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Requiem: Avenging Angel

 
Games: Requiem: Avenging Angel
 
  • Platform: IBM PC Compatible
  • Release Date: 1998
  • Genre: Shooter
  • Style: First-Person Shooter
  • Similar Games: Quake II (IBM PC Compatible), SiN (IBM PC Compatible), Blood II: The Chosen (IBM PC Compatible)

Game Description

Requiem: Avenging Angel is a self-described "3D first-person action experience of biblical proportions".. literally.

You play the role of Malachi, a faithful angel, in his conquest to save mankind from the twisted grip of Hell and its minions: The Fallen.

Requiem: Avenging Angel features custom support for voodoo and voodoo2 cards, and a software rasterizer for players without a 3d acceleration card. Requiem: Avenging Angel uses "Emotive Animation Technology" with results in smooth animation and "rigi-soft" body models. As well, Requiem: Avening Angel boasts intelligent AI, real-time lighting, and accurate shadows.

Malachi possesses a number of interesting heavenly powers to assist him. There are four seperate categories of spells and abilities. Offensive, defensive, manuever and interactive.

Offensive spells include brimstone, a fiery attack; pentecost, an energy attack; bloodboil, which really heats things up; lightning, a white-hot bolt of energy; to salt, the transformation of your enemy to a pillar of salt; exorcist, an constant hit which has the same effect as an assault rifle; apocalypse, a huge fire and brimstone explosion; and plague of locusts.

Defensive spells are heal, deflect, holy light (to blind your enemies), banishment, and shockwave.

Manuever spells include fly/enhanced jump, warp time (slow down time and run about while everyone stands still), and enhanced speed.

Finally, interaction is an important element in Requiem: Avenging Angel. There are a number of interactive abilities. Insist, an ability which turns foes into allies; resurrect, to turn those dead enemies into your living dead friends; possess, which allows you to leave your own body to enter the body of an enemy, and heal other.
~ Chris Couper, All Game Guide

Review: Overall

At its heart, Requiem: Avenging Angel is a no holds barred action game, but the levels are strung together by a surprisingly strong and compelling narrative. Though certain aspects of it are flawed, this angelic adventure still manages to sustain a high level gameplay satisfaction.

The storyline surrounds the eternal struggle between the holy forces of the Creator (not once referred to as "God" or any other brand-name deity) and its evil adversary, Lucifer. As they're depicted here, angels aren't happy, glowing beings playing harps and hanging out on fluffy clouds; they're biblical warriors, the enlisted soldiers following the orders of their respective generals. Malachi, the angel whose roll you play, has seen many a battle and has become crass and jaded, but his loyalty to the Creator is absolute.

The setting is the near-future. Humans have finally built a faster-than-light space vehicle and they're preparing it for its inaugural flight.Lucifer's and his minions were once allied with the good guys, but for one reason or another they fell from grace. They don't understand the Creator's fascination with mortals, so as the game opens, the Fallen have decided to destroy mankind once and or all. They've already begun, in fact: they've possessed scores of unwitting soldiers and government in an effort to change the flight path of the new spaceship.

It's up to Malachi to stop them. He's taking over the quest from Aaron, an angel who was sent to thwart the Fallen but has not reported in some time. Malachi must make his way through the purgatorial realm of Chaos to find the portal to Creation, where he'll seek out Aaron and pick up the battle.

The spectacular quality of Requiem's graphics are obvious from the first moment of the game, when you appear in the frightening Chaos dimension. The ambient sound creates a deliciously menacing mood, and the visuals of tortured souls, eviscerated by demons and screaming in agony, are nothing less than disturbing. The mood comes and goes throughout the game, building tension when the plot makes it appropriate and occasionally allowing you much needed relief.

Creation inhabited by all sorts of creatures, from soldiers with varying weapons and armor to demons, which start to appear later in the game. The latter enemies are definitely more interesting than the uninspired soldiers. Fleshy Demon Rats, small, two-legged things, attack with mouths full of piranha-like teeth. There are gruesome flying Kynthra with bear a passing resemblance to bees, and later in the game you'll meet lunging Demon Dogs, clawed Zaebos and fearsome cybernetic foes.

To combat these creatures, Malachi arms himself with both mortal weapons and angelic powers. The weapons are standard fare, among them a pistol, a triple-barreled, a grenade launcher, a rocket launcher, etc. The angelic powers, given to Malachi one at a time throughout the game, are far more inspired, but accessing them is inconvenient. You can scroll through the four categories or bind each power an individual key, both of which require lots of memorization, or you can access them through a full screen menu. Until you get used to the interface, the process of accessing powers can throw a damp towel onto otherwise intense combat situations.

There are four types: movement powers (allowing Malachi to spread his wings and leap great distances or to warp time, which causes enemies to move at half speed); interactive powers (such as Possess, which lets Malachi enter the body of a friend or foe); defensive powers (healing, shields, and the like), and, of course, offensive powers. The last category contains the best powers of the lot, and all of them are cleverly animated. With To Salt, you can render an enemy into a crumbling pillar of sodium; Lightning flies from your hand like the proverbial wrath of God; Locust Swarm surrounds foes in an angry cloud of bugs.

The differing types of powers not only make the game interesting, but they add an element of strategy to the game. Mortal beings, demons, cybernetic enemies and bosses have varying weaknesses and resilience to the different elements of Malachi's arsenal. For example, Locust Swarm is a quick and convenient way to kill off low level soldiers, but armored thugs and demons aren't impressed by the insects. Your shotgun will level almost any creature in one or two blasts, but the bosses won't even flinch.

The biggest problems with Requiem lie in its length and level design. Some of the levels are just too linear, relieving you of the need to explore and interact with the scenic environments. The worst of these seem to go on forever, through enemy-filled room after enemy-filled room; in these rare situations, the dramatic tension is swapped for tedium.

Worst of all, Requiem is over too quickly. A skilled player can get through it in under ten hours, and its replay value is lacking. The plot never changes, and there's little to explore once you've been through the game once or twice. While the multiplayer portion is a rollicking good time, online servers are hard to come by.

All things considered, Requiem: Avenging Angel is worth a look by FPS fans looking for a solid, single-player game with an engaging storyline. It may not be a lasting pleasure, but it's certainly worth the price of admission.
~ Joel Durham, All Game Guide

Review: Enjoyment

The storyline is amazing for a shooter, at once shocking and provocative; the mix of weapons and angelic powers is nifty.
~ Joel Durham, All Game Guide

Review: Graphics

The 3D engine is crisp and speedy, and enemies move convincingly.
~ Joel Durham, All Game Guide

Review: Sound

The effects and music are fine, but the ambient audio used to create mood really shines.
~ Joel Durham, All Game Guide

Review: Replay Value

Requiem never developed a multiplayer following, so once you're through the single-player game there's little more to it.
~ Joel Durham, All Game Guide

Review: Documentation

The manual is adequate for a first-person shooter.
~ Joel Durham, All Game Guide

Production Credits

Technical Director: Ron Little; Producer: Jennifer Hubbart; Production: Nicholas Beliaeff; Lead Programmer: Kerry Moffitt; Programmer: Daryl Tung, Owen Lockett, Adam Forgang, David Maynard; Additional Programmer: Bill Budge, Sean Craig, Roy Eltham, Pat MacKellar, Charlie Wallace; Artist: Christina Smudge Hanson, Ron Kee, Sara Szundi, Jacqueline Corley, Cory Barlog, Mike Slisko, Yujin Kiem, Greg Savoia; Additional Artist: Ryan Paul; Lead Designer: Philip Co; Designer: Fred Selker, Erik Robson; Audio: Maurice Jackson, Sean Carson, Barry Blum; Music: Doug Adams; Voice: Reed Evans, Nils Frykdalh, Kevin Blackton, Kaliopi Eleni, Wally Field, Jay Gilbert, Renee Hewitt, Gene Jung, Gary Martinez, Remy Sandri, Sylvie Schmid; Tester: Dominic Guastavino, Justin Mateo, Jesse Anacleto, James Harriss, Dave Lucca, Yoshi Maeda, Lance Page, Felix Sison, Sean Wyman
~ Michael L. House, All Game Guide
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Wikipedia: Requiem: Avenging Angel
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Requiem: Avenging Angel
Requiem box art, North American release

Developer(s) Cyclone Studios
Publisher(s) 3DO, Ubisoft
Platform(s) PC (Windows)
Release date(s) March 31, 1999
Genre(s) First-person shooter
Mode(s) Single player, multiplayer
Rating(s) ESRB: Mature (M)
Media CD-ROM
System requirements 166 MHz Processor, 32Mb RAM

Requiem: Avenging Angel is a first-person shooter developed by Cyclone Studios and published by 3DO and Ubisoft in April 1999.

Contents

Background

Requiem draws heavily upon the Bible and Christianity for its influences, as well as the more usual sci-fi sources as found in other games. The background story to the game is set in Heaven. Looking down upon the Earth, upon his creation, the Lord was not entirely satisfied. The angels could see this, as they could see how his creation was ravaged with greed, corruption and stupidity. And although most angels decided to wait for God's guidance and wisdom, some did not, and took it upon themselves to descend onto Earth and interpret God's presumed desires. These rebellious angels became known as The Fallen.

In the mid 21st century, The Fallen, led by Lilith, have already taken control over humanity's leaders - suppressing the populace with a totalitarian regime, and pushing humanity towards the completion of the Leviathan, humanity's first interstellar craft. With this craft, humanity will be able to reach for the stars, and touch Heaven itself, something which God cannot allow. If The Fallen succeed in creating the Leviathan, God must instigate Armageddon himself, fulfilling the Fallen's desires.

The game places the player into the role of Malachi, an angel and servant of God. The player's task is to stop the machinations of the Fallen, to stop the creation of the Leviathan and to avert the apocalypse. And so the player must leave the realm of Heaven, and travel through the realm of Chaos, and onto Earth itself.

Gameplay

The game begins in the realm of Chaos, a limbo world between Heaven and Earth. It is here that, without the use of secular weapons, the player must resort to his angelic powers to defend himself. These angelic powers were an innovative feature of the game, working similarly to the Force Powers of Jedi Knight, and adding an extra dimension to the gameplay. It was also one of the first games to feature a bullet time feature, slowing down time to allow the player to dodge bullets, and highlighting the game's then advanced animation system.

The game's weaponry mirrors those of many first-person shooters, featuring many "stock" weapons as found in other games; from the humble pistol to the rocket launcher, and ultimately, the railgun. One of the player's powers is the ability to possess an enemy, and to have complete control over him. This allows access to various other weapons which could not be used via the player character.

Like Half-Life, Requiem did away with explicit mission scenarios, and instead placed the player within a seamless interlinked world, without the discontinuity caused by long level-loads. The majority of the game is set in mid 21st century Earth, and thus many of the locations visited in game are stylised versions of everyday locales, including a bar, a hospital and a power plant, among others.

Bullet time

It is bareley noted but Requiem: Avenging Angel was the first game utilizing bullet time effect, when a player can avoid bullets and subsequently kill multiple enemies by slowing down the time for a period of few seconds during gameplay. This feature later became hugely popular especially among first-person shooters.

References to the Bible and Christian Folklore

The game contains many references to the Bible. The player character, Malachi, is named after a prophet from the Old Testament. Malachi can also mean "my messenger" or "my angel" in Hebrew. One of the main antagonists of the game, Lilith, the leader of the Fallen, is named after a biblical demon and also features in medieval literature. Other minor characters in the game are also named after Biblical characters, sporting names such as Jonah and Elijah.

All the powers possessed by Malachi are explained within the game manual with a Biblical quote. For example, one of Malachi's attacking powers turns an enemy into a statue of salt. This power is explained via the following quote:

"But Lot's wife looked back from behind him and she became a pillar of salt." - Genesis 19:26

The weapons of Requiem also have Biblical connotations. For example, the most powerful gun of the game, the railgun; is named the Revelations Railgun after the Book of Revelation. Certain locations have followed this theme too, with humanity's starship named Leviathan after a sea monster from the Old Testament. The realm of Chaos, the realm in between Heaven and Earth of the game, may have been derived from John Milton's Paradise Lost.

Critical reaction

Reaction to the game by the gaming press was lukewarm. The highest praise for the game came from PC Zone, in a review by Charlie Brooker. Brooker praised the game's variety of well-designed character models, and its advanced animation system, stating that the game had "impressive character models that move in all kinds of unpleasantly believable ways". The game achieved a "recommended" award and was given 89% by the publication [1].

IGN claimed that the level design was boring and uninspired, and although the game had a competent single player experience, multiplayer was lacking. It gave the game 6.7/10, a "passable" rating [2]. GameSpot commends the game's innovative angelic powers available for use, comparing them favourably with the force powers in Jedi Knight. However, it states that although the game has several attractive features, in the end, it was just a typical shoot 'em up with no groundbreaking elements, awarding the game a rating of 7.3/10 [3].

All the publications agreed that Requiem was not as good as the universally acclaimed Half-Life, released 6 months prior. The game also lacked prerelease hype, especially in comparison to its contemporary, Xatrix's Kingpin: Life of Crime. Released at a similar time to Requiem, Kingpin had generated a lot of hype within the gaming world, and had also amassed some media controversy over its graphic depiction of violence and swearing. The lukewarm reception, coupled with the lack of prerelease hype in comparison to the competition, meant that Requiem never saw commercial success. It would be the last game that Cyclone Studios would ever release before 3DO's demise.

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