Share on Facebook Share on Twitter Email
Answers.com

sacrifice

 
Dictionary: sac·ri·fice   (săk'rə-fīs') pronunciation
n.
    1. The act of offering something to a deity in propitiation or homage, especially the ritual slaughter of an animal or a person.
    2. A victim offered in this way.
    1. Forfeiture of something highly valued for the sake of one considered to have a greater value or claim.
    2. Something so forfeited.
    1. Relinquishment of something at less than its presumed value.
    2. Something so relinquished.
    3. A loss so sustained.
  1. Baseball. A sacrifice bunt or sacrifice fly.

v., -ficed, -fic·ing, -fic·es.

v.tr.
  1. To offer as a sacrifice to a deity.
  2. To forfeit (one thing) for another thing considered to be of greater value.
  3. To sell or give away at a loss.
v.intr.
  1. To make or offer a sacrifice.
  2. Baseball. To make a sacrifice bunt or sacrifice fly.

[Middle English, from Old French, from Latin sacrificium : sacer, sacred; see sacred + facere, to make.]

sacrificer sac'ri·fic'er n.

Search unanswered questions...
Enter a question here...
Search: All sources Community Q&A Reference topics

Act of offering objects to a divinity, thereby making them holy. The motivation for sacrifice is to perpetuate, intensify, or reestablish a connection between the human and the divine. It is often intended to gain the favour of the god or to placate divine wrath. The term has come to be applied specifically to blood sacrifice, which entails the death or destruction of the thing sacrificed (see human sacrifice). The sacrifice of fruits, flowers, or crops (bloodless sacrifice) is more often referred to as an offering.

For more information on sacrifice, visit Britannica.com.

World of the Body: sacrifice
Top

The Greek myth of the origin of sacrifice links it with the aftermath of Prometheus' attempt to trick Zeus by dividing the meat of an ox into two packages and trying to persuade Zeus to pick the one that had the tempting exterior, but that contained only the bones of the beast. In animal sacrifice, it was to be these bones which were burned on the altar as the divine share: the human sacrificers and onlookers then divided out the meat according to their degree of participation in the ritual. In the classical world, animal sacrifice was a daily necessity, reminding people of a lost past in which they had once shared food with the gods, but simultaneously acting to keep up communication between the human and the divine worlds. The Christian innovation of the ‘one, true, pure, immortal sacrifice’ of the son of God thus built on classical notions of the necessity of sacrifice, but also completely overthrew them by its insistence that no further animal sacrifices were necessary.

Not all sacrifice takes the form of animal sacrifice. Bloodless offerings of cakes, fruit, and bread were also common in antiquity. In all sacrifices fire was used to consume the parts which were being dedicated to the gods; a holocaust is a sacrifice in which the chosen offering is entirely consumed by the flames.

In the late nineteenth century, scholars of religion and sociologists tried to find a general theory of sacrifice. In his Lectures on the Religion of the Semites (1894), W. Robertson Smith proposed that totemism was the basic form of sacrifice, in which the clan shed the blood of its totem animal, then consumed it in a communal meal. The great French sociologist Émile Durkheim went further, arguing that sacrifice not only bonded the members of a social group, but acted to make the group aware of its common identity and thus, in a sense, to create the group. The anthropologist René Girard saw sacrificial violence as the basis of human culture; the classical scholar Walter Burkert links it to man the hunter who, by hedging around the slaughter of animals with the observation of strict ritual practices, attempted to allay his unease about whether the animal kingdom permitted him to take the lives of its members.

The problem with all such ‘grand theories’ of sacrifice is that they cannot always take account of individual societies' different myths and practices. However, a comparative approach can be illuminating; for example, the Greek myth of the Bouphonia (Ox-slaying) suggests that the beast to be sacrificed must agree to its role, and the story of the sacrifice of Christ also makes much of the need for the sacrificial victim to be aware of his role and willing to take it on. In classical Greek sacrificial ritual, the ox was even supposed to nod its head in consent, although this was often achieved by sprinkling water on its head to make it shiver.

Human sacrifice, like cannibalism, tends to be an accusation levelled by a society against its most feared enemies, or a marginal group within it. The Romans accused the Carthaginians of sacrificing children; Christian communities from the Roman Empire onwards have accused Jewish communities of it, while Roman pagans accused the Christians of exactly the same offence. But, as the ultimate victims, human beings make perfect sense in extremis. In the biblical story, when God tested Abraham by asking him to sacrifice his only son Isaac, the command did not seem unreasonable, and the last-minute substitution of a ram became evidence that ‘The Lord will provide’. In myth and drama, the Greek leader Agamemnon thought his daughter Iphigenia was an appropriate sacrifice to ensure a good wind for the fleet sailing to Troy; in many versions of the myth, the goddess Artemis substituted an animal for Iphigenia. In ancient Rome, the burial alive of two Gauls and two Greeks was performed when the city was believed to be in serious danger.

— Helen King

Thesaurus: sacrifice
Top

noun

  1. One or more living creatures slain and offered to a deity as part of a religious rite: hecatomb, immolation, offering, victim. See religion.
  2. A loss sustained in the accomplishment of or as the result of something: cost, expense, price, toll1. See transactions.

verb

    To offer as a sacrifice: immolate, victimize. See give/take/reciprocity, religion.

Antonyms: sacrifice
Top

v

Definition: give up, let go
Antonyms: hold, refuse


Propitiation of the gods before battle by means of sacrifice was common throughout the ancient world. Animal sacrifice was a central part of early religious practice, having several stages: dedication of the sacrifice, confession of sins, slaughter of the sacrifice, spilling of blood upon the altar, consumption of the sacrifice by fire or by those offering the sacrifice. In the case of the augurs or haruspices of Rome, the animal was sacrificed to permit contemplation of the entrails for prophetic purposes.

Evidence of human sacrifice in the ancient world is not plentiful. Rome abhorred the practice and rooted it out when encountered among others, although when writing of the druidic rituals of the Celts and the taking of heads for trophies they probably exaggerated for propaganda purposes. Across the Atlantic, wholesale Aztec human sacrifice is well documented and additionally their ‘flower wars’ were fought specifically to gather captives for evisceration on the temples of the Sun. In many Amerindian cultures cannibalism, with or without sacrifice, seems to have been a spiritual rather than a dietary custom.

At an early stage, warrior societies recognized the importance of self-sacrifice battle. In a funeral oration for Athenian war dead in 431 bc, Pericles established the link between religious sacrifice and death in war, while Horace wrote ‘dulce et decorum est pro patria mori’, a useful precept for politicians and generals ever since. Examples of heroic self-sacrifice are enshrined in the annals of humankind, from Leonidas' Spartans at Thermopylae, to Byrhtnoth and his retinue at Maldon, Roland at Roncevaux, and the Light Brigade at Balaclava. The military outcome is not relevant. We do indeed ‘remember the Alamo’. Sacrifice can take the form of conscious martyrdom as with the defenders of Masada or Gordon at Khartoum. Military ends are transcended by a higher purpose or, at least, an act of desperation can be given moral meaning as with the self-immolating kamikaze in the final phase of the Pacific war against Japan.

Although Christian Communion symbolically embodies sacrifice, much theological ink has been spilled to get around ‘thou shalt not kill’. At the time of the Protestant schism, the link between religion and state power was made explicit in the saying ‘cuius regio, eius religio’. Perhaps its saddest manifestation was the holocausts of the 20th century. Perhaps the most pathetic manifestation was the cult of remembrance which arose during WW I, especially in Britain, when the experience of battle was directly equated to the sufferings of Christ and soldiers were said to have died in a state of grace. This heresy, known as patri-passionism, was quietly denounced after the war, but ‘greater love hath no man than this’ was carved not only on war memorials but also into the hearts of their grieving families.

Bibliography

  • Bushaway, Bob, ‘Name upon Name: The Great War and Remembrance’, in Roy Porter (ed.), Myths of the English (London, 1992)

— Bob Bushaway

The Religion Book: Sacrifice
Top

The first "religious" act was probably ritual burial (See Burial Customs). The second might well have been sacrifice. No one knows why. All we can do is guess.

It could be that the human religious response to the unknown is to bargain. "If you do that, I will give you this." As in, "If you spare my crop, I will give you the first grain." But it could also be that human response to the unknown is to bribe. "How big an offering will it take to get you to spare my fields? My first fruits? My best lamb? My firstborn?"

All we know for sure is that sacrifice is found very early in the historical record. The disturbing fact is that human sacrifice is also found very early. And the practice seems to be universal. From Europe to China and all over the Americas, rising to the heights of gruesome ritual in Central America, animal as well as human sacrifice is well documented.

Even the biblical heroes, including David and Solomon, had the idea that the bigger the sacrifice, the deeper the sincerity. At the dedication of the Great Temple, Solomon offered a sacrifice consisting of "22,000 cattle and 120,000 sheep and goats" (1 Kings 8:63). With this kind of sentiment building, it is no wonder that the Hebrew psalmist laments, "You do not delight in sacrifice, or I would bring it; you do not take pleasure in burnt offerings. The sacrifices of God are a broken spirit; a broken and contrite heart" (Psalm 51:15-17).

We find the concept of sacrifice in every major religion. Practitioners of Buddhism and Hinduism tend to offer grain or vegetable sacrifices to specific deities. Those of Shinto and Confucianism tend to honor ancestors with sacrifices or offerings of fruit.

Judaism, Christianity, and Islam began with a human sacrifice-or at least an attempted one. The sacrifice of Isaac, or, according to Islamic tradition, Ishmael (See Abraham), marks the beginning of a long, involved theological journey to the present-day ritual of the Catholic Mass and the Protestant Communion service. Although Jewish sacrifices ceased with the destruction of the Jerusalem Temple in 70 ce (See Judaism, Development of), the practice is still symbolically remembered in Christianity. Jesus said, "This is my body … This is my blood … Take this in remembrance of me." The bread and wine used in these services point directly to what is understood as the sacrifice to end all sacrifices. God offered, in the closely reasoned logic of the author of the book of Hebrews, a final sacrifice that summed up all the animal sacrifices of the past (Hebrews 9 and 10). Modern Christians have "spruced up" the ritual so much that an observer might miss the meaning behind what is, in fact, the celebration of a very bloody, very painful sacrifice.

What tends to boggle the mind of most moderns, however, is that sacrifice was often seen as an honor. In Central American Indian traditions, those who were sacrificed were often willing victims. The winner of the ritual ball game (we don't really know what the rules were, but the stadiums have been excavated) joyfully accepted his death. Having proved his worthiness and received the adulation of his peers, the victim died at the very height of the greatest moment of his life. The modern equivalent would be to kill the quarterback who wins the Super Bowl. In other Central and South American villages, an innocent virgin, trained for her task, willingly gave up her life so that her grateful neighbors could have a bountiful harvest. She was honored, not pitied. At least, that's what the archaeological evidence and oral legends seem to indicate.

Even our language reveals the long history of sacrifice for the good of the tribe. In "America's game" of baseball, when a batter taps a ball down the first-base line, knowing he will be tagged out but at the same time advancing a teammate to a better scoring position, the strategy is called a "sacrifice bunt." And every Sunday afternoon during football season, a player praises a teammate who is "not afraid to sacrifice his body" for the good of the team.

Perhaps the altruistic idea of giving something up to gain something better for the community is behind the idea of ritual sacrifice. We simply don't know. What seems logical to us in this century might not even approach the reality of previous civilizations.

We will probably never know. Whatever the reasons, the practice of ritual sacrifice is one of the few universal religious rituals.

Sources: Bridger, David, ed. The New Jewish Encyclopedia. New York: Behrman House, 1962. Douglas, J. D., ed. The New International Dictionary of the Christian Church. Grand Rapids, MI: Zondervan Publishing, 1974.


Philosophy Dictionary: sacrifice
Top

Rationalizations of classical sacrificial practices include supposing that they dramatize the violence of killing and the associated guilt, or that they purge the killing of guilt by seeing it as part of legitimate ritual. Do ut des (Latin: I give so that you give) is the natural attempt to establish relations of reciprocity with divine powers, echoed in Christianity in God's sacrifice of his own son (see atonement).

Archaeology Dictionary: sacrifice
Top

[Ge]

The slaughter of an animal or person or the surrender of a possession as an offering to a deity. Many societies in different parts of the world and at different times practised sacrifice, often according to regularized astronomical or calendrical events relating to dangerous or critical moments. Although generally seen as ceremonial in context, sacrifice may have functional ends institutionalized in the practice itself, for example the regulation of population and the creation of an instrument of political terror.

Asian Mythology: Sacrifice
Top

Sacrifice is a universal religious act, one closely associated with the mythologies of particular traditions. Sacrifices are often offered to divinities in the name of society by priestly castes. The offerings themselves may be symbolic or literal, vegetable or animal. Scapegoats of various kinds may be used to substitute for living offerings that a given group is unable or unwilling to give up. For example, Abraham was instructed to offer Isaac as a sacrifice and did so, but an animal became a substitute for Isaac; the Christians say that Christ died as an offering for humanity. Sacrifices are often accomplished at sacred times of the year in sacred places. In Asian myth and religion sacrifice plays important roles. Japanese emperors offered sacrifices to the dead and to nature divinities (See Kami, Shinto entries). The Chinese Emperor, representing his people, made winter solstice sacrifices to the gods and to the dead. Sacrifice is important in the bear cults of the Ainu (See Ainu Mythology) and to the indigenous religions of Indonesia (See Hainuwele). It is central to the fire rituals of the Zoroastrians (See Zoroastrianism, Avesta). In the Hindu (See Hinduism) tradition of India sacrifice can be said to be the central issue. In the Sāṇkhya tradition, life emerges from the sacrifice of the primal male or Puruṣa (See Puruṣa), and the continuance of existence depends on the proper practice of ritual sacrifice (See Hindu Mythology, Agni, Dakṣa, Devī, Kālī, etc.). For the Hindu. He and the world itself represent a sacrifice—that which must continually be destroyed and re-created through the eons of history.

 
Columbia Encyclopedia: sacrifice
Top
sacrifice [Lat. sacrificare=to make holy], a type of religious offering, or gift to a superior or supreme being, in which the offering is consecrated through its destruction.

The Nature of Sacrifice

Sacrifices may be performed on a regular basis, according to established patterns of daily, monthly, or seasonal acts, or on special occasions, notably at important times in an individual's life (birth, puberty, marriage, death), and in the face of extraordinary conditions. The purpose of the act is either to establish or sustain a proper relationship with the god or gods. Sacrifices may simply express homage and veneration, or they may give thanks for good fortune. Sacrifices of supplication are intended to provoke good fortune, and sacrifices of expiation are offered to appease the divine wrath kindled by humanity's transgression of other arrangements. Humans have been known to sacrifice anything that they have ever used or produced; the oblation may be left exposed; poured, if liquid, into the ground; or burned.

History

The Paleolithic evidence for sacrifice is unclear, and it has not been observed in contemporary hunter-gatherer societies. It has been observed, however, in pastoral and agricultural societies. In simpler societies, anyone is usually permitted to offer a sacrifice, but in more complex societies, this right is generally reserved for either a religious specialist or a person of high political rank. Often, the sacrificial cult is linked to the legitimacy of a king or emperor, as in classical Japan, China, Sumeria, Egypt, and Rome; sometimes, struggles for control over this cult lead to conflict between priests and kings.

Biblical accounts of sacrifice begin with Cain's sacrifice of the fruit of the ground, not acceptable to God, and Abel's rightful sacrifice of the firstlings of his flock. The release of Abraham from the vow to sacrifice Isaac has been read as an argument against human sacrifice in Hebrew tradition, evidenced elsewhere in the story of Jephthah's daughter. After their Temple was destroyed by Romans in A.D. 70, the Jewish sacrificial cult was replaced by other activities; among present-day Samaritans, however, the paschal lamb is still sacrificed at the time of the Passover. In the New Testament, the symbolization of Jesus by the sacrificial lamb is frequent. In the ancient liturgies, the Eucharist is regarded as a real continuation of this sacrifice of Calvary; hence Roman Catholics call the Mass "the holy sacrifice."

Other ancient cultures of the Middle East, Asia, and Europe also had religions with sacrificial rituals. Perhaps the most fully developed was that of the Vedic religion in India, as worked out in great detail in the Brahmanic texts (see Hinduism). The Maya and the Aztec developed a particularly bloody and elaborate ritual of human sacrifice. Human sacrifice in simpler forms (e.g., cannibalism, head-hunting, killing of prisoners) has also been widespread. The practice of human sacrifice is rare in recent years, although survivals do exist in some parts of the world, and even animal sacrifice has become widely reviled. In the United States, practitioners of Afro-Caribbean religions such as voodoo and Santería have been subject to law enforcement restrictions on animal sacrifice, but in 1993 the U.S. Supreme Court ruled it was a constitutionally protected practice as a religious rite.

Bibliography

See R. J. Daly, Christian Sacrifice (1978); H. Hubert and M. Mauss, Sacrifice (tr. 1964, repr. 1981); M. I. Siddiqui, Animal Sacrifice in Islam (1981); W. Burkert, Homo Necans: The Anthropology of Ancient Greek Sacrificial Ritual and Myth (1983); U. M. Vesci, Heat and Sacrifice in the Vedas (1986); N. Davies, Human Sacrifice in History and Today (1988); P. Tierney, The Highest Altar: The Story of Human Sacrifice (1989).


Sacrifice is the ritualistic and reverential slaughter, cooking, and distribution of meat. Conventional accounts of sacrifice stress the colorful and religious aspects of slaying an animal for the benefit of the participants' relationships with the gods. This understanding leads to the generalized use of the word "sacrifice" to mean giving up something—including other foods—in anticipation of more valuable rewards.

From the viewpoint of a cultural outsider, sacrifice may seem a brutal or incomprehensible practice. Yet historically, sacrifice has been a common practice in many tribal and agrarian societies, as have food offerings, in a more general sense. Sacrifices serve various functions: the ancient Chinese text Li chi describes ceremonies that summon spirits from above to restore social harmony. Maintaining environmental balance is also a common sacrificial motive. Sacrifices are important in the doctrines of Hindus, Jews, Christians, and Muslims: they enable participants to share a table with their deity, give thanks, atone for sins, or appease angry forces. For example, Muslims believe that the animal slaughtered at the Id al-Adha (Festival of Sacrifice) at the conclusion of their pilgrimage to Mecca will carry them to Paradise.

Social scientists have explained that dramatic rituals encourage group solidarity. The act of coming together to present gifts helps to bind members of a group together as well as any blood oath can. According to Scottish anthropologist W. Robertson Smith in The Religion of the Semites (1889), sacrifice originated in a meal shared between people and their god. French sociologist Émile Durkheim and his associates asserted that sacrifice constantly renews group consciousness of the sacred and that the all-powerful god which society worships is itself.

Ceremony promotes social cohesion, but such theories are incomplete because they do not explain why cohesion important in the first place. As stated earlier, the underlying action of a sacrifice is the coming together for the slaughter and distribution of meat. This core social action is elaborated on cultural and religious levels. The animal is not lost but is allocated to the group according to precise rules. In groups that perform sacrifices, animals are valuable enough food to warrant special attention, typically at a festival, and often the animals are large enough to warrant wider dispersal than within an immediate household. This dispersal typically takes place at some central place such as a temple.

Early Jewish celebrations of Passover traditionally required the sacrifice of one lamb for each household or for distribution among several small households; the lamb was then eaten with unleavened bread and bitter herbs (Exodus 12:1–28). This ritual is a seasonal festival that, on one level, recalls the nomadic origins of the Hebrews, who would annually gather to celebrate increased flocks. On another level, however, Passover recalls the escape from Egypt after Moses had cursed the Egyptians to suffer the death of their first-born males. To avoid this curse, the Hebrews placed on their door posts a sign made from the blood of sacrificial lambs.

Gods have traditionally played key roles in food distribution. Each temple-state in ancient Mesopotamia had its own deities who lived in the ziggurat and who were fed offerings from the surrounding farms. This tribute not only supported the temple bureaucracy and artisans but also fed the poor of the region. In other places, this type of food redistribution also took place in kingdoms that were under the leadership of warrior rulers. For example, the ancient leader King Solomon oversaw the apportioning of 22,000 oxen and 120,000 sheep at the dedication of his temple. These sacrifices served as a vast round of public meals, which were shared by "all Israel . . . a great assembly" from distant places. These meals also lasted for quite some time, as Solomon dismissed the crowd on the eighth day (1 Kings 8:62–66).

The role of the mageiros in ancient Greece also illustrates the social centrality of sacrifice. This same word was used for priest, cook, and butcher (which might bewilder the modern mind). Nevertheless, the common link among these individuals was that each of them was responsible for the cutting up of meat, the priest wielding his cleaver (or machaira) ritualistically, the butcher commercially, and the cook artistically.

Aztec priests gained notoriety for sacrificing human victims. In The Sacred Cow and Abominable Pig, the anthropologist Marvin Harris argues that such "warfare cannibalism" occurs when captives have greater value as meat than as slaves (pp. 199—234). Yet many claims of human sacrifice are often suspect, as they can be misrepresentations of others as "less civilized." For example, some people in the ancient world mistook Christians for cannibals because they spoke of their savior as a sacrificial lamb and of their eucharistic bread and wine as his flesh and blood.

Because the acquisition and distribution of meat are so fundamental in society, they have been surrounded by many different relationships, rituals, and meanings. The allocation can become so formalized, the portion of food "lost" to the gods so large, and sacramental feelings so profound that the process may no longer resemble sharing. In addition, many accounts have overemphasized religious meanings at the expense of focusing on the sacrificial process of cooking offerings. However, a gastronomic interpretation of sacrifices need not diminish the importance of the ties among people, natural forces, and gods that sacrifices represent. On the contrary, taking the sharing of food under serious consideration arguably grounds the religious aspects of sacrifice and increases their relevance.

In much of the world, the act of slaughtering meat has been removed from plain view to the city outskirts. It has shifted from the butcher's shop to behind a supermarket wall. The final carving of joints now tends to be kept to the kitchen, and the image of cattle is separate from that of hamburgers. Greater sympathy with ceremonial sacrifice may help reconnect meat-eaters with their metabolic universe. A keener sense of the sacred when eating meat might help counterbalance tendencies toward instant gratification, conspicuous consumption, viewing animals as commodities, and the increasingly unbalanced distribution of the world's resources. If animal-devouring gourmets do not entirely embrace such religious impulses as atonement, propitiation, divine commensalism, and thanksgiving, they might nevertheless remember that to "immolate"—from the Latin for 'sacrifice'—is to sprinkle with a condiment.

Arguing for a more materialist reverence that brings the sacred back into the kitchen, Episcopal priest Robert Farrar Capon advises cooks to remember that they inhabit "bloody ground and holy ground at once." In his recipe book and "culinary reflection," The Supper of the Lamb, he confronts the dilemma of the "bloody, unobliging reciprocity in which life lives by death, but still insists that death is robbery" (pp. 45–52).

Bibliography

Capon, Robert Farrar. The Supper of the Lamb: A Culinary Reflection. Garden City, N.Y.: Doubleday, 1969.

Detienne, Marcel, and Jean-Pierre Vernant. The Cuisine of Sacrifice among the Greeks. Chicago: University of Chicago Press, 1989.

Harris, Marvin. The Sacred Cow and the Abominable Pig: Riddles of Food and Culture. New York: Touchstone, 1987. Originally entitled Good to Eat, 1985.

Symons, Michael. "Cutting Up Cultures." Journal of HistoricalSociology 15, no. 4 (December 2002).

Symons, Michael. "The Kitchen of the Gods." Australian Religion Studies Review 11, no. 2 (Spring 1998): 114–125.

—Michael Symons

Word Tutor: sacrifice
Top
pronunciation

IN BRIEF: To give up something of value or meaning to the giver; an offering.

pronunciation He who would accomplish little must sacrifice little; he who would accomplish much must sacrifice much. — James Allen (1855-1942), New Zealander statesman.

Quotes About: Sacrifice
Top

Quotes:

"Sacrifice, which is the passion of great souls, has never been the law of societies." - Henri Frederic Amiel

"Sacrifice still exists everywhere, and everywhere the elect of each generation suffers for the salvation of the rest." - Henri Frederic Amiel

"Sacrifice is nothing other than the production of sacred things." - Georges Bataille

"In this world it is not what we take up, but what we give up, that makes us rich." - Henry Ward Beecher

"No fine work can be done without concentration and self-sacrifice and toil and doubt." - Sir Max Beerbohm

"He who never sacrificed a present to a future good or a personal to a general one can speak of happiness only as the blind do of colors." - Olympia Brown

See more famous quotes about Sacrifice

Dream Symbol: Sacrifice
Top

A dream of sacrifice may indicate that the dreamer feels "martyred" because of the time and energy they have sacrificed for others. The dreamer may need to eliminate certain conditions to allow for more productive and rewarding experiences.


Wikipedia: Sacrifice (video game)
Top
Sacrifice
The word "sacrifice" is emblazoned in yellow, outlined irregularly in red, over a sky of purple-black clouds. A giant spectral skeleton, his left eye closed and his right glowing orange, proffers a globe of light. A human figure in the foreground runs toward it.
Developer(s) Shiny Entertainment
Publisher(s) Windows:
Interplay Entertainment
Macintosh:
MacPlay
Composer(s) Kevin Manthei
Version Windows:
v0678.05.21 (May 25, 2001)[1]

Macintosh:
1.01 (June 20, 2002)[2]

Platform(s) Windows 98 and later, Mac OS 9.2 and later
Release date(s) Windows:
NA November 17, 2000[3]
EU November 24, 2000[4]

Macintosh:
December 14, 2001[5]

Genre(s) Real-time strategy
Mode(s) Single-player, multiplayer, online play
Rating(s) ELSPA: 15+[6]
ESRB: M (Mature)[7]
USK: 12+[6]
Media Compact Disc, download
Input methods Keyboard and mouse

Sacrifice is a video game published by Interplay Entertainment in 2000 for the Windows 98 platform. Developed by Shiny Entertainment, it is a real-time strategy game, featuring elements of action and other genres. Players control wizards who fight each other with spells and summoned creatures. Sacrifice is the first commercial video game to take advantage of video graphics cards that can process transform, clipping, and lighting instructions. The game was ported to Mac OS 9.2 in 2001.

Unlike most contemporary real-time strategy games, Sacrifice does not heavily focus on resource gathering and management. There is no system of workers; the players' wizards collect souls to summon creatures, and their mana—energy for casting spells—constantly regenerates. Players customize their attacks by choosing from spells and creatures aligned to five gods. To defeat an opponent, the player's wizard sacrifices a friendly unit at the opposing wizard's altar, thereby desecrating it and banishing the enemy wizard. Aside from the single-player campaign, Sacrifice offers a multiplayer mode, in which up to four players can play against each other over computer networks.

Sacrifice was created by a small team of developers; most of the work was done by four key personnel. The graphic engine of the game uses tessellation: thousands of polygons are used to display an object and as lesser details are needed, the number of polygons is reduced. By adjusting the required level of detail, Sacrifice can be run on various machines with the highest possible quality of graphics. Complementing the graphics of the game were the voice work of professional actors, such as Tim Curry, and the musical compositions of Kevin Manthei. Sacrifice was praised by reviewers for the novel designs of its creatures and for its humorous content. The high level of attention needed to manage its frenetic combat was mentioned as a flaw. Despite winning several awards, Sacrifice was not a commercial success, and no sequels are planned.

Contents

Gameplay

Published in 2000 for the Windows 98 platform (and in the following year for Mac OS 9.2), Sacrifice is a video game of the real-time strategy genre and incorporates elements of the action genre. Players control wizards, looking over their characters from behind.[8] Each match starts the player's wizard with an altar. Using the keyboard and mouse, players move their wizards around a virtual world, directing armies and casting spells to eliminate their opponents. The objective of the game centers around its name: the player's wizard defeats an opponent by desecrating his or her altar through the magical "sacrifice" of a friendly unit.[9]

A humanoid stands in the foreground, facing away.  Various creatures, large and small, are arrayed in front of him in a line.  Various icons and gauges line the left and right of the screen.
In Sacrifice, players control their character from a third-person perspective. Pop-up menus show the formations the characters' army can assume.

Wizards can cast spells that harm opponents (combat spells), heal damage taken, or summon creatures.[4] The more advanced combat spells affect large areas of the battlefield, taking the form of tornadoes and volcanoes.[10] Casting spells requires energy, which the game represents in the form of mana. Recovery of mana is slow, but by staying close to his or her altar, a wizard accelerates the process. Close proximity to a fountain of mana, several of which are scattered across the world, increases his or her recovery rate as well. A wizard can monopolize a mana fountain by erecting a structure known as a manalith over it. Because mana can always be regained, it is an infinite resource.[11] Souls are the other type of resource in this game; they are used, along with mana, to summon creatures, who form the mainstay of the players' offensive capability.[4] Unlike mana, souls are limited in quantity. Players may start with a few souls and increase their resources by locating unclaimed souls, or by converting the souls of unfriendly creatures their wizards have killed.[11]

Excluding two non-combatants, summoned creatures are classified into three classes: melee, ranged, and air (flyers). In a rock-paper-scissors manner, each class is a counter to another. Melee creatures inflict more damage to their ranged opponents, but cannot retaliate against flyers, which in turn are vulnerable to those who can attack at range.[12] Several creatures also have special abilities,[4] such as creating protective magical barriers,[13] becoming invisible,[14] or immobilizing their opponents.[15] The non-combatants are manahoars and sac doctors.[16][12] Manahoars help to recharge their summoner's mana by channeling energy from manaliths to him or her.[17] Sac doctors are summoned to extract the souls of fallen opponents and bring them back to the altar for conversion.[11] Sac doctors are also summoned to hold the sacrificial rituals required for desecrating enemy altars. Killing a sac doctor disrupts the desecration.[18]

The spells and abilities of the creatures are designed along the ethos of five gods. Persephone, the Great Healer, bestows her followers with powers of healing and nature. Her counterpart, Charnel, God of Strife, celebrates death and decay; his creatures are undead and his spells drains the life of others. The other three gods—James, Stratos, and Pyro—govern natural elements, granting their followers abilities that are associated with earth, air, and fire respectively.[19]

Unlike other real-time strategy games, Sacrifice's gameplay is not heavily focused on large-scale management of resources and bases. Instead, the game emphasizes micromanagement of the players' units; success in the game is linked to meticulous control of individuals or small groups to overcome their enemies.[12][20] Players can order their armies to assume formations by pressing an assigned key or navigating through a pop-up menu. The order can also be given by moving the mouse in specific patterns without waiting for the menu to appear.[16][21]

Single-player campaign

The single-player campaign in Sacrifice begins with the meeting between the protagonist Eldred and the blind seer Mithras on a war-torn world. Through voiceovers and cut scenes rendered by the game engine, Eldred recounts to Mithras his background and the events that led to the world's current state. Eldred was a tyrannical emperor who ruled over the world of Jhera.[22] However, his days of rule were numbered: his subjects were rebelling, and his enemies were gathering at the borders of his realm. Seeking the mystical arts for a solution, Eldred summoned a demon, Marduk, to eliminate opposition to his rule.[23] However, Marduk proved uncontrollable and ravaged Jhera. Eldred fled to the world that he and Mithras stand on. Having suffered a cataclysm long ago, this world—now a collection of floating islands—was split into five realms. A god rules over each realm, seeking to impose his or her own agenda on the world. The rivalries among the gods are further stirred up by Mithras's prophecy of a traitor amongst them. Sensing the opportunity for a new lease on life, Eldred offers his service to the gods.[4]

The campaign spans ten missions. In each mission, the player chooses a god for Eldred to champion, receiving creatures and spells from that god. The player can thereby build up a selection of units and spells from different gods by changing Eldred's allegiance between missions; the selections are used in later missions or multiplayer sessions. As the game progresses, the player's choices align Eldred with one god.[4] Aside from the stated goals in each mission, there are secret objectives that if accomplished bestow bonuses to Eldred's attributes (magical and physical resistance, mana and life bar, etc).[24]

Midway through the campaign, Eldred encounters Marduk again. The demon taunts the wizard and announces that this world will suffer the same fate as Jhera. Eldred warns the gods; they believe one of them supports the demon and fall upon each other to eliminate the traitor. By the last stage of the campaign, Eldred has helped one god to kill the others. After the end of the wizard's narration, Mithras reveals himself as Marduk. Stratos, who was the traitor, had planned for the demon to appear on this world and deliver the prophecy to the gods.[25] Marduk berates Eldred for his naivety and starts the final battle.[26] After defeating the demon, the player chooses one of two endings for Eldred: stay and help the last god rule the world, or leave and seek his destiny in other worlds.

Multiplayer

Sacrifice features the capability for players to play matches against each other over computer networks; up to four players (human- or computer-controlled) can participate in a multiplayer match.[8] Four modes of play, featuring different goals, are available: Skirmish, Slaughter, Soul Harvest, and Domination. Skirmish's gameplay is similar to that of the single-player mode; a player wins the match by banishing the others' wizards. The winner of Domination is the wizard who controls a certain number of manaliths.[12] The aim in Slaughter is to amass the most kills, while wizards in Soul Harvest have to collect the most souls.[8]

Initially, the multiplayer games could only be played over small-area networks of computers (local area networks), or over the internet through an integrated matchmaking service.[11] Later software patches added online rankings and the capability to connect computers via Internet Protocol Suite (TCP/IP), allowing play over the internet without needing the matchmaking service.[1][27] The Macintosh version's matchmaking, handled by GameRanger,[28] had to be installed through a patch.[29] Multiplayer matches cannot be played between different platforms.[30]

Development

A blue-shirted man looks grimly to his left.  His hair is combed backwards, exposing his forehead. A bearded man, wearing a white shirt, black bowtie, and black jacket, smiles at the camera.
Brad Garrett (left) and Tim Curry (right) voiced two of the gods, James and Stratos respectively, in the game. Their efforts were praised by several reviewers for bringing depth to the characters.

Sacrifice's development started in August 1997.[21] The game's lead programmer, Martin Brownlow, was inspired by Chaos: The Battle of Wizards, a 1985 turn-based game on the ZX Spectrum computer.[31] In the old game, players take turns to control wizards, summoning creatures and casting spells to eliminate each other.[32] The video game industry was mostly ignorant of Sacrifice's development, partly due to Shiny's desire to avoid repeating a bad experience that happened with their last product Messiah. Released in March 2000, the game was extravagantly promoted by Shiny during its development,[16][33] and the resulting heavy scrutiny from the media greatly stressed the team who worked on the game. Learning from this mistake, Shiny adopted a low profile for Sacrifice; until the last several months of its development, no one outside the company knew of the game.[33][34] According to Brownlow, his team was able to concentrate on developing the game without the media or "fan base questioning every decision that gets made along the way".[35]

The bulk of the work was done by a small team. Game designer Eric Flannum, formerly of Blizzard Entertainment, recalls that there were only three other key personnel: two programmers and an animator.[31] As more game features were developed, the team expanded. Flannum was tasked to lead four level designers,[36] and Jon Gwyn joined Joby Otero on the art team.[35] After the basic features of the game had been completed, James Phinney, lead designer and producer of Blizzard's 1998 real-time strategy game StarCraft,[17] was hired to write the plot for the single-player campaign. His first draft was used as the script for recording temporary voiceovers, which helped the team to judge the atmosphere in the game.[37] Later, Shiny employed professional actors, such as Tim Curry and Brad Garret,[38] and various voice talents, such as Jennifer Hale, to record the final voices for the game's characters.[36] Audio filters altered the voices for the gods, giving them a supernatural edge appropriate to their roles.[39] For background music, Shiny hired Kevin Manthei, who had composed many scores for video games and big- and small-screen entertainment, such as Scream 3 and Buffy the Vampire Slayer.[38] His compositions for Sacrifice were played by an orchestra of 25 instruments.[36] Shiny's founder, David Perry, was so busy with the game's development that he passed over the opportunity to create a video game for the science-fiction movie The Matrix.[40]

Graphics

Sacrifice's graphics engine was an evolution of Messiah's. The older game renders its characters by tessellation, using thousands of polygons to make up character models and decreasing the number of polygons when lesser details are required, such as drawing the object at a distance.[41] A typical object in Sacrifice comprises 200 to 2,500 polygons.[42] Aside from reusing this technology in Sacrifice, Shiny expanded its application to the game's virtual world.[41] The environment is not decorated with grass, flowers, and rocks by overlaying two-dimensional images of such objects on the terrain model. Instead, many tiny models of these terrain features litter the landscape.[42] Objects in the game are composed of isosceles right triangles, each of which is infinitely divisible into two smaller isosceles right triangles. The array of infinite triangles derived from these divisions is stored in a binary triangle tree data structure, and the simplicity of the division and its data management algorithms frees up the graphic processor for other duties, allowing more resources to be spent on managing the level of detail.[43] Sacrifice's spell effects are composed of parametric surfaces,[42] which also can be broken down into triangles, facilitating tessellation.[44]

Various creatures, large and small, stand on the slope of a hill.  Some of them are humanoid, others are bird-like or insectoid.
Sacrifice's creature designs are acknowledged by reviewers to be unique.

In early 2000, the computer industry released the first video graphics cards capable of processing transform, clipping, and lighting (T&L) instructions. With the appropriate software, these new cards took over the burden of T&L processing from the computer's processor, allowing more detailed graphics and smoother animation.[45] Shiny capitalized on the breakthrough, spending a few weeks to rewrite a portion of Sacrifice's software. Brownlow and his team refined and improved the game's graphics, increasing the number of polygons per model and setting the software to scan through scenes a few more times to determine what objects to render and how to display them. Sacrifice was the first game on the market that exploited the new graphics cards (the GeForce 2 and Radeon series) to deliver higher-quality graphics.[42] Because of the adopted technology, animation in the game was smooth, without the jerkiness associated with overstressed graphical engines.[46]

For the character models, Otero and his team eschewed convention, ignoring designs espoused by The Lord of the Rings and other fantasies.[12][23] Otero's ideal is that of "form follows function", by which a creature's capabilities or purposes are readily apparent from its appearance. In his opinion, a creature that is designed to kill enemies by exploding itself would simply be a "cartoon-ish bomb with feet". Otero's simple designs were expanded and fleshed out in detail by Gwyn,[35] who was also responsible for creating Eldred's model.[47] The artists' incorporation of humor in their work did not escape the video game industry's notice;[48] many pointed out the quirky allusion of James, God of Earth, to Earthworm Jim, star of Shiny's previous games.[16][15][34][49][50]

Release

By June, the major features of the game had been implemented.[36] Shiny proceeded to the next stage of development. It selected a thousand members of the public to participate in a beta test of Sacrifice's multiplayer modes,[51] receiving feedback on software bugs, performance issues, and possible improvements. The game's publisher, Interplay Entertainment, assigned its quality assurance department to test the single-player mode.[52] Perry promoted the game by visiting several professional game reviewers, such as FiringSquad, and giving copies of the beta to them.[34] On November 17, 2000, Interplay released the game for the Windows platform.[3] Shiny packaged a level editor, Scapex, with the finished product, allowing gamers to create their own levels. The tool displays the user's changes as they are added to the level. Users have total control over the positioning of models and scripting of events, although the tool does not provide the capability to create new spells or creatures.[53] User-created maps can be shared with other players during the connection phase of multiplayer games.[35]

Earlier in the same month, Macintosh software publisher MacPlay announced that it was porting Sacrifice to the Apple computers. It took the company several months to adapt the source code to the Macintosh architecture, and on December 14, 2001, the Macintosh version of the game was released.[5] It has almost the same features as the original version; however, Scapex was excluded from the port.[19] Another feature left out was multiplayer mode, which MacPlay later added through a software patch.[29]

Reception

Sacrifice was developed and released during a period of growth for the video games market; the amount United States gamers spent on video games steadily increased from US$3.2 million in 1995 to $6.0 million in 2000.[54] "Solid" real-time strategy games could easily sell more than 100,000 copies, and those that sold less than 75,000 copies were considered commercial failures by the publishers.[55] Many real-time strategy game developers concentrated on enhancing their game's visuals without concern for innovations in gameplay.[21] Shiny was recognized by the industry for its unconventional games, which exhibited humorous contents and unique artistic designs.[4][12][28][33][56] When it became known that the company was developing Sacrifice as its first real-time strategy game,[12] several industry observers were keen to see whether it could deliver a quality product.[34][57]

A dark twisting cone extends from the ground to the air.  A group of creatures are swept up into the air by this object.
Reviewers found it a different experience to see these effects from the first person perspective.

Initial reactions were favorable.[34][21] Sacrifice's art was a point of focus for reviewers: the fantasy creatures' novel designs made deep impressions on the industry. So unconventional were the designs that gaming journalist Michael Eilers remarked, "It is as if Salvador Dalí and H. R. Giger got together and played around with 3D Studio Max for a few weeks with a cooler full of Bass Ale between them."[19] To fellow journalist Kieron Gillen, the game resembled a version of Command and Conquer by Hieronymus Bosch if the Renaissance painter was its designer.[58] Aside from being impressed by the details in the graphics, GameSpy's Lee Haumersen found the creatures' movements very fluid and believable, remarking, "flying dragons heave their bodies through the air reminiscent of Draco in the movie Dragonheart."[53] Journalist Tom Chick summed up the weird experience of seeing his wizard at the head of "a troop of flapping, crawling, loping, whirling, hopping things" as the essence of "what gaming is all about."[59]

The game's spell effects also elicited positive reactions. It was "positively breathtaking" for Eurogamer's John Bye to see "flaming missiles raining down on the battlefield, tornados lifting [his] men up into the sky, or the ground swelling up beneath [his wizard's] feet".[33] Although such effects were implemented in other games, as Gillen pointed out, it was a vastly different experience to watch them from the first person perspective.[58] Despite filling the screen with "winged, fully animated demons" and "multiple gigantic twisters spiraling gorgeously into the clouds", Sacrifice performed smoothly on the reviewers' machines, impressing the staff of Edge magazine.[17]

Aside from the visuals, the game's audio attracted comments. GameSpot's staff enjoyed listening to the story unfold through the recorded voices. They found that the voice actors did not overact their roles despite the extravagant appearances of the characters. Instead, the actors' performance conveyed an extra depth to the personalities of these characters.[39] Haumersen noted a few flaws in the game's vocal presentation: the character models' lip movements do not match their speech, and they have a limited number of gestures to accompany the words.[53] Michael House of Allgame was not altogether impressed, finding the voice acting to be "spotty[,] ... ranging from hilarious to obnoxious."[60]

To several reviewers, Sacrifice is flawed in its handling of combat. Looking over the wizard from his back, the point of view focuses too close to the ground, preventing players from having a clear picture of their wizards' surroundings.[11][33] The game's fast-paced combat ensures that fights tend to be messy affairs, where aside from picking out their units from a chaotic mass to issue commands, players have to see to their wizards' safety, and cast spells to support their army.[8][49] Reviewers commented that once a player loses a number of early battles, his or her army could never recover from its losses to win the match.[8][12][61] Sacrifice's multiplayer games, as GameSpot's Sam Parker observed, tend to be long-drawn stalemates until the wizards obtain more powerful spells.[62] PC Zone's Keith Pullin was disappointed that the game was not designed to reward tactics; in his experience, he achieved victory by continually summoning groups of creatures to attack the enemy.[49] Although Next Generation magazine's Samuel Bass agreed on the game's lack of tactical play, other aspects impressed him enough to downplay this failing in his assessment.[63]

The intensity and excitement generated by the frenetic gameplay pleased IGN's Dan Adams,[4] but Bye was so frustrated by his experience that he claimed to have suffered a "massive increase in blood pressure".[33] The game's heavy demand for micromanagement convinced Maximum PC to name Sacrifice the "best argument for gamers [to grow] a third hand",[64] an opinion in line with Chick's comment that the interface "seems to have been designed for one of the game's 13-fingered beasts".[59] Sacrifice's gameplay has its supporters; the staff at Edge, impressed with the game's controls and visual perspective, named it one of the "few titles [that] have taken strategy into the third dimension and convincingly used the extra plane for more than a dazzling 3D makeover".[17]

No sales figures were released for Sacrifice, but the industry acknowledges the game did not sell well.[58][65] James Bell, Infogrames's Senior Vice President of Creative Development, said that Sacrifice, although an excellent game, suffered poor sales because it was badly marketed and released at the wrong time.[66] Another reason, offered by Gillen, for Sacrifice's commercial failure was the size of its development team. Based mostly on the efforts of four people, the game was built around their gaming preferences, failing to take into account the opinions of a wider variety; hence, the game became a niche product.[31]

Legacy

Impressing IGN with its "wonderful land full of character and imagination", Sacrifice was the gaming site's choice for the best strategy game of 2000.[67] It was honored in the same year by European Computer Trade Show as the Best PC Game of the Show.[68] Since its release, Sacrifice has been one of PC Gamer's Top 100 Games for at least eight consecutive years.[58][69] Looking back at the history of real-time strategy gaming, Geryk pointed out that Sacrifice's "depth and originality" was unparalleled in the genre and often overlooked in favor of its graphics.[56] The staff of gaming site UGO shared a similar opinion, naming the game in 2009 as its eighteenth top strategy game of all time.[70]

Although Sacrifice is honored as a quality game, industry observers pointed out that its qualities were forgotten by most people; the staff of GamesRadar said the game was "practically invisible to the gaming public",[71] and according to Gillen, few remembered Sacrifice as the pioneer of the mouse-gesture control system, which was praised as revolutionary in Peter Molyneux's later game Black & White. Gillen further lamented that Sacrifice's release heralded the end of Shiny's forays into creative game development, as the company switched to producing more mainstream products, such as Enter the Matrix.[58] Despite receiving numerous calls for a sequel, Shiny said in 2002 that it would not produce one.[72] Seven years later, GamesRadar repeated the call for a sequel while proclaiming Sacrifice "one of the most underappreciated games of all time".[71]

References

  1. ^ a b Interplay Entertainment (May 25, 2001). "Sacrifice Patch 3". FilePlanet. IGN Entertainment. http://www.fileplanet.com/60692/60000/fileinfo/Sacrifice-Patch-#3. Retrieved January 13, 2009. 
  2. ^ Deniz, Tuncer (June 21, 2002). "Sacrifice 1.0.1 Released". Inside Mac Games. http://publish.insidemacgames.com/news/story.php?ArticleID=5700. Retrieved August 13, 2009. 
  3. ^ a b Walker, Trey (November 17, 2000). "Shiny Announces the Ultimate Sacrifice Map Contest". GameSpot (CNET Networks). http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2681218. Retrieved January 13, 2009. 
  4. ^ a b c d e f g h Adams, Dan (November 16, 2000). "Sacrifice Review". IGN. IGN Entertainment. http://pc.ign.com/articles/164/164060p1.html. Retrieved January 13, 2009. 
  5. ^ a b Smith, Sean (December 14, 2001). "Sacrifice Goes Gold, Preview Posted". Inside Mac Games. http://publish.insidemacgames.com/news/story.php?ArticleID=4473. Retrieved August 13, 2009. 
  6. ^ a b "Sacrifice—The Game". Shiny Entertainment. February 3, 2001. Archived from the original on February 3, 2001. http://web.archive.org/web/20010203125900/www.sacrifice.net/game.htm. Retrieved August 13, 2009. 
  7. ^ Cook, Brad (October 2001). "Sacrifice Casts a Spell on Mac OS X". Apple.com. Apple. http://www.apple.com/games/articles/2001/10/sacrifice/. Retrieved January 13, 2009. 
  8. ^ a b c d e Kasavin, Greg (November 6, 2000). "Sacrifice Review". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/sacrifice/review.html. Retrieved January 13, 2009. 
  9. ^ Schiel, Zack (December 8, 2000). "Sacrifice Review". Stratos Group. Archived from the original on June 26, 2002. http://web.archive.org/web/20020626061225/http://stratosgroup.com/reviews/games.php?selected=0012sacr. Retrieved January 13, 2009. 
  10. ^ GameSpot staff (Jan 5, 2001). "Best and Worst of 2000: Best Graphics, Artistic". GameSpot. CNET Networks. http://www.gamespot.com/gamespot/features/pc/bestof_2000/p2_10.html. Retrieved January 13, 2009. 
  11. ^ a b c d e Wolpaw, Erik (December 12, 2000). "Review: Sacrifice". Computer Games Strategy Plus. Strategy Plus. Archived from the original on December 18, 2002. http://web.archive.org/web/20021218021123/http://www.cdmag.com/articles/031/038/sacrifice_review.html. Retrieved September 23, 2009. 
  12. ^ a b c d e f g h Closs, Pete (December 6, 2000). "Sacrifice Review". Sharky Games. Jupitermedia. http://www.sharkygames.com/games/reviews/s/sacrifice/. Retrieved January 13, 2009. 
  13. ^ Ajami, Amer (October 13, 2000). "Sacrifice God Feature: Part Three". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2640609. Retrieved January 13, 2009. 
  14. ^ Ajami, Amer (October 20, 2000). "Sacrifice God Feature: Part Four". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2643233. Retrieved January 13, 2009. 
  15. ^ a b Ajami, Amer (October 6, 2000). "Sacrifice God Feature: Part Two". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2637741. Retrieved January 13, 2009. 
  16. ^ a b c d Wojnarowicz, Jakub (December 17, 2000). "Sacrifice Review". FiringSquad. GX Media. http://www.firingsquad.com/games/sacrificereview/. Retrieved January 13, 2009. 
  17. ^ a b c d "Sacrifice". Edge (Bath, United Kingdom: Future Publishing) (89): pp. 47–50. October 2000. ISSN 1350-1593. 
  18. ^ Koltookian, Gary (2000). "Desecrating an Altar". Instruction Manual. Sacrifice. California: Interplay Entertainment. p. 83. ISBN 1-5762-9609-1. 
  19. ^ a b c Eilers, Michael (December 14, 2001). "IMG Preview: Sacrifice". Inside Mac Games. http://www.insidemacgames.com/previews/view.php?ID=4. Retrieved January 13, 2009. 
  20. ^ Largent, Andy (December 17, 2000). "IMG Preview: Sacrifice". Inside Mac Games. Archived from the original on July 8, 2001. http://web.archive.org/web/20010708014607/http://www.insidemacgames.com/previews/view.php?ID=4. Retrieved January 13, 2009. 
  21. ^ a b c d Lopez, Vincent (August 11, 2000 / May 12, 2000). "Sacrifice Hands-on / E3 2000 Update". IGN. IGN Entertainment. http://pc.ign.com/articles/134/134060p1.html. Retrieved January 13, 2009. 
  22. ^ Shiny Entertainment. Sacrifice. (Interplay Entertainment). Windows 98. Level/area: Ending: Pyro 2. (November 17, 2000) "Zyzyx: You're going to be an Emperor again? Did we learn anything from last time?"
  23. ^ a b Shamoon, Evan (November 19, 2008). "Editorial: Sacrifice". Good Old Games. http://www.gog.com/en/editorial/editorial_sacrifice. Retrieved January 13, 2009. 
  24. ^ Blevins, Tal; Lopez, Vincent (August 10, 2000). "Sacrifice Interview". IGN. IGN Entertainment. http://pc.ign.com/articles/083/083326p1.html. Retrieved January 13, 2009. 
  25. ^ Shiny Entertainment. Sacrifice. (Interplay Entertainment). Windows 98. Level/area: Ending: Stratos. (November 17, 2000) "Stratos: Once again, my calculations have proven to be of incomparable precision. Marduk has been dispatched, but only after facilitating the defeat of my rivals. / Eldred: This was your design all along? / Stratos: Come now, you mustn't be embittered. It was harrowing for you, I understand, but you did prevail."
  26. ^ Shiny Entertainment. Sacrifice. (Interplay Entertainment). Windows 98. Level/area: Chapter 10: Prologue. (November 17, 2000) "Mithras: As the worlds do differ, so must Marduk's incarnations. Tell me, how can you discern his weakness if you know nothing of his nature? Behold and be enlightened. / Marduk: Now, open your eyes and see. I am no mere Marduk. My names are countless. My age beyond reckoning. I am the embodiment of all creation's ills, and my purpose is but a simple one: to annihilate all that is unworthy."
  27. ^ Interplay Entertainment (December 12, 2000). "Sacrifice Patch 2". FilePlanet. IGN Entertainment. http://www.fileplanet.com/53724/50000/fileinfo/Sacrifice-Patch-. Retrieved August 13, 2009. 
  28. ^ a b Tamas, Corey (December 26, 2001). "Sacrifice". MacGamer. Archived from the original on February 5, 2002. http://web.archive.org/web/20020205023142/http://www.macgamer.com/features/publish.php?id=443. Retrieved January 13, 2009. 
  29. ^ a b Largent, Andy (March 13, 2002). "Sacrifice Beta Multiplayer Patch Released". Inside Mac Games. http://publish.insidemacgames.com/news/story.php?ArticleID=5014. Retrieved August 13, 2009. 
  30. ^ Eilers, Michael (August 24, 2001). "Mac Sacrifice Nears Beta". Inside Mac Games. http://publish.insidemacgames.com/news/story.php?ArticleID=3631. Retrieved August 14, 2009. 
  31. ^ a b c Gillen, Kieron (August 31, 2007). "The Making of: Sacrifice". Rock, Paper, Shotgun. http://www.rockpapershotgun.com/2007/08/31/the-making-of-sacrifice/. Retrieved January 13, 2009. 
  32. ^ "Reviews: Chaos". Crash (Ludlow, United Kingdom: Newsfield Publications) (16). May 1985. ISSN 0954-8661. http://www.crashonline.org.uk/16/chaos.htm. Retrieved August 14, 2009. 
  33. ^ a b c d e f Bye, John (November 20, 2000). "Sacrifice Review". Eurogamer. http://www.eurogamer.net/articles/r_sacrifice. Retrieved January 13, 2009. 
  34. ^ a b c d e Colayco, Bob (August 9, 2000). "Sacrifice Preview". FiringSquad. GX Media. http://www.firingsquad.com/games/sacrificepreview/. Retrieved August 11, 2009. 
  35. ^ a b c d Zook, Jonathan (September 13, 2000). "Shiny: Sacrifice—Brownlow and Otero". Strategy Planet. GameSpy. http://www.strategyplanet.com/features/interviews/sacrifice/. Retrieved August 14, 2009. 
  36. ^ a b c d Otero, Joby (August 3, 2000). "Sacrifice Developer Journal II". GameSpy. IGN Entertainment. http://archive.gamespy.com/legacy/articles/sacdev2_a.shtm. Retrieved January 13, 2009. 
  37. ^ Otero, Joby (July 2, 2000). "Sacrifice Development Update: Episode 1". GameSpy. IGN Entertainment. http://archive.gamespy.com/legacy/articles/sacrifice1_a.shtm. Retrieved January 13, 2009. 
  38. ^ a b Walker, Trey (September 19, 2000). "Sacrifice Voice Talent Announced". GameSpot (CNET Networks). http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2630145. Retrieved January 13, 2009. 
  39. ^ a b GameSpot staff (December 19, 2000). "The Best Voice Acting in Games". GameSpot. CNET Networks. http://www.gamespot.com/features/tenspot_voiceacting/page10.html. Retrieved January 13, 2009. 
  40. ^ Sinclair, Brendan (September 7, 2007). "AGDC '07: Dave Perry's back pages". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=6178437. Retrieved January 13, 2009. 
  41. ^ a b Bartle, Richard (January 21, 1999). "The Future of Games". http://www.mud.co.uk/richard/tfog.htm. Retrieved August 9, 2009. 
  42. ^ a b c d MacDonald, Thomas (January 2001). "Gaming Engines". Maximum PC (Future US) 6 (1): pp. 46–47. ISSN 1522-4279. http://books.google.com/books?id=3wEAAAAAMBAJ&pg=PT48&lr=. Retrieved January 13, 2009. 
  43. ^ Dalmau, Daniel Sánchez-Crespo (2004). "Outdoor Algorithms". Core Techniques and Algorithms in Game Programming. Indiana, United States: New Riders Education. pp. 424–425. ISBN 0-1310-2009-9. http://books.google.com.sg/books?id=1hwR5gIq0I8C&pg=PA419. Retrieved 2009-08-22. 
  44. ^ Akenine-Möller, Tomas; Haines, Eric (2002) [1999]. "Efficient Tessallation". Real-Time Rendering (Second ed.). Massachusetts, United States: A K Peters. p. 512. ISBN 1-5688-1182-9. http://books.google.com.sg/books?id=mOKEfBTw4x0C&pg=RA1-PA512. Retrieved 2009-08-24. 
  45. ^ Smith, Will (December 2000). "Has T&L Delivered?". Maximum PC (Future US) 5 (12): p. 18. ISSN 1522-4279. http://books.google.com/books?id=PgIAAAAAMBAJ&pg=PT21. Retrieved January 13, 2009. 
  46. ^ Smith, Will (February 2001). "Reviews: Sacrifice". Maximum PC (Future US) 6 (2): p. 79. ISSN 1522-4279. http://books.google.com/books?id=9QEAAAAAMBAJ&pg=PT80&lr=. Retrieved January 13, 2009. 
  47. ^ Gwyn, Jon (July 20, 2000). "Rant File: Jon Gwyn". Shiny Entertainment. Archived from the original on December 3, 2000. http://web.archive.org/web/20001203035100/www.sacrifice.net/team.htm. Retrieved August 13, 2009. 
  48. ^ Timperley, Nate (August 2000). "Joby Otero on Sacrifice". GameSpy. IGN Entertainment. http://archive.gamespy.com/legacy/interviews/sacrifice_a.shtm. Retrieved January 14, 2009. 
  49. ^ a b c Pullin, Keith (August 13, 2001). "PC Review: Sacrifice". PC Zone. Future Publishing. http://www.computerandvideogames.com/article.php?id=3381. Retrieved January 13, 2009. 
  50. ^ Deci, Todd. "Overview: Sacrifice". Allgame. http://www.allgame.com/game.php?id=25740&tab=overview. Retrieved August 9, 2009. 
  51. ^ Chin, Elliot (September 1, 2000). "Shiny Announces Public Beta Test of Sacrifice". GameSpot (CNET Networks). http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2623266. Retrieved January 13, 2009. 
  52. ^ Otero, Joby (October 2000). "Sacrifice: Developer Diary #4". GameSpy. IGN Entertainment. http://archive.gamespy.com/devdiary/october00/sacrifice4/. Retrieved January 13, 2009. 
  53. ^ a b c Haumersen, Lee (November 2000). "Review: Sacrifice". GameSpy. IGN Entertainment. http://archive.gamespy.com/reviews/november00/sacrifice/. Retrieved January 13, 2009. 
  54. ^ Berger, Arthur Asa (2002). "Video Games: A Popular Culture Phenomenon". Video Games: A Popular Culture Phenomenon. New Jersey, United States: Transaction Publishers. p. 25. ISBN 0-7658-0102-7. http://books.google.com.sg/books?id=1l7m8CYAKe0C&pg=PA3. Retrieved 2009-08-28. 
  55. ^ Walker, Mark (2003). "What Makes Games Sell". Games That Sell!. Texas, United States: Wordware Publishing. pp. 2, 14–15. ISBN 1-5562-2950-X. http://books.google.com/books?id=G1FqWstFy_YC&pg=PA2. Retrieved 2009-09-02. 
  56. ^ a b Geryk, Bruce (March 30, 2001). "A History of Real-Time Strategy Games Part II: 1999-Present". GameSpot. CNET Networks. http://www.gamespot.com/gamespot/features/all/realtime_pt2/p3_01.html. Retrieved January 13, 2009. 
  57. ^ Pierce, Matthew (August 2000). "Preview: Sacrifice". PC Gamer. Future Publishing. Archived from the original on December 7, 2000. http://web.archive.org/web/20001207180500/www.pcgamer.co.uk/games/gamefile_preview_page.asp?item_id=4724. Retrieved September 23, 2009. 
  58. ^ a b c d e Gillen, Kieron (October 24, 2008). "Retro: Sacrifice". Rock, Paper, Shotgun. http://www.rockpapershotgun.com/2008/10/24/retro-sacrifice/. Retrieved January 13, 2009. 
  59. ^ a b Chick, Tom (January 9, 2001). "Shiny's Crazy Diamond". Computer Gaming World. Ziff Davis. Archived from the original on January 27, 2001. http://web.archive.org/web/20010127044700/http://www.zdnet.com/cgw/stories/main/0,11529,2669151,00.html. Retrieved September 23, 2009. 
  60. ^ House, Michael. "Review: Sacrifice". Allgame. http://www.allgame.com/game.php?id=25740&tab=review. Retrieved August 9, 2009. 
  61. ^ Eilers, Michael (January 25, 2002). "IMG Review: Sacrifice". Inside Mac Games. http://www.insidemacgames.com/reviews/view.php?ID=225&Page=1. Retrieved January 13, 2009. 
  62. ^ Parker, Sam (October 26, 2000). "Sacrifice Multiplayer Impressions". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/sacrifice/news.html?sid=2645657. Retrieved January 13, 2009. 
  63. ^ Bass, Samuel (February 2001). "PC Finals: Sacrifice". Next Generation (Imagine Media) 3 (2): p. 83. ISSN 1078-9693. 
  64. ^ Maximum PC staff (June 2001). "Gaming Awards". Maximum PC (Future US) 6 (6): p. 55. ISSN 1522-4279. http://books.google.com/books?id=3AEAAAAAMBAJ&pg=PA55&lr=. Retrieved January 13, 2009. 
  65. ^ Eilers, Michael (August 24, 2001). "Mac Sacrifice Nears Beta". Inside Mac Games. http://publish.insidemacgames.com/news/story.php?ArticleID=3631. Retrieved August 14, 2009. 
  66. ^ Walker, Mark (2003). "Insiders Speak Out". Games That Sell!. Texas, United States: Wordware Publishing. p. 197. ISBN 1-5562-2950-X. 
  67. ^ IGN staff (January 26, 2001). "Best of 2000 Awards: Strategy Game of 2000". IGN. IGN Entertainment. http://pc.ign.com/articles/090/090566p1.html. Retrieved January 13, 2009. 
  68. ^ Fudge, James (September 7, 2000). "Sacrifice Named Best PC Game at ECTS 2000 Awards". Computer Games Strategy Plus. Strategy Plus. Archived from the original on May 30, 2003. http://web.archive.org/web/20030530091525/www.cdmag.com/articles/029/129/sac.html. Retrieved September 23, 2009. 
  69. ^ PC Gamer staff (July 31, 2008). "PC Gamer's Top 100". PC Gamer. Future Publishing. http://www.computerandvideogames.com/article.php?id=194111. Retrieved August 18, 2009. 
  70. ^ Webster, Locke (February 10, 2009). "Sacrifice — Top 50 Strategy Games of All Time". UGO.com. UGO Networks. http://www.ugo.com/games/strategy-games-top-50/?cur=sacrifice&morepics=33. Retrieved March 15, 2009. 
  71. ^ a b GamesRadar US staff (April 30, 2009). "123 Games with Untapped Potential". GamesRadar. Future Publishing. http://www.gamesradar.com/f/123-games-with-untapped-franchise-potential/a-2009043091222114037/p-3. Retrieved July 15, 2009. 
  72. ^ "Sacrifice—News". Shiny Entertainment. February 21, 2002. Archived from the original on April 8, 2002. http://web.archive.org/web/20020408221530/www.sacrifice.net/index2.htm. Retrieved August 13, 2009. 

External links


Misspellings: sacrifice
Top

Common misspelling(s) of sacrifice

  • sacrafice

Translations: Sacrifice
Top

Dansk (Danish)
n. - offer, ofring, tab
v. tr. - ofre, sælge med tab
v. intr. - blote

Nederlands (Dutch)
opofferen, offeren, offer, (zelf)opoffering

Français (French)
n. - (Relig, fig) sacrifice, (Relig) sacrifice (humain)
v. tr. - (fig) sacrifier, (Relig) offrir (qch) en sacrifice
v. intr. - se sacrifier

Deutsch (German)
n. - Opfer, Opferung, Opfergabe
v. - opfern

Ελληνική (Greek)
n. - θυσία, εξιλαστήριο θύμα, (ιερό) σφάγιο
v. - θυσιάζω/-ομαι

Italiano (Italian)
sacrificare, sacrificio

Português (Portuguese)
n. - sacrifício (m)
v. - sacrificar

Русский (Russian)
жертва, жертвоприношение, жертвовать, совершать жертвоприношение

Español (Spanish)
n. - ofrenda, sacrificio
v. tr. - sacrificar, inmolar, vender sin beneficio
v. intr. - sacrificar (ofrecer sacrificios)

Svenska (Swedish)
n. - offer, uppoffring
v. - uppoffra, offra, sälja med förlust, blota, offrande

中文(简体)(Chinese (Simplified))
祭牲, 祭品, 牺牲, 献祭, 牺牲的行为, 赔本出售, 献出, 作牺牲打

中文(繁體)(Chinese (Traditional))
n. - 祭牲, 祭品, 犧牲, 獻祭, 犧牲的行為
v. tr. - 犧牲, 賠本出售, 獻出, 獻祭
v. intr. - 獻祭, 作犧牲打

한국어 (Korean)
n. - 산 재물, 희생, 투매
v. tr. - ~을 제물로 바치다, 희생하다, 헐값에 팔다, 희생타로 진루 시키다
v. intr. - 산 제물을 바치다, 희생타 번트를 대다

日本語 (Japanese)
n. - いけにえ, 犠牲, 投げ売り
v. - 犠牲にする, いけにえにささげる, 犠打で進塁させる, 投げ売りする

العربيه (Arabic)
‏(الاسم) تضحيه, قربان او ذبيحه (فعل) يضحي, تقديم الذبيحه‏

עברית (Hebrew)
n. - ‮קורבן, הקרבה עצמית, ויתור, אובדן‬
v. tr. - ‮הקריב‬
v. intr. - ‮מכר בהפסד‬


Shopping: sacrifice
Top
 
 
Learn More
Anthropology and Food
Aversion to Food
Christianity

Post a question - any question - to the WikiAnswers community:

 

Copyrights:

Dictionary. The American Heritage® Dictionary of the English Language, Fourth Edition Copyright © 2007, 2000 by Houghton Mifflin Company. Updated in 2009. Published by Houghton Mifflin Company. All rights reserved.  Read more
Britannica Concise Encyclopedia. Britannica Concise Encyclopedia. © 2006 Encyclopædia Britannica, Inc. All rights reserved.  Read more
World of the Body. The Oxford Companion to the Body. Copyright © 2001, 2003 by Oxford University Press. All rights reserved.  Read more
Thesaurus. Roget's II: The New Thesaurus, Third Edition by the Editors of the American Heritage® Dictionary Copyright © 1995 by Houghton Mifflin Company. Published by Houghton Mifflin Company. All rights reserved.  Read more
Answers Corporation Antonyms. © 1999-2009 by Answers Corporation. All rights reserved.  Read more
Military History Companion. The Oxford Companion to Military History. Copyright © 2001, 2004 by Oxford University Press. All rights reserved.  Read more
The Religion Book. The Religion Book. 2004 ©Visible Ink Press. All rights reserved.  Read more
Philosophy Dictionary. The Oxford Dictionary of Philosophy. Copyright © 1994, 1996, 2005 by Oxford University Press. All rights reserved.  Read more
Archaeology Dictionary. The Concise Oxford Dictionary of Archaeology. Copyright © 2002, 2003 by Oxford University Press. All rights reserved.  Read more
Asian Mythology. A Dictionary of Asian Mythology. Copyright © 2001, 2002 by David Leeming. All rights reserved.  Read more
Columbia Encyclopedia. The Columbia Electronic Encyclopedia, Sixth Edition Copyright © 2003, Columbia University Press. Licensed from Columbia University Press. All rights reserved. www.cc.columbia.edu/cu/cup/ Read more
Food & Culture Encyclopedia. Encyclopedia of Food and Culture. Copyright © 2003 by The Gale Group, Inc. All rights reserved.  Read more
Word Tutor. Copyright © 2004-present by eSpindle Learning, a 501(c) nonprofit organization. All rights reserved.
eSpindle provides personalized spelling and vocabulary tutoring online; free trial Read more
Quotes About. Copyright © 2005 QuotationsBook.com. All rights reserved.  Read more
Dream Symbol. The Dreams Encyclopedia. 1995 ©Visible Ink Press. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "Sacrifice (video game)" Read more
Answers Corporation Misspellings. © 1999-2009 by Answers Corporation. All rights reserved.  Read more
Translations. Copyright © 2007, WizCom Technologies Ltd. All rights reserved.  Read more