Why Monolith Mattered

GMTK qywq_1GVIGI Watch on YouTube Published February 25, 2025
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1,758 words Language: en

In the past few years, we have seen an unbearable number of layoffs and studio shutdowns across the games industry. It's estimated that 14,000 game developers lost their jobs in 2024, and this year isn't looking any better. In February alone - just February - we've seen cuts and redundancies at Sumo Digital, Iron Galaxy, N Dreams, Hi-Rez, Unity, Crytek, NetEase, Night School, Bossa Games, Striking Distance, and more. Each one of these layoffs is someone's life being upended. And it's another talented individual who may be forced to leave the games industry altogether if they're unable to find another posting. It just all sucks. But this newest one, announced yesterday - man, this one really stings. Warner Bros just announced that it's closing three of its studios - Player First Games, which made Multiversus, WB Games San Diego, which was working on some unannounced project, and - here's the big one - Monolith Productions. Monolith is a studio I have long respected. It's been in business since 1994, and while it may not be as famous or storied as developers like id, or Valve, or Infinity Ward, its gameography is… man, it's just banger after banger. Its back catalogue is filled with games that are wildly inventive, ever so stylish, and almost always pushing the industry forward with some new technology or design innovation. So I wanted to take a moment to acknowledge this studio's passing, as it moves from an is to a was on Wikipedia. And I want to do that by reminiscing on my five favourite games made by Monolith. Is that okay? Can we do that? No deep design analysis? I just want to take a moment to pour one out for a criminally underrated developer that deserved far better than this. Okay. So, back in the late 90s, I was obsessed with the Build Engine, which was the 3D game-making tool that powered Duke Nukem 3D. And that meant I wanted to play any and all games that used Build. And that's how I stumbled upon Monolith's first major game, Blood. This is a fast-paced boomer shooter with inventive weapons like a spray can and lighter, a voodoo doll, sticks of dynamite, and a pokey little pitchfork as your melee weapon. Now this is a weird and often anachronistic game. It's part Wild West, part occult fantasy, and there's a little sci-fi thrown in there for good measure. You play as an undead gunslinger fighting zombies and demons, and it's all rendered with a crazy claymation aesthetic that comes from the sprites being low-res photos of clay sculptures. It is 100% a game of its time. It's very 90s, which means it's packed with secrets and movie references, and it's ridiculously hard, and the levels are complete mazes. But it's also a lot of fun. I played a lot of janky first-person shooters in this era, but Blood is one I fondly remember. Then in 2000, we got The Operative - No One Lives Forever. This was a sassy 60s spy adventure and obvious James Bond spoof, featuring one of gaming's coolest female characters, Kate Archer. She's a badass secret agent whose make-up bag and wardrobe is secretly a stash of lockpicks, lasers, and grenades. Now, while Blood was a simple "shoot everything that moves" kind of game, NOLF - and its excellent sequel - was a lot more cerebral. Levels were open-ended and could be solved in multiple ways. So you could use gadgets and stealth to avoid danger altogether, or just go in guns blazing. Up to you. And the stealth was solid, taking cues from top games like Thief - so enemies could notice dead bodies, or even your footprints in the snow. And on top of that, the game had bombastic scenarios with vehicles and chase sequences, it had a brilliant sense of style, and - best of all - tons of humour. My favourite touch? If you sneak up on enemies and don't kill them, you can listen in on their conversations - which were usually packed with jokes and references. ENEMY: People don't realise how an unhappy family life can turn a man to crime. This game, and its sequel, were among the best of their respective years. They won loads of Game of the Year awards, and were often compared positively to peers like Half-Life. But unlike Half-Life, the NOLF games are often entirely forgotten in conversations about genre-defining shooters. Though that's probably due to a lack of preservation. You can't easily revisit this one on Steam or GOG or whatever. And that's because the game's IP rights are tied up between multiple companies and no one really knows who owns it. So don't expect a remaster any time soon. But if you can't be bothered to get this thing working on Windows 11, well, take it from me - this one was brilliant. In 2005, Monolith returned to first-person shooters with F.E.A.R. - a crunchy, grizzly action thriller that mixes military firefights with, well, Japanese horror movies. Which means that the breathless shootouts are interspersed with spooky corridors, jump scares, and a creepy little girl called Alma. But perhaps the game's most notable legacy was its envelope-pushing use of AI. No, not that AI. I mean enemy behaviour AI. So building on work from the NOLF games, FEAR featured a type of enemy behaviour that's legendary among AI developers. It's called goal-oriented action planning. So in more traditional AI systems, enemies swap between distinct states - you know, like idle, alert, in combat, moving to cover. That can make them pretty stiff and predictable. But with GOAP, an enemy has a goal - like kill the player or investigate a sound - and then formulates a plan based on a series of actions that should fulfil that goal. And then it constantly readjusts its plan based on the world state. This made enemy encounters feel more organic and erratic - more like fighting real players than simplistic whack-a-mole baddies. And the same tech was used in STALKER, as part of that game's much-loved A-Life NPC system. So you know what? Perhaps it's time for game makers to give this tech another look. I'll put a link in the description to AI and Games' video on the topic. We're still in 2005, because in that same year Monolith released another banger, Condemned: Criminal Origins. So this is a gritty, psychological thriller inspired by serial killer movies like Se7en and The Silence of the Lambs. And it's another first-person shooter, right? Well maybe not. Because while it starts that way, with FBI agent Ethan Thomas wandering around with a pistol, you're quickly disarmed and forced into brutal melee tussles with your enemies. So you'll have to create improvised weapons from the environment, like lead pipes, planks of wood, and so on. A bit like the new Indiana Jones game. It becomes a game about messy, scrappy, sweaty brawls in disgusting run-down tenements. The fights feel visceral and in-your-face. And the enemies are unpredictable. Some storm towards you aggressively, while others flee or hide in the shadows, waiting to strike later. It's harrowing stuff. You just kinda want to get out of there and take a shower. It's a shame the game didn't make better use of its forensic tools - it's no detective game - but the atmosphere? Man, that was unmatched. And then in 2014, we got Monolith's most ambitious game yet, Middle-Earth Shadow of Mordor. What could have been a totally forgettable Lord of the Rings tie-in, turned out to be one of the most bold and forward-thinking games ever created, thanks to its prized nemesis system. So among the cannon fodder orcs roaming the soggy marshlands of Mordor, you've got a number of orc captains - each with a unique name, look, personality, and set of skills. But most importantly, they also have a memory of their run-ins with you, the player. So if you run away from an orc, you might stumble upon that same ugly bugger an hour later and they'll call you out for being a coward. Or you might kill an orc by chopping off their leg, only to find they secretly survived that encounter and they've now got a prosthetic leg and a score to settle. It made for an incredibly rich and dynamic story generation system, with every player getting a unique narrative. And the sequel, Shadow of War, expanded on the idea even further, letting you create your own team of orcs and deal with backstabbing soldiers, enemy spies, and more. Sadly, the system was locked under a patent, so no other developers have been able to use a similar system for fear of getting sued. Boo. So that's Monolith. Or at least, Monolith to me. The studio made other games too, like Shogo, a Tron game, a Matrix MMO, and a Middle-Earth MOBA, I guess. I didn't play any of those. But to me, of the games I played, Monolith's games all had something in common. Each one took some interesting inspiration, usually from movies - whether that's James Bond, or Ring, or Se7en, or Lord of the Rings. And then it mashed it up with some forward-thinking design or technology, like stealth, complex AI, frantic melee combat, or the impressive Nemesis system. This made for games that succeeded on both style and substance. You could enjoy these games for their story and their style, or study them for their design and their technology. And look, I'm not trying to tell you that every game was some greatest of all time classic. Monolith's games were often ugly and a little janky, and outside of No One Lives Forever, the environments often felt pretty same-y throughout the whole game. A whole lot of shipping containers and office blocks. But these were those quintessential 8 out of 10 games. Games that were swinging for the fences, trying something different and new, and mostly succeeding. And I think we need that, right? But now, it's gone. It's in progress, Wonder Woman game is dead, and Monolith is no more. Shut down so Warner Brothers can focus exclusively on the franchises that make the most money. Except when they don't. But I'll leave the industry commentary to someone else. I just want to say thanks and goodbye to an underrated and underappreciated studio that has made some truly brilliant games. Thanks, Monolith. If you want to know more about the Nemesis system, click here for my video on that.

Summary

The video reflects on the closure of Monolith Productions, a respected but underrated game developer, by celebrating its innovative and influential games that blended cinematic inspiration with groundbreaking design and technology.

Key Points

  • Monolith Productions has been shut down by Warner Bros, marking the end of a studio that created several innovative and stylistically bold games.
  • The creator highlights five key Monolith games: Blood, No One Lives Forever (NOLF), F.E.A.R., Condemned: Criminal Origins, and Middle-Earth: Shadow of Mordor.
  • Monolith's games often drew inspiration from films like James Bond, Japanese horror, and Lord of the Rings, combining style with innovative mechanics.
  • F.E.A.R. introduced advanced AI using Goal-Oriented Action Planning (GOAP), making enemy behavior more dynamic and realistic.
  • Condemned: Criminal Origins featured visceral melee combat and a gritty psychological horror atmosphere, emphasizing messy, improvised fights.
  • Middle-Earth: Shadow of Mordor's Nemesis system allowed for dynamic, personalized enemy encounters based on player actions and memories.
  • The Nemesis system was patented, preventing other developers from using similar mechanics, highlighting the studio's unique contributions.
  • Despite some technical flaws and repetitive environments, Monolith's games were consistently inventive and pushed the industry forward.
  • The studio's closure reflects broader industry trends of layoffs and studio shutdowns, especially as companies prioritize profitable franchises.
  • The video serves as a tribute to Monolith's legacy and a call to appreciate underrated developers who contributed significantly to game design.

Key Takeaways

  • Appreciate the impact of underrated studios like Monolith that innovated in game design and technology despite not being mainstream.
  • Study how blending cinematic inspiration with innovative mechanics can create memorable and unique gaming experiences.
  • Recognize the importance of AI advancements like GOAP in creating more dynamic and believable enemy behavior.
  • Understand how systems like the Nemesis mechanic can generate personalized narratives, enhancing replayability and immersion.
  • Support preservation efforts for classic games to ensure future generations can experience influential titles like No One Lives Forever.

Primary Category

Game Design Analysis

Secondary Categories

Game Reviews Retro Gaming Game Industry News

Topics

Monolith Productions Blood No One Lives Forever F.E.A.R. Condemned: Criminal Origins Middle-Earth: Shadow of Mordor AI in games Goal-Oriented Action Planning Nemesis system Studio shutdown

Entities

people
Ken Silverman Kate Archer Ethan Thomas
organizations
Monolith Productions Warner Bros. Games WB Games San Diego Player First Games Sumo Digital Iron Galaxy N Dreams Hi-Rez Unity Crytek NetEase Night School Bossa Games Striking Distance
products
technologies
domain_specific
video_games game_genres game_characters game_developers game_publishers game_platforms technologies

Sentiment

0.60 (Positive)

Content Type

op-ed

Difficulty

intermediate

Tone

nostalgic educational entertaining critical passionate