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Self-dubbed as the "newest badboys of the gaming industry" in press releases, Ritual is known for their flamboyant and outlandish press interviews. When we interviewed them back in 1996, they wanted to make a public bet with their former employers at 3D Realms, the creators of Duke Nukem. The stakes were simple: If their first full game (Sin) outsold 3D Realms’ next game (Shadow Warrior), they wanted the executives at 3D Realms to wash Ritual CEO Harry Miller’s truck.

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Ritual Entertainment Crew
(Click to Expand)
Back Row: Mark Dochtermann (Programmer), Mike Wardwell (Level Designer), Zak Belica (Sound and Music), Harry Miller (Biz Guy).  Front row: Charlie Wiederhold (Level Designer), Richard Gray (Level Designer), Tom Mustaine (Level Designer).

3D Realms ignored the bet, yet the battle continues. In our interview with Richard Gray (he prefers to be referred to by his self-coined and superhero-esque codename, the Levelord), when asked about how he would classify his relationship with competitors, his remark is rather profound: "If it’s the last thing I do, I will see those bastard cockroaches buried in the ground!" And you thought those taunts you type in during Quake deathmatches were bad!

Nevertheless, Ritual has had their share of success. They scored the deal to work with id Software and Activision on the first add-on pack to the original Quake, entitled The Scourge of Armagon.
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Exclusive Screenshot: Inside the Massive Fortress (Click To Expand)

This interim project helped these aspiring developers get their feet wet, with the proceeds from the game providing much-needed capital to fund their own ambitious game project, now known to the world as Sin. It was signed with Activision last year in what is widely regarded as one of the best deals ever obtained by a developer. As Mitch Lasky, Senior Vice President of Studios at Activision remembers, "Ironically, we were probably introduced [to Ritual] by Mike Wilson." Why the irony? Consider the fact that Wilson now helms publisher Gathering of Developers, of which Ritual is a founding member. However, the real reason why Activision decided to go with a relatively unproven developer was simple: "Ritual’s passion sold us on Sin. They had an intense drive and desire to make a kick-ass product," explains Lasky.


origclk.gif (92 bytes)origclk.gif (92 bytes)origclk.gif (92 bytes) Continue with our story and learn about the setting of Sin in the 21st Century



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