{"id":1588859,"date":"2026-05-24T14:00:00","date_gmt":"2026-05-24T14:00:00","guid":{"rendered":"http:\/\/i7nAmHTEhwSpZpre78eMvB"},"modified":"2026-05-24T14:00:00","modified_gmt":"2026-05-24T14:00:00","slug":"the-design-lead-of-half-lifes-biggest-competitor-says-that-its-publisher-was-so-pissed-off-by-the-time-the-game-launched-that-it-didnt-bother-testing-it-properly-we-got-trashed-in-the-press-2","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/the-design-lead-of-half-lifes-biggest-competitor-says-that-its-publisher-was-so-pissed-off-by-the-time-the-game-launched-that-it-didnt-bother-testing-it-properly-we-got-trashed-in-the-press-2\/","title":{"rendered":"The design lead of Half-Life&#8217;s biggest competitor says that its publisher was so &#8216;pissed off&#8217; by the time the game launched that it didn&#8217;t bother testing it properly: &#8216;We got trashed in the press because of bugs&#8217;"},"content":{"rendered":"<article>\n<p>Back in the halcyon days of 1998, Ritual Entertainment&#8217;s<a href=\"https:\/\/www.pcgamer.com\/remembering-sin-the-last-shooter-of-a-pre-half-life-world\/\"> Sin<\/a> was shaping up to be the hottest shooter released that year. An over-the-top, hyper-violent gunfest with the backing of John Romero and a dash of what, at the time, qualified as sex appeal, Sin seemed destined to be the shooter on everyone&#8217;s hard-drive by the end of the year.<\/p>\n<p>But it didn&#8217;t quite happen that way. A month after Sin&#8217;s launch, Valve released<a href=\"https:\/\/www.pcgamer.com\/half-life\/\"> Half-Life<\/a>, which sucked up all the FPS oxygen with its revolutionary approach to storytelling and environment design. But it turns out it wasn&#8217;t <em>just <\/em>Half-Life that caused problems for developer Ritual Entertainment. The studio had also accidentally put itself in the bad books of its own publisher.<\/p>\n<p>The story was told by Sin&#8217;s design and marketing lead Robert M. Atkins, on Nightdive Studios&#8217;<a href=\"https:\/\/www.youtube.com\/watch?v=uHG3moSXM8g\" target=\"_blank\"> Deep Dive podcast<\/a>. Speaking to Nightdive CEO Stephen Kick, Atkins explained how Ritual inadvertently became the black sheep of its publishing family.<\/p>\n<p>Atkins says that Ritual had big plans for Sin as a multimedia franchise. The promotional material included both a comic book and an animated movie that ended up coming out after the game launched. But Atkins says there were &#8220;a couple of things&#8221; that hindered Ritual&#8217;s ultimate plans for the game and the wider Sin world. One of these was the founding of Gathering of Developers, a radical new type of publisher formed from an alliance of eight different development studios, of which Ritual Entertainment was one.<\/p>\n<p>&#8220;We were positioning that as a developer-owned publisher. And some of the core things that were being said was &#8216;We started this because we want developers to be treated fairly,'&#8221; Atkins says. &#8220;And some of the things that came out in the press\u2014not necessarily from Ritual, but from people who were at the Gathering leadership\u2014were basically shit-talking publishers.&#8221;<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/uHG3moSXM8g\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>This, apparently, did not go down with Ritual&#8217;s own publisher for Sin, Activision. &#8220;That pissed off Activision because they had given us an outrageously fair deal. We had a 50\/50 royalty deal with Activision. We were the new kids, but it [started] looking like we were [the] problem child because we were bigger than our britches.&#8221;<\/p>\n<p>This, it seems, didn&#8217;t encourage Activision to give Ritual much support. Indeed, Atkins says that Activision didn&#8217;t bother to test the gold master of Sin when Ritual shipped it. This turned out to be a problem because one of Ritual&#8217;s designers had accidentally turned off the game&#8217;s first boss just before the master shipped. &#8220;Activision took the gold master and they didn&#8217;t test the game. So our first boss was turned off,&#8221; Atkins says. &#8220;We got trashed in the press because of bugs \u2026 it really hurt us when it came to reviews.&#8221;<\/p>\n<p>The other problem arrived a month after Sin&#8217;s release, in an unmistakable orange box with a lambda symbol on it. &#8220;This somewhat famous game [called] Half-Life comes out, and we ship[ped] our product a few weeks before Half-Life,&#8221; he says. &#8220;Half-Life just crushed the market. It completely changed the first-person shooter narratives.&#8221;<\/p>\n<p>As such, Sin never saw the success it might have had things been different. But its time in the limelight hasn&#8217;t completely passed.<a href=\"https:\/\/www.pcgamer.com\/games\/fps\/nightdive-re-announces-the-sin-remaster-it-un-announced-3-years-ago\/\"> Sin: Reloaded<\/a>, Nightdive&#8217;s remaster of Ritual&#8217;s shooter, has recently resurfaced after a five-year hiatus. A fixed release date hasn&#8217;t been revealed quite yet, however, so let&#8217;s hope Half-Life 3 doesn&#8217;t get a surprise launch in the meantime.<\/p>\n<div class=\"product\"><a data-dimension112=\"03e28cee-cbef-4b3b-b249-0f1eab051a34\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/05\/the-design-lead-of-half-lifes-biggest-competitor-says-that-its-publisher-was-so-pissed-off-by-the-time-the-game-launched-that-it-didnt-bother-testing-it-properly-we-got-trashed-in-the-press-bec.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"03e28cee-cbef-4b3b-b249-0f1eab051a34\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/fps\/the-design-lead-of-half-lifes-biggest-competitor-says-that-its-publisher-was-so-pissed-off-by-the-time-the-game-launched-that-it-didnt-bother-testing-it-properly-we-got-trashed-in-the-press-because-of-bugs\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Back in the halcyon days of 1998, Ritual Entertainment&#8217;s Sin was shaping up to be the hottest shooter released that year. An over-the-top, hyper-violent gunfest with the backing of John Romero and a dash of what, at the time, qualified as sex appeal, Sin seemed destined to be the shooter on everyone&#8217;s hard-drive by the end of the year. But it didn&#8217;t quite happen that way. A month after Sin&#8217;s launch, Valve released Half-Life, which sucked up all the FPS oxygen with its revolutionary approach to storytelling and environment design. But it turns out it wasn&#8217;t just Half-Life that caused problems for developer Ritual Entertainment. The studio had also accidentally put itself in the bad books of its own publisher. The story was told by&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/the-design-lead-of-half-lifes-biggest-competitor-says-that-its-publisher-was-so-pissed-off-by-the-time-the-game-launched-that-it-didnt-bother-testing-it-properly-we-got-trashed-in-the-press-2\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[91,748],"class_list":["post-1588859","post","type-post","status-publish","format-standard","hentry","category-pc-gamer","tag-fps","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The design lead of Half-Life&#039;s biggest competitor says that its publisher was so &#039;pissed off&#039; by the time the game launched that it didn&#039;t bother testing it properly: &#039;We got trashed in the press because of bugs&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"Back in the halcyon days of 1998, Ritual Entertainment&#039;s Sin was shaping up to be the hottest shooter released that year. 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