Requiem: Avenging Angel

Requiem: Avenging Angel

What engine does this game run on?
I tried to find something reliable, but wasn't successful. I assume it's the quake 2 engine but the movement feels very different. In the manual and the credits is no word about any licensed engine. Maybe something custom made?
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Showing 1-9 of 9 comments
-|Nur|- Mar 21, 2019 @ 2:13pm 
It uses an in-house engine; dunno what it's called.
Thanks. It's really crazy how many game engines were around there that time. Unreal, sith, lithtech and some that looked a lot like quake2. For instance this games' engine or the one for Vampire: Redemption.
-|Nur|- Mar 22, 2019 @ 5:12am 
Back then a single coder could put together an engine in just a few months and revolutionize standards. Everything is so specialized these days. It's really the same as in physics these days; the potential for a single guy (think of Einstein, Schrödinger or Maxwell) to revolutionize a given field (or entire physics) with just one paper is quite low these days despite the fact that today's scientists know a lot more about physics than they did.
eXic'>>ales<< May 3, 2019 @ 4:28pm 
if i remeber this was first game with Dx7.0a features. was very funny
The game run on Lithtech. I was very active with this game back in the day.
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
Boy its been a while... I think they used Lithtech and modified it a LOT. At some point they had the notion of license it out but I talked to one of the devs way back in the day and they said that once management realized they would have to put a few million into the engine to make it more user friendly they dropped the idea.

https://www.gamespot.com/articles/3do-to-license-engine/1100-2465000/
Cellsiuss Dec 31, 2023 @ 6:17pm 
It wasnt Lithtech, This game is not listed on the wiki.
it was their original engine.
cogeneration Mar 1, 2024 @ 6:10pm 
I was a programmer on Requiem. It was my first job out of college in July 1996. We wrote Requiem and its level editor from scratch in C++. I don't think we ever officially named the engine. I guess unofficially it was called the Requiem engine. We were a team at 3DO, which was a good sized (300 person?) developer/publisher. By the time I was hired, they had ditched the 3DO console and were only making 3rd-party games.

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.
Originally posted by cogeneration:
I was a programmer on Requiem. It was my first job out of college in July 1996. We wrote Requiem and its level editor from scratch in C++. I don't think we ever officially named the engine. I guess unofficially it was called the Requiem engine. We were a team at 3DO, which was a good sized (300 person?) developer/publisher. By the time I was hired, they had ditched the 3DO console and were only making 3rd-party games.

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.
Last edited by IMn4M3nDERfr3UNDsch4FT; Mar 2, 2024 @ 4:09am
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