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Sin (video game)

SiN
Sin Box Front.jpg
North American cover art
Developer(s) Ritual Entertainment
Hyperion Entertainment (Linux)
Publisher(s) Activision
Director(s) Joseph Selinske
Producer(s) Harry A. Miller IV
Sean Dunn
John Tam
Designer(s) Berenger Fish
Patrick Hook
The Levelord
Programmer(s) Scott Alden
Mark Dochtermann
Jim Dosé
Artist(s) Beau Anderson
Michael Hadwin
Robert M. Atkins
Writer(s) Marc Saltzman
Composer(s) Zak Belica
Engine id Tech 2
Platform(s) Microsoft Windows, Linux, Classic Mac OS
Release October 31, 1998
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer

SiN is a first-person shooter video game developed by Ritual Entertainment and published by Activision in October 1998. The game was released on Steam platform on April 5, 2006, individually or bundled together with its sequel, SiN Episodes. It was also released, along with its expansion pack SiN: Wages of Sin on GOG.com on January 30, 2014, DRM-free and fixed for modern hardware. It based on a modified version of the id Tech 2 engine.

SiN introduced some features to the first-person shooter genre, such as the ability to knock the weapon out of an opponent's hand and to take area-specific damage from enemies. Although drivable vehicles did not play a big part in the game, there were some sections and levels which required the player to drive certain vehicles, including an ATV, a patrol boat, a forklift and a helicopter. SiN also featured three different types of body armor - for the legs, for the torso and for the head, with each of them depleting separately according to where the player was getting hit.

SiN featured one of the highest levels of interactivity of any first-person shooter at that time. Much of the environment could be interacted with, computer terminals could be manipulated through a DOS-like command prompt, and various objects could be destroyed. Also, a player's progression through SiN was not entirely linear. Many levels had multiple ways in which to complete them, and actions could trigger drastic changes in future levels. This feature was intended to add a level of replayability to the game and force the player to think before acting. Some of these actions could even force the player to go through entirely different set of levels while progressing through the game. SiN also contained many Easter eggs, more so than most other games, ranging from some fairly obvious signs and graffiti to entire secret hidden rooms and even whole levels.

The artificial intelligence of the enemies in the game was on a high level for its time, with the foes being able to run for cover, call for reinforcements, locate the player throughout the levels, respond to specific scripts etc. However, there were some issues with the game code which prevented the enemies to act completely in the way they were supposed to and unleash their full potential.


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