
Hellgate: London was the Hindenburg of video games. It had majestic ambitions and equally great things were expected of it. High expectations were set in the hearts and minds of fans and gamers alike–Hellgate was set to soar high above the clouds, as a pinnacle of action RPGs and a worthy successor to the throne held by none other than Diablo II.
Yet all it managed to do was to crash and burn. It disappointed fans from day one. And as for me, I was more than a fan. I also happened to work for the publisher.
My first glimpse of Hellgate: London took place during my visit to Flagship Studios in the month of May, 2007. Organized by Electronic Arts and Flagship Studios, administrators of the Hellgate’s most popular fansites were invited to participate in what was officially called Community Day. Unofficially, we didn’t care what it was called. We were just too excited about the prospect of finally meeting each other in person and seeing the game. For us fans of Hellgate, having spent the three prior years in a closely knit community that spanned several fansites and several continents, the chance for us to finally meet up in person was an opportunity that none of us wanted to pass up.
Having flown a distance of 8,000 miles in 26 hours, I should have felt fatigued by the trip, but my excitement kept me awake and energized across the three days I spent in San Francisco.
We stayed at the Marriott in SOMA, close to Flagship’s offices which was across the San Francisco Giants ballpark. Having gotten our room keys and completed our impromptu meet and greet session at the hotel’s lobby, the first thing we did was to play a game of Munchkin to settle in as we talked about Hellgate: London.
Conceptualized as a hybrid between first person shooter and action RPG with strong online capabilities, Hellgate: London was described as Half Life 2 meets Diablo II meets Guild Wars. It was to be a combination of all the best aspects of our favorite games. It’s what the developers and the previews had been telling us that the game would be like. Many of us originated from the Guild Wars and Diablo communities, so Hellgate’s design seemed like a step forward to all of us; we were excited to see the actual game and experience it for ourselves.
Luckily, time flew by and we were called down by an EA representative to meet some of the game’s designers. We walked to a nearby restaurant, the Thirsty Bear, we were treated to an awesome dinner with almost unlimited servings of every Spanish dish the place had to offer. We satisfied ourselves with wine, beer, and other beverages as the dishes kept flowing in.

There, we spent more time talking about the game and how the company could reconcile the Web 2.0 craze with its product, with ideas like social networking and online character profiles. It was a flirtation with awesome; we were being listened to, and we had a lot to say. Unfortunately, as it turned out, none of these features would ever see implementation, as the game itself suffered from no social features–not even basic ones. It lacked standard, core functions of an online game like a versatile guild system or an instant party finder, forcing players to spend 30 minutes in one of the game’s many instanced hubs spamming the letters “LFG” (Looking for Group) just to join a cooperative game.
After our dinner, the group of us went out for a night on the town with the game’s creators. We met up with some of the Hellgate: London development crew and went to a club where we would spend from sundown to sunrise drinking, talking, and dancing. Although Hellgate was still fresh on our minds, the night had little to do with the game that brought us together. We talked about other video games, fantasy novels, and current events. In the back of our minds, though, the purpose of the outing still lingered; tomorrow would be the first time we would play the game. We burned through the hours at the club at a rapid pace, drunk on a special mixture of alcohol and anticipation.
The next morning, we spoke over breakfast and later played a game of hackey sack in front of the hotel as we waited for our tour bus. When the bus arrived, we got on. It was only minutes now until we would be inside the offices and seeing Hellgate: London for the first time. One of the game’s lead developers chatted our ears off during the ride. Speaking to him provided me with my first ever discussion about critical game design theory with someone who sounded like he actually knew what he was talking about.
He did. He was one of the lead designers of Diablo II.
When we arrived at the offices, we were given a brief tour of the red brick studio, where I had a chance to pore over the concept art of one of the artists for both Hellgate: London and their other work in progress, Mythos. As a group, we discovered how sound engineering was performed, and how the game’s level and quest designers created templates and scripted events for the game. The developers weren’t uptight nor concerned about their privacy, so they let us roam relatively freely throughout the offices.
Ushered into a meeting room that had a projector on the wall and a tray full of delicious turkey sandwiches, we were treated to a Q&A session with the game’s designers, where we could ask about all the things that the readers of our fansites were dying to find out. Left unattended, the tray of sandwiches was invaded by the company dog, which took a sniff of the whole tray and licked a few slices. I’m pretty sure I saw him do that, but I didn’t want to get him in trouble so I didn’t tell anyone about it.

As a player I actually enjoyed this game quite a bit…
…at first.
The social aspects lacking didn’t phase me; I was looking for a single player experience. Neither did the lack of a narrative. There were cinematic that set the stage, and I was happy enough with it.
What killed it for me was monotony. At first the game was pretty exciting but as I played onward and onward I realized that it was always more of the same. There were not nearly enough variations in creatures (and the same creature spitting a green blob instead of a red blob is not a new creature). There were not enough variations in setting. Room after room and tunnel after tunnel with the same look and feel.
There were some variations here and there, and they delighted me. But they were not enough. I never finished the game; I dropped it for the reasons above.
Overall if felt to me as if they were releasing a game that violated one of the core Blizzard principles: it was not DONE yet.
I know, working for the publisher, you have one side of the story and they have another. I don’t know if they were blind to the problems, if your group pushed them to release before it was done, or a combination.
But what I played was what felt like the unfinished beta of what could have been a great game.
So they wined and dined you, then gave you a new computer and you felt bad about criticizing them so you didn’t say anything. This is why no one takes video game reviewers seriously and why real journalists and critics don’t accept gifts.
Yes… except I wasn’t a game journalist. I was a fansite administrator.
Sol Invictus – 1
Random troll – 0
Great article, I purchased Hellgate:London the day it was released and was quickly crestfallen by its cumbersome nature… and lack of features. The game just felt unpolished, incomplete. I got to around level 30 on the caster class (invoker?) and I just called it quits.
i never got a chance to play HG:L. honestly, i would have bought it in a heart beat if it could be played with 3 other friends, 4-player, non-MMOesque multiplayer and an option for a single player mode (like diablo/diabloII). the subscription turned me off immediately. dungeon crawling with high tech blades, armor, and guns a la borderlands would’ve been great! (but i hate how borderlands has damage numbers flying everywhere).
Sadly (for me), I bought into such bribed hype, and became a founder. Worst video game letdown of my life.
There were many times when the game simply sounded too good to be true.
Well. Without shadow of a doubt Hellgate London failed because subscription model. I can guess that over 50% people that planned to get it, didnt buy it for that reason. And other 50% that did buy the game and subscribed, felt shortchanged.
Everything else that was wrong with the game could have been fixed (because ultimately the game was released in unfinished state)
I can tell you one more thing.
Fall of hellgate was catastrophic event for action RPG genre.
It basically killed potential move from isometric to 3rd person view in ARPGs. This is why we are seeing Diablo 3 made in isometric view.
But just imagine – If Hellgate was done right ?
I mean that was a game that could not fail..yet they made it fail :(
And PS
Bribing jurnalists or fansite hosts ( because they act as moderators on forums, very important for rumor damage control)
Well thats real unethical
Great post Sol.
I was attracted to the game when I saw the trailer for the first time. I mean, an FPS/RPG and it all looked so damn good :)
So then I got the game and I realized it felt quite… bland, but my excitement and interest for the game kept me going, hoping that the boredom will soon pass. It never did.
I can’t remember how far I did get in the game b4 I decided that it’s not worth my time, but even in the short time I did play it, it felt good playing for one reason, it HAD potential but they never got to achieving the goal. It left me heart broken.
Read all of this. As someone who never even touched Hellgate: london (as someone who hates London and Diablo I figured I’d hate it) I’m all the more glad I never touched the thing. Well written piece.
What was the point of finding 10,000 complaints?
We needed to evaluate the viability of Hellgate: London as a product. Things weren’t looking good with the subscriber base.
HGL is possible the most beaten dead horse in gaming history… but its so addicting. Thank you for this write up… ahhhhhh. ;)
The game was so full of flaws, but without the subscription model people might have given it more time. IMHO that was Flagship biggest mistake because it made people say “make or break (NOW!)”.
I remember you busting my balls (and others) about criticising the game back then, and you defended it steadfastly. I appreciate your position made it difficult to be honest but it was your forums refusal to allow people freedom of speech that led to the set up of Flagshipped.
Anyways thats all in past now, and I agree pretty much 100% with your article. Another piece on here about Borderlands is interesting cause in many ways Borderlands is the game that Hellgate could have been (in terms of gameplay not style) Gearbox summed up the problem Hellgate had quite well, they basically said what previous games had done trying to merge a FPS with a loot game was to start with a loot game then add FPS elements. What GBX did was the opposite they made a great shooter then layered ARPG aspects on top till it worked.
Still it boggles the mind what utter fail Hellgate was, badly made, badly run, just plain bad. The real kicker though is that the arch villain of the piece (BR) managed to blag another job at Cryptic and went to help ruin both their MMOs as well. It beggars belief.
I suppose it’s all water under the bridge by now, but I think the reason I defended the game so steadfastly back in the day (but not in the days leading up to the game’s release. You’ll notice that I was actually rather silent) was because I had very high expectations for the game and that seemed, at the time, to cloud my better judgment.
I was all for freedom of speech, but my co-admins on Hellgate Guru were against promoting any negative feedback for the game due to the site’s nature as a ‘fansite’. Of course, what everyone failed to remember was that fansites ought to serve the fans rather than the product.
Sol said;
“because I had very high expectations for the game and that seemed, at the time, to cloud my better judgment.”
hehe, it’s clear to me, after having played AND REALLY enjoyed Hellgate:London, that disappointment has really clouded your whole perspective and experience.
To me, and many other players of Hellgate: It was (and still is in single play mode) a incredibly fresh new game style (lacking as you report, many things) but it had one thing none of the others did: it made us feel POWERFUL!
All other games that I’ve played, especially ANY MMO, makes the player a wimp. Yes, that’s right, a weak puny avatar that dies constantly, easily killed by a rat. In Everquest II, my lvl 70 Fury (basically a well armored, healer mage) is not able to kill any mob near his level without MUCH difficulty, and he will die when soloing if one add shows up (any other monster).
In Hellgate:London, I spent 90% of my time playing feeling happy, powerful, looking forward to the possibility of finding one of the very rare weapon drops, due to the large amount of loot that dropped.
In Hellgate, instead of making each mob very difficult to kill (4 to 20 hacks or shots EACH), it gives you dozens of mobs it each room, sometimes over 50 of them, that required the use of every skill you possessed to kill them all and not die. CHALLENGING AND EXHILARATING! IS what Hellgate:London is for ME. (and to many that played it whom didn’t have the high expectations that the author of this article had.
There is still a large following of this wonderful (but flawed) game.
BTW, did you ever stick around for the upgrades? Yes it was vastly disappointing that the 2.0 patch never made it live (Just beta, which a lot of us switched over to), hut the 2.0 patch was a HUGE improvement!
Hellgate:London failed due to mismanagement, Arrogance, stupidity,
and the fact that they drew too many paying customers off it when they were all offered the other game they were working on, in beta, for free.
I still go back to hellgate single play, and always feel the same: Powerful, happy, excited, since theres ALWAYS the possibility that I’ll find one of the many very very rare weapons! The Dunbar is my favorite best weapon in the game. for me. I only have ONE of them with countless charactors played. I love to start a new charactor, play it up to templar station and hope for those drops.
I have to agree with billtech66. It’s the high expectations that killed this and the subscription model that put the nail in the coffin. Having never played Diablo II or any RPG in the last ten years, I saw this combination of FPS and RPG as something that should have happened ages ago and might bring me back to playing RPGs again. I bought it for what it was, without any comparisons or high expectations.
Yes, it’s flawed and buggy and in later levels monotonous, but I still keep coming back to it and recently installed it again on my new netbook. I still get excited at playing the blademaster and the anticipation of weapons drops. I never played the multiplayer and actually don’t really miss it.
A good an insightful article, Sol. Thanks.
Well, it’s back and free to play… with many improved features. Perhaps you should try it again and see if your mind has changed? I’m finding it quite enjoyable ATM… especially to get a big party and hit the dungeons!