Why Monolith Mattered
Game Maker's Toolkit
0:00 In the past few years, we have seen an unbearable number of layoffs
0:04 and studio shutdowns across the games industry.
0:08 It's estimated that 14,000 game developers lost their jobs in 2024,
0:13 and this year isn't looking any better.
0:16 In February alone- just February- we've seen
0:20 cuts and redundancies at Sumo Digital, Iron Galaxy,
0:23 N Dreams, Hi-Rez, Unity, Crytek, NetEase,
0:27 Night School, Bossa Games, Striking Distance, and more.
0:32 Each one of these layoffs is someone's life being upended.
0:35 And it's another talented individual who may be forced to leave
0:39 the games industry altogether if they're unable to find another posting.
0:43 It just all sucks.
0:45 But this newest one, announced yesterday- man, this one really stings.
0:50 Warner Bros just announced that it's closing
0:52 three of its studios- Player First Games, which made Multiversus,
0:56 WB Games San Diego, which was working on some unannounced project,
1:01 and- here's the big one- Monolith Productions.
1:05 Monolith is a studio I have long respected.
1:08 It's been in business since 1994,
1:10 and while it may not be as famous or storied as developers like id,
1:15 or Valve, or Infinity Ward,
1:18 its gameography is… man, it's just banger after banger.
1:23 Its back catalogue is filled with games
1:26 that are wildly inventive, ever so stylish,
1:29 and almost always pushing the industry forward
1:32 with some new technology or design innovation.
1:35 So I wanted to take a moment to acknowledge this studio's passing,
1:40 as it moves from an is to a was on Wikipedia.
1:44 And I want to do that by reminiscing
1:47 on my five favourite games made by Monolith.
1:50 Is that okay?
1:51 Can we do that?
1:52 No deep design analysis?
1:54 I just want to take a moment to pour one out
1:58 for a criminally underrated developer that deserved far better than this.
2:03 Okay.
2:04 So, back in the late 90s, I was obsessed with the Build Engine,
2:10 which was the 3D game-making tool that powered Duke Nukem 3D.
2:15 And that meant I wanted to play any and all games that used Build.
2:20 And that's how I stumbled upon Monolith's first major game, Blood.
2:25 This is a fast-paced boomer shooter with inventive
2:29 weapons like a spray can and lighter, a voodoo doll, sticks of dynamite,
2:34 and a pokey little pitchfork as your melee weapon.
2:38 Now this is a weird and often anachronistic game.
2:42 It's part Wild West, part occult fantasy,
2:45 and there's a little sci-fi thrown in there for good measure.
2:49 You play as an undead gunslinger fighting zombies and demons,
2:52 and it's all rendered with a crazy claymation aesthetic
2:56 that comes from the sprites being low-res photos of clay sculptures.
3:02 It is 100% a game of its time.
3:05 It's very 90s, which means it's packed with secrets and movie references,
3:11 and it's ridiculously hard, and the levels are complete mazes.
3:15 But it's also a lot of fun.
3:17 I played a lot of janky first-person shooters in this era,
3:23 but Blood is one I fondly remember.
3:26 Then in 2000, we got The Operative- No One Lives Forever.
3:32 This was a sassy 60s spy adventure and obvious James Bond spoof,
3:38 featuring one of gaming's coolest female characters, Kate Archer.
3:42 She's a badass secret agent whose make-up bag
3:45 and wardrobe is secretly a stash of lockpicks, lasers, and grenades.
3:51 Now, while Blood was a simple "shoot everything that moves" kind of game,
3:55 NOLF- and its excellent sequel- was a lot more cerebral.
3:59 Levels were open-ended and could be solved in multiple ways.
4:03 So you could use gadgets and stealth to avoid danger altogether,
4:07 or just go in guns blazing.
4:09 Up to you.
4:10 And the stealth was solid,
4:11 taking cues from top games like Thief- so enemies could notice dead bodies,
4:16 or even your footprints in the snow.
4:18 And on top of that, the game
4:21 had bombastic scenarios with vehicles and chase sequences,
4:24 it had a brilliant sense of style, and- best of all- tons of humour.
4:29 My favourite touch?
4:30 If you sneak up on enemies and don't kill them,
4:33 you can listen in on their conversations-
4:35 which were usually packed with jokes and references.
4:38 ENEMY: People don't realise how an unhappy family life can turn a man to crime.
4:42 This game, and its sequel, were among the best of their respective years.
4:45 They won loads of Game of the Year awards,
4:47 and were often compared positively to peers like Half-Life.
4:51 But unlike Half-Life, the NOLF games are often entirely
4:56 forgotten in conversations about genre-defining shooters.
5:00 Though that's probably due to a lack of preservation.
5:03 You can't easily revisit this one on Steam or GOG or whatever.
5:08 And that's because the game's IP rights are tied up
5:11 between multiple companies and no one really knows who owns it.
5:14 So don't expect a remaster any time soon.
5:18 But if you can't be bothered to get this thing working on Windows 11,
5:21 well, take it from me- this one was brilliant.
5:26 In 2005, Monolith returned to first-person shooters with F.E.A.R.
5:31 a crunchy, grizzly action thriller that mixes military firefights with, well,
5:38 Japanese horror movies.
5:40 Which means that the breathless
5:42 shootouts are interspersed with spooky corridors,
5:45 jump scares, and a creepy little girl called Alma.
5:48 But perhaps the game's most notable legacy was its envelope-pushing use of AI.
5:54 No, not that AI.
5:57 I mean enemy behaviour AI.
5:59 So building on work from the NOLF games,
6:02 FEAR featured a type of enemy behaviour that's legendary among AI developers.
6:07 It's called goal-oriented action planning.
6:11 So in more traditional AI systems,
6:13 enemies swap between distinct states- you know,
6:15 like idle, alert, in combat, moving to cover.
6:19 That can make them pretty stiff and predictable.
6:23 But with GOAP, an enemy has a goal- like kill the player or investigate a sound-
6:28 and then formulates a plan based on a series
6:30 of actions that should fulfil that goal.
6:33 And then it constantly readjusts its plan based on the world state.
6:38 This made enemy encounters feel more organic and erratic-
6:41 more like fighting real players than simplistic whack-a-mole baddies.
6:45 And the same tech was used in STALKER,
6:48 as part of that game's much-loved A-Life NPC system.
6:52 So you know what?
6:53 Perhaps it's time for game makers to give this tech another look.
6:56 I'll put a link in the description to AI and Games' video on the topic.
7:01 We're still in 2005, because in that same year Monolith released another banger,
7:07 Condemned: Criminal Origins.
7:09 So this is a gritty, psychological thriller inspired by serial killer movies
7:14 like Se7en and The Silence of the Lambs.
7:17 And it's another first-person shooter, right?
7:20 Well maybe not.
7:22 Because while it starts that way,
7:24 with FBI agent Ethan Thomas wandering around with a pistol,
7:28 you're quickly disarmed and forced into brutal melee tussles with your enemies.
7:32 So you'll have to create improvised weapons from the environment,
7:36 like lead pipes, planks of wood, and so on.
7:39 A bit like the new Indiana Jones game.
7:41 It becomes a game about messy,
7:44 scrappy, sweaty brawls in disgusting run-down tenements.
7:48 The fights feel visceral and in-your-face.
7:51 And the enemies are unpredictable.
7:53 Some storm towards you aggressively,
7:55 while others flee or hide in the shadows, waiting to strike later.
7:59 It's harrowing stuff.
8:00 You just kinda want to get out of there and take a shower.
8:03 It's a shame the game didn't make better use
8:05 of its forensic tools- it's no detective game- but the atmosphere?
8:09 Man, that was unmatched.
8:12 And then in 2014, we got Monolith's most ambitious game yet,
8:17 Middle-Earth Shadow of Mordor.
8:19 What could have been a totally forgettable Lord of the Rings tie-in,
8:23 turned out to be one of the most bold and forward-thinking games ever created,
8:28 thanks to its prized nemesis system.
8:31 So among the cannon fodder orcs roaming the soggy marshlands of Mordor,
8:35 you've got a number of orc captains- each with a unique name,
8:40 look, personality, and set of skills.
8:43 But most importantly,
8:44 they also have a memory of their run-ins with you, the player.
8:48 So if you run away from an orc,
8:51 you might stumble upon that same ugly bugger an hour
8:53 later and they'll call you out for being a coward.
8:56 Or you might kill an orc by chopping off their leg,
8:59 only to find they secretly survived that encounter and they've
9:02 now got a prosthetic leg and a score to settle.
9:06 It made for an incredibly rich and dynamic story generation system,
9:10 with every player getting a unique narrative.
9:13 And the sequel, Shadow of War, expanded on the idea even further,
9:17 letting you create your own team of orcs and deal with backstabbing soldiers,
9:22 enemy spies, and more.
9:24 Sadly, the system was locked under a patent,
9:27 so no other developers have been able to use
9:30 a similar system for fear of getting sued.
9:32 Boo.
9:34 So that's Monolith.
9:35 Or at least, Monolith to me.
9:37 The studio made other games too, like Shogo, a Tron game,
9:41 a Matrix MMO, and a Middle-Earth MOBA, I guess.
9:46 I didn't play any of those.
9:47 But to me, of the games I played, Monolith's games all had something in common.
9:53 Each one took some interesting inspiration,
9:56 usually from movies- whether that's James Bond,
9:58 or Ring, or Se7en, or Lord of the Rings.
10:02 And then it mashed it up with some forward-thinking design or technology,
10:06 like stealth, complex AI, frantic melee combat,
10:10 or the impressive Nemesis system.
10:13 This made for games that succeeded on both style and substance.
10:18 You could enjoy these games for their story and their style,
10:21 or study them for their design and their technology.
10:24 And look, I'm not trying to tell you
10:26 that every game was some greatest of all time classic.
10:29 Monolith's games were often ugly and a little janky,
10:33 and outside of No One Lives Forever,
10:35 the environments often felt pretty same-y throughout the whole game.
10:39 A whole lot of shipping containers and office blocks.
10:42 But these were those quintessential 8 out of 10 games.
10:46 Games that were swinging for the fences,
10:48 trying something different and new, and mostly succeeding.
10:53 And I think we need that, right?
10:54 But now, it's gone.
10:56 It's in progress, Wonder Woman game is dead, and Monolith is no more.
11:01 Shut down so Warner Brothers can focus exclusively
11:04 on the franchises that make the most money.
11:07 Except when they don't.
11:08 But I'll leave the industry commentary to someone else.
11:11 I just want to say thanks and goodbye to an underrated
11:15 and underappreciated studio that has made some truly brilliant games.
11:20 Thanks, Monolith.
11:21 If you want to know more about the Nemesis system,
11:25 click here for my video on that.