Redemption Inc. is a business meets documentary show where a group of ex-offenders are given an opportunity of a lifetime - to set up their own business under the guidance of Dragon's Den headliner and multi-millionaire businessman Kevin O'Leary. Kevin believes many ex-criminals have the entrepreneurial skills to succeed in business and he's willing to invest \$100,000 in the one who can prove it.
Runtime: 60 minutes
Redemption Inc. - Vampire: The Masquerade – Redemption - Netflix
Vampire: The Masquerade – Redemption is a 2000 role-playing video game developed by Nihilistic Software and published by Activision. Set in White Wolf Publishing's World of Darkness, the game is based on White Wolf's role-playing game Vampire: The Masquerade and follows the adventures of Christof Romuald, a 12th-century French crusader who is killed and subsequently revived as a Vampire. The game depicts Christof's centuries-long journey from the Dark Ages of 12th century Prague and Vienna to modern-day London and New York City in search of his humanity and his kidnapped love, the nun Anezka. Redemption is presented in the first- and third-person perspectives. The player controls Christof and up to three allies through a linear structure, providing the player with missions to progress through a set narrative. Certain actions committed by Christof throughout the game can raise or lower his humanity, affecting which of the game's three endings the player receives. As a Vampire, Christof is imbued with a variety of abilities and powers that can be used to combat or avoid enemies and obstacles. Use of these abilities drains Christof's supply of blood which can be replenished by drinking from enemies or innocents. It includes multiplayer gameplay called “Storyteller”, which allows one player to create a narrative for a group of players with the ability to modify the game dynamically in reaction to the players' actions. Founded in March 1998, Nihilistic's twelve-man team began development of Redemption the following month as their first game. It took the team twenty-four months to complete on a budget of US$1.8 million. The team relied on eight outside contractors to provide elements that the team could not supply, such as music and artwork. The game's development was difficult: late changes to software forced the developers to abandon completed code and assets; a focus on high-quality graphics and sound meant that the game ran poorly on some computer systems; and the original scope of the game exceeded the game's schedule and budget, forcing the team to cancel planned features. Redemption was released for Microsoft Windows on June 7, 2000, with a Mac OS version following in November 2001. The game received a mixed critical response; reviewers praised its graphics and its multiplayer functionality, but were polarized by the quality of the story and combat. It received the 1999 Game Critics Awards for Best Role-Playing game. It was successful enough to merit the production of a sequel, Vampire: The Masquerade – Bloodlines, which was released in November 2004 as an indirect sequel set in the same fictional universe.
Redemption Inc. - Development - Netflix
The development of Vampire: The Masquerade – Redemption began at Nihilistic Software in April 1998, shortly after the developer's founding in March that year. Its development was publicly announced in March 1999. Intending to move away from the first-person games the team members had worked on with previous companies, Nihilistic prepared a design and story for a futuristic RPG with similar themes and gothic aesthetics to those of the Vampire: The Masquerade series. After publisher Activision approached the team using the White Wolf license, they adapted parts of their original design to fit the Vampire series, which became the original design for Redemption. Endorsement by Id Software founder John Carmack helped Nihilistic decide to work with Activision. The Nihilistic team developed Redemption over twenty-four months; the team expanded to twelve members by the end of development. The development team included Nihilistic President and CEO Ray Gesko, lead programmer Rob Huebner, world designer Steve Tietze, level designer Steve Thoms, lead artist Maarten Kraaijvanger, artist Yujin Kiem, art technician Anthony Chiang, and programmers Yves Borckmans and Ingar Shu. Activision provided a budget of US$1.8 million; the amount was intentionally kept low to make the project manageable for Nihilistic and reduce the risk to Activision, which was relatively inexperienced with RPGs at the time. Nihilistic's management was committed to the entire team working in a one-room environment with no walls, doors, or offices, believing this would force the individual groups to communicate and allow each department to respond to queries immediately, saving hours or days of development time. Redemption's story was developed with input from Wolf; it was co-written by Daniel Greenberg, a writer for the source pen-and-paper RPG. The small size of the team led to Nihilistic relying on eight external contractors to provide elements the team could not supply. Nick Peck was chosen to provide sounds effects, ambient loops, and additional voice recordings based on his previous work on Grim Fandango (1998). Kevin Manthei provided the musical score for the game's 12th century sections, while a duo called Youth Engine provided the modern-day sections' score. Some artwork was outsourced; Peter Chan (Day of the Tentacle (1993) and Grim Fandango) developed concept art to establish the look of the game's environments, and Patrick Lambert developed character concepts and full-color drawings for the modelers and animators to use. Huebner considered the most important external relationship was with a small start-up company called Oholoko, which produced cinematic movies for the game's story elements and endings. Nihilistic met with various computer animation firms but their prices were too expensive for the project budget. Redemption was officially released to manufacturing on May 30, 2000. The game features 300,000 lines of code, with a further 66,000 lines for JAVA scripts. In January 2000, it was announced that Nihilistic was seeking a studio to port Redemption to the Sega Dreamcast video game console, however this version was never released. In February 2001, after the release of the PC version, it was announced that MacSoft was developing a MacOS version of the game.
Redemption Inc. - References - Netflix