


Published by Activision, SiN would be Ritual’s signature project.

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SiN was developed by Ritual Entertainment, their first full release after having developed a mission pack for Quake. It would, however, be patched, boosted and supported for the twenty years, from the expansion ( Wages of SiN), to an episodic sequel ( Emergence), to an anime ( SiN: The Movie), and then re-released for digital distribution ( SiN Gold) along with an impending remaster, ensuring SiN remains living whether it deserves to or not. That, combined with a rush to get it to market before Half-Life led to game-breaking bugs which hurt its initial launch. Originally scheduled for release in spring of 1998 and built on the original Quake engine, SiN was reworked and redeveloped for the Quake II engine around four months before its planned original release. SiN suffered as a result of two different decisions made in its development. Released 10 days before Gordon Freeman’s adventure and the Source Engine would change the FPS genre forever, SiN was an innovative but buggy mess on November 9th, 1998, when it launched on the PC in North America. This is (mostly) the world of SiN, a game that will live forever in shadow and comparison to the original Half-Life. It is not impossible to imagine that the year 2037 will be a time when public police forces are replaced by private contractors, body-altering drugs are running rampant, and Half-Life 3 is still not yet released.
