Sin Episodes: Emergence (PC) Review
May 31st, 2006 by Bob Buskirk

The Steam distribution system has introduced some fantastic games since its introduction, including the very well-received Darwinia last year. Most recently, Ritual Entertainment has started releasing a series of first-person shooter episodes titled Sin Episodes. There are 9 episodes in total following an in-depth story of a security force commander John Blade. The game uses the Half-Life 2 engine on the back end but has been tweaked by the experts at Ritual to be an even better graphical system and add their own unique interactive environments.
The Steam distribution system has introduced some fantastic games since its introduction, including the very well-received Darwinia last year. Most recently, Ritual Entertainment has started releasing a series of first-person shooter episodes titled Sin Episodes. There are 9 episodes in total following an in-depth story of a security force commander John Blade. The game uses the Half-Life 2 engine on the back end but has been tweaked by the experts at Ritual to be an even better graphical system and add their own unique interactive environments.
The first episode, Emergence, was released on May 9th and has provided some incredibly enticing gameplay so far. Instead of providing an entire Sin Episodes review (that wouldn’t be finished until quite some time anyway), I’ve decided to provide you a progressive report on each episode as it comes out. There won’t be any spoilers from each episode (unless maybe in future episodes that reference something from earlier episodes), however it is designed to just be a review of the Sin Episodes as each gets released.
As is initially the most prominent aspect of a game, the graphics (and physics) are always an important emphasis on whether the game is even playable or enjoyable. Sin Episodes has, fortunately, created a world that is both visually stunning as well as tweaked to perfection. Building off of the Half-Life 2 engine and it’s great visuals, ranging from HDR to rag-doll physics, they’ve used this power to build the basics and implement it seamlessly into the gameplay. The faces and expressions are a bit more polished than those in Half-Life 2 (although I may contest that Alyx was almost perfect in every way - visually). The environment is also very detailed, including every leaf of every plant and all other objects textured entirely.
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