Here's an excerpt:
Sacrifice's design looked as if Shiny was trying to aim for creating a game like no other. Ostensibly, it was partially a third-person action game in the same general vein as Tomb Raider. Instead of a gun-toting grave-robbing archaeologist however, you were a powerful wizard struggling to wrestle with the demons of his past, wielding powerful, and arcane magical abilities. Sacrifice was also a real-time strategy game as well: you had at your command a host of powerful ground and air units with unique abilities to command and control in real-time, á la Command and Conquer, but like Myth, it was strategy on a tactical scale, where the loss or key deployment of units at the right time, at the right place marked a razor-thin line between a glorious victory and a disgraceful defeat. Resources weren't merely minerals or gold sitting around on the map waiting to be mined; they were nothing less than the souls of your vanquished enemies, harvested to feed into your growing army. Victory or defeat rested on reaching and defiling an enemy altar - before your opponent did so to yours. The game even threw in some role-playing elements in that wizards gained experience with their battles, gaining access to more powerful spells. All of this was tied together by a strong plot involving a pantheon of gods embroiled in a struggle for power in the wake of a cataclysmic event - gods which each had their own unique spells and creatures to offer to the player, in exchange for their allegiance. Combined with a colourful, graphically gorgeous visual style, it was a game that, had it been released today, would have surely been hailed as a masterpiece.
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