Posted November 19, 2008
After your great reception of the [url=/en/editorial/editorial_giants_citizen_kabuto]Giants: Citizen Kabuto[/url] retrospective, Evan Shamoon is taking us behind-the-scenes of the development process of David Perry's Sacrifice.
[url=/en/editorial/editorial_sacrifice][/url]Essentially, [url=/en/gamecard/sacrifice]Sacrifice[/url] was a 3D real-time strategy game before 3D real-time strategy games existed. Unlike the genre’s leaders at the time—the Command and Conquers and Warcrafts of the world—Sacrifice took the bold step of letting the player control an individual character on the battlefield, and offered them the opportunity to play the game from an entrenched third-person perspective. It put the player in the action for the first time, rather than above it.
[url=/en/editorial/editorial_sacrifice][/url]Essentially, [url=/en/gamecard/sacrifice]Sacrifice[/url] was a 3D real-time strategy game before 3D real-time strategy games existed. Unlike the genre’s leaders at the time—the Command and Conquers and Warcrafts of the world—Sacrifice took the bold step of letting the player control an individual character on the battlefield, and offered them the opportunity to play the game from an entrenched third-person perspective. It put the player in the action for the first time, rather than above it.