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Kingpin: Life of Crime

From Wikipedia, the free encyclopedia

Kingpin: Life of Crime
Kingpin box art
Developer(s) Xatrix Entertainment
Publisher(s) Interplay
Engine Quake II engine
Release date(s) June 30, 1999
Genre(s) First-person shooter
Mode(s) Single player, multiplayer
Rating(s) BBFC: 18
ESRB: Mature (M)
OFLC: MA 15+
Platform(s) PC (Linux/Windows)
Media CD-ROM
System requirements 233 MHz Processor, 64Mb RAM, OpenGL 3D Graphics card

Kingpin: Life of Crime is a violent first-person shooter computer game developed by Xatrix Entertainment (now Gray Matter Interactive) and published by Interplay in June 1999.

Contents

[edit] Background

Set in a quasi-retro time period, Kingpin features a mix of 1930s art deco crossed with modern technology and ideas. Many modern inventions are conveyed through an art deco style design, giving a unique take on things like helicopters and monorail networks. The setting is described by the game manual as a "past that never happened".

Set in a dark gritty city, the world of Kingpin revolves around crime, gangsters and thugs. The game begins in the most desolate and deprived area of the city, Skidrow, a filthy slum where rats and the homeless wander the streets. It is here that the unnamed player character has been left, after being beaten up by some thugs under the employ of Nikki Blanco, one of the Kingpin's lieutenants. For some reason not explained within the game, Nikki Blanco wants the player character out of his territory for good, and the beating is a warning, that should he ever return, he can expect much worse.

Kingpin is a game about revenge. Picking up a piece of lead piping as a makeshift weapon, the player plots against Nikki and the Kingpin himself. The player's rise to prominence, and his lust for revenge will take him through various areas of the city, from chemical plants through to steel mills and train yards, and eventually onto Radio City, home of the Kingpin's headquarters.

[edit] Gameplay

Gameplay in Kingpin was most noted for its profanity laden dialogue and its graphic depiction of violence. An idea incorporated into the game was that of area specific damage, a shot to the head would deal more damage than a shot on the leg. And to complement this, each game character would also have a deformable skin, which could indicate where the character had been shot and how badly injured he was. Injured characters would also bleed, and leave a blood trail making it easier to follow them. Instead of having a universal armour value for the player, armour would be split into three different types, helmet, body armour and leggings, with separate values for each one. Many of these ideas, including the area specific damage and location specific armour were found in the game SiN, released 6 months earlier.

Another innovative feature of the game was the use of weapon modifications. Various mods could be used to upgrade the weapons in the game. For example, various mods were available for the pistol, one of them could increase its magazine size, another could increase its rate of fire etc. This is similar to the weapon mod feature in Unreal, where the pistol could be continually upgraded throughout the game.

Kingpin also featured heavy NPC interaction for a first-person shooter; the player could interact with NPCs and choose between positive or negative responses. This could lead to various outcomes, the player may glean new information, hire gang members to help him or provoke an enemy into attacking him. The NPC response to the player would also take into account whether the player's gun was holstered or not, some areas, such as bars and clubs which formed as hubs for the chapter would force the player to lower his weapon. The player could also hire gang members to join him, and in some cases this was necessary as the player would need an AI characters specific skill.

Another new feature was the introduction of cash. Fallen enemies could be padded for cash, which could then be used to purchase weapons and ammunition at the pawn-o-matic, a shop which could be found on every chapter. Cash could also be used to hire gang members. This, the heavy amount of NPC interaction and the use of hubs for each chapter gave the game an RPG feel to it.

[edit] Soundtrack

The soundtrack for Kingpin was provided by the rap group Cypress Hill, and featured 3 tracks from their album IV. These tracks were:

  • 16 Men Till There's No Men Left
  • Checkmate
  • Lightning Strikes

Alongside the full versions of these tracks, alternate cuts with the vocals removed were used as backing tracks. Cypress Hill also provided some of the voice acting for the game. It is possible to hear music from Kingpin by playing the game CD in your audio CD player.

[edit] Controversy

The game received a fair amount of controversy due to its graphic depiction of violence and heavy use of profanity. The game picked up increased media attention due to the fact that it was the first high profile first person shooter to be released since the Columbine High School massacre. At that point, computer games were facing increasing pressure from congress and lobby groups seeking an answer to what had influenced the Columbine killers.

Calls for Xatrix to cancel the game were made from various congressmen, the game was debated on the floor of the US senate, and was singled out for criticism in the National Institute on Media and the Family's 1999 report into violent video games. In a response to this, Xatrix implemented a "safe" version of the game, a password protected game mode which meant that the game would play with low violence and bleeped out expletives. Xatrix also stressed that Kingpin was not in any way, shape or form aimed or marketed at minors, with a warning message during the installation stage from the Xatrix CEO, Drew Markham himself:

"In light of the recent acts of youth-related violence that have taken place across America we thought that you should know how 'Kingpin' was initially conceived. Kingpin was never intended for children. This is a game with mature themes made for a mature audience. There was never any attempt to market or influence children to buy Kingpin."

Still, the controversy led various retailers to not stock the game, including Best Buy, Wal-Mart and Toys "R" Us. Xatrix team member Greg Goodrich would claim later that "If it wasn't for Electronics Boutique, the game might have never seen the light of day in North America."

[edit] Critical reaction

Upon its release, Kingpin received generally favourable reviews from the gaming press. High praise came from PC Zone, who awarded the game 92% and gave it a "classic" award, praising it for opening the floodgates to more adult orientated games. Adrenaline Vault also liked the game, giving the game 4/5 in their review; stating that it was an "involving and intense first-person shooter". However, due to various small flaws, such as enemies relying on an "unfairly quick reaction time and near perfect accuracy" instead of intelligent behaviour, meant that it lacked the overall quality of a 5 star title. Reaction from GameSpot was also positive, with the game being given a rating of 7.3. GameSpot were particularly impressed at the way that Xatrix had used the then 2 year old Quake II engine, calling the gameworld a "beautifully depicted metropolitan nightmare". IGN enjoyed the game, giving it a score of 8.3, noting its excellent level design, and the advanced NPC interaction.

PC Gamer (UK edition) scored the game highly as well, giving it a 90% rating, describing the game as "an incredible achievement in terms of graphics, AI and level design and a nasty, bloody, swear-fest". Incidentally, the most scathing reaction to the game came from the publication's US edition, where the game managed only a paltry 53% in its review. It was felt that the game was too shallow, offered nothing new to the genre and was peppered with bugs and oversights. This may have been because the game was rushed out in order to meet Interplay's fiscal quarter, a decision that Xatrix could not argue with.

Kingpin would prove to be Xatrix's last game; on the day that Kingpin shipped, Xatrix Entertainment ceased to exist. Many of their team however, would reform later to create Gray Matter Interactive Studios.

A sequel to the game went in production in Interplay in 2005. Work got as far as creating a playable demo version of a level, but after a string of disastrous decisions of the company's CEO, the project was cancelled and soon afterwards, Interplay itself practically collapsed.

[edit] References

[edit] External links

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