O
n November 1 9, 19 98,
Sierra released
Half-Life. In the time
it took to install
300MB of exquisitely
poised shooter off its CD-ROM,
everything from the genre prior
became part of a bygone era. And
perhaps the unluckiest of the lot
was Ritual’s SiN, which released
just ten days before it.
Here was a game that, like Half-Life,
wanted to bring a bit more
storytelling back to the genre after a
long period of dominance from
dialogue-averse id Software and
similarly laconic newcomers Epic
Games. It had a spectacularly named
hero in John Blade, and in its
antagonist Elexis Sinclaire a
typically salacious depiction of a
woman – though to give Ritual some
credit, both black player-characters
and female CEOs were wildly
progressive ideas for the era. It had
voice actors. It was set in a
recognisable near-future. There
wasn’t an inverted cross, alien
landscape, or power-up in sight. If
John Romero wasn’t already turning
in the grave he was slowly digging
for himself at Ion Storm, the posters
on SiN’s walls hilariously stating
‘Lex to make Romero her bitch’ on
them would have sealed it.
Though it was destined to be
forgotten in Gordon Freeman’s
wake, the story goes like this:
billionaire biotech company owner
and apparent PVC fetishist Elexis
Sinclaire is making dangerous drugs
that mutate humans into giant veiny
hitboxes down in the Sintek labs.
Freeport City PD’s finest and most
implausibly musclebound colonel
John R Blade gets wind of the
scheme when his Hardcorps team is
called into a bank robbery led by a
mob boss who abruptly erupts into
something beastly and inhuman
mid-chase. Blade, with hacker
sidekick JC in his earpiece and
splicing into various mainframes
from back at headquarters, must
track down the supply of the street
drug U-4 causing the mutations and
take down Sintek.
Not one for the Booker shortlist,
but SiN’s great appeal was, and
remains, the sheer exuberance with
which it goes about telling that tale.
It’s a game full of moments that
clearly, transparently began with
someone at Ritual saying, “It’d be
cool if...” Design document be
damned. Market research can do
one. What can this new toy of 3 D
interactive space do?
It can drop you from a helicopter
into a bank heist in progress. It can
turn a construction site shootout
into a platforming puzzle, and then
throw a driveable digger in there
purely to allow the player to bash a
SIN
Remembering the last shooter of the pre-Half-Life world. By Phil Iwaniuk
NEED TO KNOW
RELEASE
1998
PUBLISHER
Activision
DEVELOPER
Ritual Entertainment
LINK
bit.ly/ 3 krVRVs
OLD GAMES, NEW PERSPECTIVES
REINSTALL
TOP: (^) Don’t do drugs,
kids – or else.