MarketThe Suffering (video game)
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The Suffering (video game)

The Suffering is a first-person/third-person shooter horror video game developed by Surreal Software for PlayStation 2, Xbox and Microsoft Windows. Stan Winston studios helped with the game's design. The game was published by Midway Games for PlayStation 2 and Xbox. The PC version was published by Encore in North America and by Zoo Digital Publishing in Europe. In North America, the game was released for the PlayStation 2 and Xbox in March 2004, and for PC in June of the same year. In Europe, it was released for the PlayStation 2 and Xbox in May, and for PC in July. A port was also planned for the GameCube, but was cancelled. In 2017, the game was released on GOG.com by Warner Bros. Interactive Entertainment, the current owner of the IP after acquiring publisher Midway Games' assets following the latter company's bankruptcy in 2009.

Gameplay
The Suffering is an action game in which the player controls Torque, the player character, from either a first-person or third-person perspective, depending on their preference. The game is fully playable in both first and third-person views, with all actions available in both modes. Most of the enemies in the game are representative of the different types of execution methods that have taken place on Carnate Island. Slayers represent decapitation, Marksmen represent death by firing squad, Mainliners represent lethal injection, Noosemen represent hanging, and Burrowers represent being buried alive. Other creatures represent events from Carnate's history. Festers are the reincarnation of slave traders who ran their slave ship aground on Carnate, and left their slaves tied up in the hold to be eaten by rats, rather than freeing them. Infernas are the trapped spirits of three children who accused eleven innocent people of being witches during the time of a Puritan settlement on the island. The eleven people were burnt alive. Interestingly these monsters, when not killing humans, are frequently seen fighting and killing each other. in third-person mode. Torque's health and insanity meter are on the bottom left. On the bottom right are, from top to bottom, his Xombium bottles, flashlight batteries, projectile weapon count, and ammo count. As Torque kills enemies during the game, an on-screen meter called his "insanity meter" begins to fill. Once it is full, it begins to flash, and at this point, Torque can transform into a monster. In this form, Torque can tear enemies apart and can perform several powerful attacks. The more enemies Torque kills whilst in this form, the more powerful the monster becomes and the more combo moves become available. However, when in this form, Torque's health depletes, and if he doesn't change back to his human form prior to his health meter fully depleting, he will die. A major part of the gameplay in The Suffering concerns Torque's morality. At numerous points during the game, the player will encounter situations where they have several choices as to how to proceed. These situations involve NPCs, and the choices are usually to help the person (good morality), kill them (bad morality), or ignore them (neutral morality). In many situations, when Torque first encounters an NPC, the player will hear the voice of Torque's dead wife urging him to help them, and almost immediately afterwards will hear the voice of his inner demon urging him to kill them. How Torque's actions affect his morality is usually indicated by the reaction of his wife, who will praise him if he commits a good act and chastise him if he does something evil. ==Plot==
Plot
The game begins as silent protagonist Torque is being escorted by CO Ernesto Alvarez (voiced by Mark Dias) onto death row in Abbott State Penitentiary on Carnate Island, off the coast of Maryland, an island with a long and troubled history. Torque has been sentenced to death for murdering his ex-wife and their two children, although he claims to have blacked out during the incident, and can remember nothing. Shortly after entering his cell, an earthquake rocks the prison, and moments later, all of the inmates on death row except Torque are killed by Malefactors, a grotesque race of supernatural creatures manifested from various forms of deaths that took place on Carnate Island and are bent on purging any life they run into. One of the creatures opens Torque's cell, and he sets out to escape. After seeing several guards killed by the creatures, Torque uses security monitors to find the entire prison is under attack. He then gets a phone call from his dead wife, Carmen (Rafeedah Keys), telling him the island is more than a prison, that it brings out evil in everyone, and advising him to escape as soon as he can. Descending to the basement, he soon encounters the spirits of three of Abbot's most famous occupants. Dr. Killjoy (voiced by John Armstrong) was a psychiatrist/surgeon who ran an insane asylum on the island in the 1920s. Obsessed with discovering what is wrong with Torque, Killjoy appears as an image projected from 16 mm film projectors. Hermes T. Haight (John Patrick Lowrie) was the executioner in Abbot for twenty-seven years, before he committed suicide in the gas chamber. He appears as a green vapor formed into the shape of a human. Hermes is determined to drive Torque into unleashing the evil inside him. Horace P. Gauge (John Armstrong) was an inmate who was executed in the electric chair for murdering his wife during a conjugal visit. Full of guilt for his actions, he claims Carnate drove him to it, and wants to help Torque realize his decency. He appears in the form of electricity. They teach Torque how to unleash the anger inside himself and transform into a powerful monster, although the transformation is only in Torque's mind. Torque then encounters a fellow inmate, Dallas (Mark Berry), who he knows from his previous prison, Eastern Correctional Institution. They head through the eastern cellblock, where Torque has a vision of Carmen, who explains why she left him; when he was incarcerated for the second time, she knew she needed to make a change to her life. Torque and Dallas make it to the loading bay, and Torque heads to the control room, opening the doors, and allowing Dallas to escape. However, a fire starts, preventing Torque from following. He then hears a call from Consuela Alvarez (Meg Savlov), Ernesto's wife, asking Ernesto to call her. She tells him that she and the girls are fine, but there is a fire in the nearby forest getting closer to their house. Torque heads to the western cellblock, where he has another vision of Carmen, telling him she is pregnant but is filing for divorce. Torque heads to the radio room, finding the radio is working, but something from the asylum is preventing communication with the mainland. Torque heads to the asylum, and encounters Killjoy, who is determined to "cure" him using his "Rebirth Machine". Torque fights through a series of tests set by Killjoy before destroying all his projectors. Killjoy then tells Torque to return to the prison, where he will give him his diagnosis. Torque heads back to Abbot by way of the beach, where he encounters Clem (Ross Douglas), an elderly inmate who was in the middle of an escape when the earthquake struck. Clem has a small one-person boat ready to sail, but needs Torque's help fighting creatures emerging from a wrecked slave ship before he can leave. Torque sets fire to the wreck, enabling Clem to escape. He enters Abbot's sewer system where he encounters Horace, who tells him Abbot wants his soul. He then heads to the electric chair, destroying it and releasing Horace's spirit. Returning to death row, he finds Killjoy's diagnosis, and then returns to the radio room. Successfully sending a signal, he learns a Coast Guard vessel is on the way. However, Carnate's lighthouse is not working, and must be reactivated before the vessel can approach the island. Torque heads to the lighthouse, passing through the old military barracks, Fort Maleson. In the fort, he encounters Hermes, who forces him to fight. Torque defeats him by using pressurized gas to push Hermes into a furnace. He continues to the lighthouse, outside of which he meets Ernesto, who is trying to find his family. They restore power, and reactivate the lighthouse, arranging to meet the ship at the dock. They then head to the nearby village to look for Ernesto's family. The gate to town is locked, but in return for freeing his soul, Horace opens it. They then encounter a broken bridge, but, impressed with Torque's efforts to kill him, Hermes helps them cross. As they near the village, however, they are separated by a fire, and Ernesto goes on alone, telling Torque to get to the docks. As he arrives, he encounters Killjoy, who tells him to cure himself he must face what awaits him, and only by using the Rebirth Machine can he defeat it. Torque heads to the docks where he encounters a massive creature with a miniature version of himself protruding from its stomach. Torque fights and defeats the creature while remembering the truth about his wife and children's deaths, leading to one of three endings, depending on the player's actions through the game: • Good ending: Torque remembers that his wife and children were killed while he was spared by two criminals under orders of a third individual called "The Colonel", who also incriminated Torque in order to make him suffer. Torque heads to the docks and is picked up by the Coast Guard. On the boat, the captain recognizes him, and reveals that his case has been reopened after the prosecutor was indicted, and Torque will likely have a retrial. The game ends with the boat sailing away from Carnate. • Neutral ending: Torque remembers that he accidentally killed his wife during an argument, and, out of revenge, his eldest son drowned his younger brother before killing himself. When the Coast Guard arrives, Torque knocks the captain out and commandeers the boat, sailing away from Carnate. • Bad ending: Torque remembers that he was the one who killed his family after all. When the Coast Guard arrives, Torque transforms into his monster state and kills the captain, before running back into the woods of Carnate. ==Development==
Development
Story and influences The origins of The Suffering date back to early 2002 when the game was originally called "Unspeakable". Surreal Software game designer Richard Rouse III wrote a two-page pitch, which described the game as "a stylized horror shooter; with the frenetic gameplay of Devil May Cry meets the horror setting of Resident Evil and the immersive game-world of Half-Life." However, it was also important that the creatures, and the game as a whole, have a real world basis, so as to enhance the horror. Rouse explains, Game mechanics An important element in the design process was what Rouse refers to as "player-empowerment;" allowing players a great deal of freedom within the game world. A key concept in this was that the player's actions would work to determine the guilt or innocence of Torque; A great deal of time was also spent working out the control scheme. The game originally had a target-lock system, based on the controls in Syphon Filter and Devil May Cry. However, the developers were unhappy with this system as they felt the gameplay was based more on "PC-style shooters" such as Half Life, which uses a mouse and keyboard control scheme to facilitate easier free aiming, rather than a target lock system. As such, "with our controls for a console-style shooter but our gameplay from a PC-style shooter, about a year into development we realized we had a dangerous disconnect in our design that made our game tedious instead of fun." However, with the release of successful console third-person shooters such as Max Payne, Halo, Medal of Honor: Frontline, and SOCOM, all of which "eschewed target-lock in favor of double-stick control schemes that simulated the mouse/keyboard experience from the PC", the team decided to scrap their target-lock system and go with a free aim system; "looking at the sales for these titles, we concluded the installed base of players who were familiar with these controls was now large enough that we could take the risk of turning off a few newbies. The change was a huge success for the game: it fixed the disconnect in our gameplay and added depth that had been completely missing." Midway officially announced the game on April 15, calling it an "action-packed survival horror game set in a maximum security prison". Helene Sheeler, vice president of marketing for Midway stated, "The Suffering redefines terror with a chilling look into a penitentiary haunted by apparitions of executed prisoners grotesquely reincarnated as the methods of executions that befell them." It was also revealed the creatures in the game were designed by Stan Winston Studios. Several days later, Midway revealed the game's fictional prison, Abbot State Penitentiary, located on Carnate Island, off the coast of Maryland was partially based on Alcatraz, located on Alcatraz Island off the coast of San Francisco. In the game, Abbot had been built from the remains of a World War II army base, whereas Alcatraz was originally a military prison. They also revealed the game would be M-rated, and the 3D game engine would draw the locations in real-time (as opposed to the 2D pre-rendered backgrounds found in the Resident Evil games). On October 28, Midway announced the GameCube version had been cancelled, explaining "we want to concentrate on the leading platforms in the marketplace when it comes to launching original product. We are still publishing titles like Blitz and Hitz for the Nintendo GameCube, but for The Suffering we are concentrating on the Sony PlayStation 2 and Microsoft Xbox." The game went gold on February 23, 2004, with a North American release date set for March 8. David Zucker, Midway's CEO, projected revenues of $140 million for the fiscal year of 2004, an increase of over 50% from that of 2003. CFO Thomas Powell stated the targets were based primarily on the company's high hopes for The Suffering, and their "second tier of titles", including NBA Ballers, MLB Slugfest, and Psi-Ops: The Mindgate Conspiracy, as well as titles coming later in 2004 such as Mortal Kombat: Deception, Area 51, and NARC. On May 5, Encore announced they would be releasing the game for Windows at the end of the month. Musical score The music for The Suffering was composed by Erik Aho, who had previously worked with Surreal Software on ''Drakan: The Ancients' Gates''. The original concept for the music and sound design was proposed by lead sound designer Boyd Post. The concept entailed creating "instruments" out of objects found in the environments depicted in the game, and using them to create both the sound design and the music, which would organically intertwine with one another. According to Post, Erik Aho further explains, Instruments were also created by Seattle musician/instrument designer Ela Lamblin. These included a Stamenphone ("a sort of cross between a waterphone and a tambura that can be bowed to create droning tonal melodies or struck for a percussive metallic resonating sound") and Orbacles ("hollow metal pods large enough to fit a person inside. These could be struck to create percussive impacts, bowed with superballs to create moaning ambiences and played like congas to create rhythms"). These were combined with other objects such as hubcaps, railroad spikes, hammers and glass jars. Metal rods "were about 8-10 feet long and were played by rubbing rosin-coated gloves lengthwise along the rods. These created otherworldly drones that were later put into a sampler, pitched up and down and layered to create ambiences. The rods were also struck to create violent shrieks and metallic percussive sounds." A mounted bicycle wheel "was played by cranking the wheel and scraping different objects across the spokes." On September 8, 2017, both The Suffering and The Suffering: Ties That Bind were released on GOG.com as DRM-free titles. On September 1, 2024, both games were removed from GOG.com, as requested by Warner Bros. Interactive. ==Reception==
Reception
The Suffering received "generally favorable reviews"; the PC version holds an aggregate score of 80 out of 100 on Metacritic, based on twenty-six reviews; Sales The Suffering was a commercial success, selling over 1.5 million units worldwide across all platforms. The game was also credited with putting Midway "back on the map" as a major video game publisher after several years of games underperfoming. In April, Midway announced their projected revenue for the first quarter of 2004 was $18 million, primarily due to the success of The Suffering. On April 6, Midway purchased Surreal Software. Midway CEO David Zucker stated "The positive market reception to The Suffering illustrates our ability to successfully develop and release entirely new properties that resonate strongly with the growing audience of sophisticated, mature gamers. The acquisition of Surreal Software Inc., the visionary developer behind The Suffering, strengthens our internal product development team and reinforces our ability to create high quality games." Surreal's co-founder, and The Sufferings director Alan Patmore stated "We developed a great working relationship with Midway during the development of The Suffering and feel that partnering with them will allow us to increase the quality of our titles by providing us with additional resources--and by allowing us to leverage their resources and expertise. It's that simple. We just want to make great games and feel that the acquisition will help us accomplish this goal." ==Film==
Film
On September 8, 2005, Midway and MTV Films announced a film adaptation based on both The Suffering and The Suffering: Ties That Bind was in development. Stan Winston had signed on to work on the project, with producers Jason Lust and Rick Jacobs. No writers, actors or directors had yet been approached. However, there have since been no further developments, with the project presumably cancelled. ==Notes==
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