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Fun fact, you can import the characters model files into half life. Granted it runs but if you see another player it crashes. At least thats how it worked decades ago.
Lithtech = https://en.wikipedia.org/wiki/LithTech
https://www.gamespot.com/articles/3do-to-license-engine/1100-2465000/
it was their original engine.
This engine was then used to make Crusaders of Might and Magic (1999 PC), Warriors of Might and Magic (2001 PS2), and Shifters of Might and Magic (2002 PS2).
It took us 3+ years to make Requiem and it was a flop, so 3DO rightfully wanted to get some value out of the engine they'd spent so much money on. So we were in a mad dash to put out those three games as fast as possible. I don't know the financials, but I'm guessing none of them were profitable. Though 3DO was a public company so there was some value in being able to tell stockholders "we have X number of releases this quarter". That's about all those games were good for. Though I have a fondness for them all.
Hey Congeneration,
thanks for the glimpse behind the scenes back in the days! - though, it's always sad to hear when games with a lot of hard work put into didn't find enough resonance at their initial release.
Additionally, it's super important to hear the voices of developers and publishers, hear their stories and learn about the commercial circumstances in order to create some understanding in the gaming community for the tough business that game development is.
Anyway, you did a great job back then and I think Requiem can be considered as a cult classic now - one that I still like to play.