer, John Park, Joe Shackelford, Mike Denny, Mike Harris, Troy Osborne, Mark Veale, Joe Favazza, Chris Grim, Aaron Gray; Blade's Journal Written by: Marc Saltzman; Documentation: Belinda M. Van Sickle, Mike Rivera, Sylvia Orzel; Installer by: Steve Stringer, Sean Dunn; Video Services: Chris Hepburn, Brian Bright, Kenny Ramirez; Special Thanks to: JNG, JPGD
~ Michael L. House, All Game Guide
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Wikipedia: Sin (video game)
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SiN
SiN box art
Developer(s) Ritual Entertainment
Publisher(s) Activision
Engine Quake II (enhanced)
Version 1.12 (Steam Version)
Platform(s) PC (Windows / Linux), PowerPC (Mac OS / Linux)
Release date(s) October 31, 1998
April 5, 2006 (Steam)
Genre(s) First-person shooter, 3D platformer
Mode(s) Single player, multiplayer
Rating(s) ESRB: Mature (M)
Media CD-ROM
System requirements 166 MHz Processor, 32 MB RAM, 2 MB video card

SiN is a computer game developed by Ritual Entertainment and published by Activision in late 1998. SiN is a first-person shooter based on a modified version of the Quake II engine. The game was later released over Valve Software's Steam Platform on April 5, 2006, either as a standalone product, or bundled together with its sequel, SiN Episodes.

Contents

Plot

Set in the near future of 2037, many of the levels and locations are reminiscent of their current day equivalents. Banks, building sites, sewage works and other everyday recognisable buildings form the basis of many of the levels in SiN. One major difference in the world of SiN is the lack of a police force. 10 years prior to the game, it is revealed that the police force collapsed due to inefficiency and ineffectiveness against the rising tide of crime. Private security companies have taken their place, some patrolling the streets like the former police, some in charge of protecting their employer's assets.

One of these companies which employ their own armed security forces are SiNtek, a large multi-national biotechnology firm owned by the beautiful and charismatic Elexis Sinclaire. Elexis took over the firm following the disappearance of her father, Dr. Thrall Sinclaire, who formed it in 2005.

The protagonist of the game, Col. John Blade, is the commander of one of the largest security forces in the city of Freeport, HardCorps. Prior to the beginning of the game, John is working to rid the streets of a potent new recreational drug named U4, which is gaining in popularity in Freeport. Yet, the source of the drug is still unknown, and its effects not entirely studied. As the game begins, the player is placed into the shoes of John Blade as he responds to a full scale bank heist and hostage situation perpetrated by a well known criminal, Mancini. But as the player progresses and pursues the criminals behind the heist, further questions are raised: Who is really behind the heist? And is this linked to the reported appearance of mutants in the city?

Throughout the missions, Blade is aided via radio link by a computer cracker working at HardCorps, JC. JC is a skilled cracker, capable of breaking into even the tightest of networks. In fact, Blade first found out about JC when investigating a cracker who had broken into the HardCorps system. After tracking down the hacker, Blade, recognizing the perpetrator's talents, decided to make him a job offer at HardCorps instead of arresting him. Thus, JC became one of HardCorps most valuable assets.

Critical reception

Critical reception for SiN was mixed. While PC Zone gave the game 91% and a "Classic" award, praising its inventive level design and engaging plot [1], most other publications did not have such a glowing view towards it. One common complaint was the long load times, which measured in the minutes between each level, death, or quickload. Even on a then respectable 500 MHz PC with 128 MB of RAM, load times were reported to be around one minute long [2]. This naturally caused much frustration, and may break the flow of the game depending on the player. With later patches the long load times were greatly shortened, although compatibility with old save games was lost, forcing players to play through the game from the beginning or use cheats to progress to their previous point in the game.

Another major concern was the abundance of bugs and glitches littered throughout the game. Some of the more widely reported bugs include a total lack of sound in the game, an end of chapter boss which couldn't move, a level on one path through the game not being finishable and general game crashes. Although these bugs were quickly patched up, the damage of the negative publicity had already been done, especially with the majority of the gaming press reviewing the unpatched version. The patch was exceptionally large. At the time it was normal to expect a game being patched up with a file approximately the size of 5 MB. SiN however had a 31.23 MB patch.

A likely explanation for the multitude of bugs, is that the game may have been rushed. The game was likely released prematurely to meet the 1998 Christmas season, possibly as an attempt to beat Half-Life to market. These shortfallings, coupled with the near simultaneous release of the universally acclaimed Half-Life, resulted in SiN not achieving as much success as the developers had hoped, although it did attain a moderate amount of sales during the 1998 Christmas period [3].

Other media in the SiN universe

A mission pack was released for the game in 1999 by 2015, Inc., entitled SiN: Wages of Sin. The player reprises the role of John Blade, and the story picks up after the conclusion of the main game, pitting the player against Gianni Manero, a notorious crime boss looking to take over Freeport city.

In 2000, ADV Films released their first self produced anime film, Sin: The Movie. Although loosely based on the game, with similar characters and plot elements, there are some big differences. For example, a major character from the game is killed off in the first few moments of the film and it takes place in the 2070s, in stark contrast to the games, which take place in the late 2030s- early 2040s.

A sequel, SiN Episodes, was made by Ritual and was intended to be released episodically over Valve's Steam network. The only episode, titled "Emergence" was released on May 10, 2006.

An alternate reality game based in the SiN universe was launched in 2005 to promote the announcement of SiN Episodes. Various cryptic puzzles could be found on the website, and solving these would lead to new pieces of media and art. However, support for this piece of viral marketing by Ritual Entertainment did not last, although it has been claimed by Ritual that the final puzzles still remained unsolved.

SiN was also re-released on the Steam platform on April 5, 2006 bundled together with SiN Episodes: Emergence. This version of SiN (version 1.12) includes fixes for audio and video playback problems as well as integration with the Steam multiplayer server browser. Several textures have been modified in this release apparently due to copyright issues; the original images of many being replaced with SiN Episodes artwork. Also, all instances of nudity and drug references in the game have been censored. [4]

CIH virus controversy

The game demo was found to have a CIH virus infection in one of its mirror links. Activision has advised gamers only to download the game demo from their website.[1]

References

  1. ^ US Report: Gamers believe Activision's 'SiN' carries CIH virus - ZDNet.co.uk

External links


 
 
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