Software:Requiem: Avenging Angel

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Short description: 1999 video game

Requiem: Avenging Angel
North American cover art
Developer(s)Cyclone Studios
Publisher(s)The 3DO Company
Producer(s)Jennifer Hubbart
Designer(s)Phillip Co
Programmer(s)Kerry Moffitt
Composer(s)Doug Adams
Platform(s)Microsoft Windows
Release
  • NA: March 31, 1999[1]
  • EU: May 15, 1999
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Requiem: Avenging Angel, also known as simply Requiem, is a first-person shooter video game developed by Cyclone Studios and published by 3DO in 1999. It was re-released on GOG.com on April 14, 2016,[2] and on Steam on July 7, 2016.[3]

Gameplay

The game begins in the realm of Chaos, a limbo world between Heaven and Earth. Without the use of conventional weapons, the player must use the playable character's angelic powers for defense. These angelic powers work similarly to the Force powers of Software:Star Wars Jedi Knight: Dark Forces II. The game has a bullet time feature, slowing down time to allow the player to dodge bullets and kill multiple enemies. It was the first videogame ever to feature such a mechanic.[4]

The weaponry features many "stock" weapons found in other games, such as the pistol, the rocket launcher, and the railgun. One of the player's powers is to possess enemies. This allows access to various other weapons which cannot be used via the player character.

Like Half-Life, Requiem has no distinct levels, and instead places the player within a seamless interlinked world. The majority of the game is set in mid-21st century Earth, and thus many of the locations are stylised versions of everyday locales, including a bar, a hospital, and a power plant.

Plot

Requiem draws heavily upon the Bible and Christianity for its influences, as well as the more usual sci-fi sources found in other games. The background story 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. To do so the player must leave the realm of Heaven, and travel through the realm of Chaos, and onto Earth itself.

The game contains many references to the Bible. The player character is named after Malachi, an Old Testament prophet. Malachi can also mean "my messenger" or "my angel" in Hebrew. Lilith, the leader of the Fallen, is featured 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." Certain locations have followed this theme too, with humanity's starship named Leviathan after a sea monster from the Old Testament.

Development

The game's concept and premise were heavily inspired by John Milton's poem Paradise Lost.[5][6] In contrast to the interconnected world seen in the final game, early in development the plan was for the game to be broken up into three self-contained episodes, each set in a different time period.[5]

To reduce memory requirements for the animations, Cyclone employed a "rigid body animation system" in which the majority of character polygons are skeletal and rigid, with only the joints being able to warp and stretch.[6]

Reception

Reception
Aggregate score
AggregatorScore
GameRankings71%[7]
Review scores
PublicationScore
AllGameStarStarStarStar[8]
CGSPStarStarStarStar[10]
CGWStarStarStarHalf star[11]
Edge6/10[12]
Game Informer8.75/10[13]
GameFan80%[14]
GameProStarStarStarStar[15]
GameRevolutionB[16]
GameSpot7.3/10[17]
IGN6.7/10[18]
Next GenerationStarStarStar[19]
PC Gamer (US)72%[21]

The game received above-average reviews according to the review aggregation website GameRankings.[7] Some of 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."[22]

IGN claimed that the level design was boring and uninspired, and although the game had a competent single player experience, multiplayer was lacking.[18] GameSpot commended the game's innovative angelic powers available for use, comparing them favourably with the force powers in Jedi Knight. However, it stated that although the game had several attractive features, in the end, it was just a typical shoot 'em up with no groundbreaking elements.[17] Next Generation, however, said that the game was "no technical marvel, but its uniqueness is divine."[19]

Requiem was a runner-up in Level's "First Person Shooter" category in the magazine's 1999 awards, which was ultimately won by Aliens Versus Predator.[23]

All the publications agreed that Requiem was not as good as the universally acclaimed Half-Life, released six months prior. The game also lacked pre-release hype, especially in comparison to its contemporary, Xatrix Entertainment's Software:Kingpin: Life of Crime. Released not long after 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 pre-release 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.

References

  1. Fudge, James (March 31, 1999). "Requiem: Avenging Angel Ships". Strategy Plus, Inc.. http://www.cdmag.com/articles/018/180/raa_ships.html. 
  2. "Requiem: Avenging Angel". CD Projekt. https://www.gog.com/game/requiem_avenging_angel. 
  3. "Requiem: Avenging Angel". Valve Corporation. https://store.steampowered.com/app/493310/. 
  4. "First videogame with bullet time". Guinness World Records. https://www.guinnessworldrecords.com/world-records/first-video-game-to-feature-bullet-time. 
  5. 5.0 5.1 "NG Alphas: Cyclone Studios". Next Generation (Imagine Media) (28): 87–88. April 1997. https://archive.org/details/NEXT_Generation_28/page/n87/mode/2up. Retrieved March 5, 2021. 
  6. 6.0 6.1 "NG Alphas: Requiem". Next Generation (Imagine Media) (36): 124–25. December 1997. https://archive.org/details/NEXT_Generation_36/page/n125/mode/2up. Retrieved April 28, 2023. 
  7. 7.0 7.1 "Requiem: Avenging Angel for PC". CBS Interactive. https://www.gamerankings.com/pc/130710-requiem-avenging-angel/index.html. 
  8. Durham Jr., Joel. "Requiem: Avenging Angel - Review". All Media Network. http://www.allgame.com/game.php?id=14585&tab=review. 
  9. Chick, Tom (April 20, 1999). "Requiem: Avenging Angel". CNET. http://www.gamecenter.com/Reviews/Item/0,6,0-2678,00.html. 
  10. D'Aprile, Jason (April 30, 1999). "Requiem: Avenging Angel". Strategy Plus, Inc.. http://www.cdmag.com/articles/019/094/requiem_review.html. 
  11. Goble, Gordon (July 1999). "Torched by an Angel (Requiem: Avenging Angel Review)". Computer Gaming World (Ziff Davis) (180): 127. https://www.cgwmuseum.org/galleries/issues/cgw_180.pdf. Retrieved March 6, 2021. 
  12. Edge staff (June 1999). "Requiem [Avenging Angel"]. Edge (Future Publishing) (72): 86. https://retrocdn.net/images/4/4a/Edge_UK_072.pdf. Retrieved April 28, 2023. 
  13. Bergren, Paul (July 1999). "Requiem [Avenging Angel]". Game Informer (FuncoLand) (75): 72. 
  14. "REVIEW for Requiem: Avenging Angel". GameFan (Shinno Media). June 10, 1999. 
  15. Neves, Lawrence (1999). "Requiem: Avenging Angel Review for PC on GamePro.com". GamePro (IDG Entertainment). http://www.gamepro.com/computer/pc/games/reviews/655.shtml. Retrieved March 6, 2021. 
  16. Johnny B. (April 1999). "Requiem: Avenging Angel Review". CraveOnline. https://www.gamerevolution.com/review/32805-requiem-avenging-angel-review. 
  17. 17.0 17.1 Chin, Elliott (April 25, 1999). "Requiem: Avenging Angel Review [date mislabeled as "May 5, 2000""]. Fandom. https://www.gamespot.com/reviews/requiem-avenging-angel-review/1900-2532785/. 
  18. 18.0 18.1 Blevins, Tal (April 26, 1999). "Requiem: Avenging Angel". Ziff Davis. https://www.ign.com/articles/1999/04/27/requiem-avenging-angel-2. 
  19. 19.0 19.1 "Requiem: Avenging Angel [game console mislabeled as having both PC and the non-existent Mac"]. Next Generation (Imagine Media) (54): 95. June 1999. https://archive.org/details/NEXT_Generation_54/page/n95/mode/2up. Retrieved March 5, 2021. 
  20. Hudak, Chris (June 1999). "Requiem: Avenging Angel". PC Accelerator (Imagine Media) (10): 84–85. https://archive.org/details/PCXL10Jun1999/page/n83/mode/2up. Retrieved March 6, 2021. 
  21. Klett, Steve (July 1999). "Requiem: Avenging Angel". PC Gamer (Imagine Media) 6 (7): 96–97. http://www.pcgamer.com/reviews/1356.html. Retrieved April 28, 2023. 
  22. Brooker, Charlie (June 1999). "Requiem: Avenging Angel". PC Zone (Dennis Publishing) (77): 84–87. https://archive.org/details/PC_Zone_77_June_1999/page/n83/mode/2up. Retrieved March 5, 2021. 
  23. "Best Games '99 Awards". Level (Vogel) (29): 60. February 2000. https://archive.org/details/Level2000/Level%2029%20%28Feb-2000%29/page/n59/mode/2up. Retrieved November 21, 2023. 

Further reading

  • Dudley, Noah (August 1999). "Dragonlance Classics". InQuest Gamer (Wizard Entertainment) (52): 95. [1]

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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