---
title: 'The History of Condemned (& Mystery of Condemned 3)'
source: 'https://youtube.com/watch?v=Jdfgqi7sWs4'
video_id: 'Jdfgqi7sWs4'
date: 2026-08-02
duration_sec: 1277
---

# The History of Condemned (& Mystery of Condemned 3)

> Source: [The History of Condemned (& Mystery of Condemned 3)](https://youtube.com/watch?v=Jdfgqi7sWs4)

## Summary

This video explores the history of the Condemned video game series, from its origins at Monolith Productions to the development and reception of its two installments, and the mystery surrounding a potential third game. It covers the creative vision, development challenges, and critical reception of both Condemned: Criminal Origins and Condemned 2: Bloodshot, concluding with the franchise's uncertain future.

### Key Points

- **Introduction to Condemned** [00:17] — Monolith Productions aimed to explore interactive horror from a brutal, in-your-face perspective with themes of violence and human nature, resulting in Condemned: Criminal Origins (2005) and its sequel Condemned 2: Bloodshot (2008).
- **Monolith's Early History** [02:48] — Founded in 1994, Monolith Productions initially worked on games like Blood and Claw before gaining recognition with The Operative: No One Lives Forever and T.R.O.N. 2.0, leading them to revisit horror.
- **Concept and Horror Research** [03:46] — Lead Game Designer Frank Rooke researched horror in culture and concluded that the twisted mind of a serial killer was the perfect subject, leading to the game's focus on in-your-face horror, suspense, and psychological horror.
- **Original Concept: The Dark** [06:01] — Condemned originally was titled The Dark, featuring a protagonist with telekinetic abilities. This was later changed to focus on a psychic link to killers, and the forensic specialist's gender and tool capabilities were altered.
- **Enemy AI and Combat Design** [07:32] — Monolith prioritized chaotic and unpredictable enemy behavior, with foes retreating, searching for weapons, and calculating tactical advantages. Melee combat was designed to be visceral and primal, without complex combos.
- **Development for Xbox 360** [09:39] — Condemned was built from the ground up for Xbox 360, leveraging its power for graphics and gameplay. The development cycle was intense, with only 15 months to complete the game, leading to crunch and cutting a planned co-op mode.
- **Critical Reception of Criminal Origins** [11:14] — The game was praised for its enemy AI, visuals, sound design, and melee combat, but criticized for subpar story presentation, basic forensics, dull level design, and a lackluster payoff.
- **Sequel Development: Bloodshot** [12:33] — Monolith aimed to address criticisms with deeper combat and less claustrophobic levels. The sequel introduced combo chains, varied gunplay, and environmental finishers, but the narrative took a darker, more fantastical turn.
- **Ethan Thomas's Evolution** [16:38] — Developers were divided on Ethan's character, leading to a darker tone with alcoholism and anger issues. This resulted in replacing voice actor Greg Grunberg, a decision later resented by fans and developers.
- **Reception of Bloodshot and Franchise Fate** [18:01] — Bloodshot reviewed well, with improved combat and forensics, but the narrative and character changes were divisive. A third game never materialized, and the franchise's future remains uncertain, with Bloodshot unplayable on modern hardware.

### Conclusion

The Condemned series, particularly Criminal Origins, remains a cult classic, but its sequel's divisive changes and lack of a third installment have left the franchise in limbo, with its legacy preserved mainly through the original's status.

## Transcript

The representation of horror in gaming wore&nbsp; many faces by the advent of the seventh&nbsp;&nbsp; console generation. Developers equipped with a&nbsp; knack for guiding players through terror-laden&nbsp;&nbsp; adventures had covered everything from zombie&nbsp; narratives and psychological horror to tales of&nbsp;&nbsp;
suspense and the supernatural. For its Xbox 360&nbsp; launch title, Monolith Productions endeavored to&nbsp;&nbsp; explore interactive horror from a different&nbsp; angle, a more brutal, in-your-face point of&nbsp;&nbsp; view teeming with themes about violence and&nbsp; the nuances of human nature. It accomplished&nbsp;&nbsp;
as much with 2005 s Condemned: Criminal Origins,&nbsp; then pushed the envelope further upon delivering&nbsp;&nbsp; Condemned 2: Bloodshot in 2008. Condemned s claustrophobic setting and&nbsp;&nbsp;
discomforting atmosphere were complimented&nbsp; by then-unparalleled hand-to-hand combat&nbsp;&nbsp; mechanics. And the decision to centralize&nbsp; an FBI agent following the trail of a serial&nbsp;&nbsp; murderer turned what could ve been a&nbsp; typical first-person experience into&nbsp;&nbsp;
a memorable psychological thriller. Thus,&nbsp; the first Condemned has long enjoyed the&nbsp;&nbsp; status of a revolutionary cult classic,&nbsp; yet many would argue its sequel faded into&nbsp;&nbsp; obscurity not long after hitting the market. Why the second outing failed to garner the&nbsp;&nbsp;
adoration afforded to its predecessor has puzzled&nbsp; series faithful for years. But there were some&nbsp;&nbsp; aspects of Condemned 2 that didn t exactly gel&nbsp; with the path that some assumed the franchise&nbsp;&nbsp; hopes of its potential return linger,&nbsp; Condemned constitutes one horror classic&nbsp;&nbsp;
that may not get the opportunity to claw its&nbsp; way through the genre s latest renaissance. &nbsp; This is the history of Condemned. &nbsp;
Founded in Kirkland, Washington in 1994, Monolith&nbsp; Productions got its feet wet with a host of&nbsp;&nbsp; different interactive experiences. The studio s&nbsp; debut project, Blood, sank players into one of&nbsp;&nbsp; the goriest first-person action adventures of the&nbsp; day. A 2D side-scroller named Claw followed not&nbsp;&nbsp;
too long thereafter, starring a puzzle-solving&nbsp; pirate cat as the main protagonist. &nbsp; But some of Monolith s most well-known&nbsp; efforts didn t come to fruition until&nbsp;&nbsp; the turn of the century, with the likes of&nbsp; first-person stealth game The Operative:&nbsp;&nbsp;
No One Lives Forever cementing the development&nbsp; house as a force to be reckoned with. The licensed&nbsp;&nbsp; title T.R.O.N. 2.0 on the original Xbox further&nbsp; boosted the team s reputation, but the developers&nbsp;&nbsp;
longed to create a different style of game,&nbsp; something more than another action-heavy romp&nbsp;&nbsp; that would allow them to leverage their talents&nbsp; with first-person shooters and storytelling. &nbsp; Coming off a series of action-based endeavors,&nbsp; revisiting the company s horror roots seemed a&nbsp;&nbsp;
step in the right direction. Lead Game Designer&nbsp; Frank Rooke dove into researching horror in today&nbsp;&nbsp; s culture, hoping to find a hook for the studio to&nbsp; latch onto. The designer scoured countless films,&nbsp;&nbsp; books, and headlines in search of a subject that&nbsp; exemplified the creepiest and darkest of all real&nbsp;&nbsp;
horror. In so doing, he and the team concluded the&nbsp; twisted mind of a serial killer fit the bill. &nbsp; Fleshing out the idea motivated the close analysis&nbsp; of several different aspects of the genre,&nbsp;&nbsp;
each one implemented to present players with&nbsp; unique challenges and opportunities. What&nbsp;&nbsp; Monolith deemed in-your-face horror acted as&nbsp; one type of thrill that would be employed for&nbsp;&nbsp; the project. Such terror emphasized jump scares, a&nbsp; classic clich the creators believed was effective&nbsp;&nbsp;
when least expected. Threading these scares in&nbsp; so users couldn t anticipate them proved tricky;&nbsp;&nbsp; thus, Monolith reasoned that actions&nbsp; shouldn t always sit at the center of&nbsp;&nbsp; attention in this regard. Some jump scares&nbsp; relied on visual or audio cues as a result. &nbsp;
Suspense informed the horror-driven experience as&nbsp; well, as the team found it useful for tweaking the&nbsp;&nbsp; pacing and testing the player s apprehension&nbsp; to conflict. Finally, psychological horror&nbsp;&nbsp;
played its part by directly influencing user&nbsp; behaviors through hallucinations that blurred&nbsp;&nbsp; the line between imagination and reality. Monolith&nbsp; wanted its carefully orchestrated mind games to&nbsp;&nbsp; also reflect the main character s deteriorating&nbsp; mental state throughout the course of the story. &nbsp;
Rooke explained in an IGN interview that these&nbsp; combined efforts supported a vision predicated&nbsp;&nbsp; on an attempt to understand violence. Studio&nbsp; CEO Samantha Ryan elaborated further in the&nbsp;&nbsp; press release accompanying Condemned s&nbsp; announcement, claiming the goal was to&nbsp;&nbsp;
marry a disturbing atmosphere with realistic&nbsp; physics, devious AI, and a sophisticated combat&nbsp;&nbsp; system. While the title arguably achieved these&nbsp; ends in spades, the Condemned that creeped onto&nbsp;&nbsp; store shelves in 2005 did not constitute the game&nbsp; Monolith Productions built from the outset. &nbsp;
The Extras content included with Condemned:&nbsp; Criminal Origins boasted behind-the-scenes&nbsp;&nbsp; footage, concept art, and gameplay-related&nbsp; details dating back to the project s incipient&nbsp;&nbsp; production phase. One Extras segment revealed&nbsp; that Condemned originally bore a different name,&nbsp;&nbsp;
The Dark. This version cast players in the role&nbsp; of a disenfranchised FBI agent Agent Cross[a] who&nbsp;&nbsp; scoured the underbelly of a nondescript city&nbsp; for clues about a string of brutal murders&nbsp;&nbsp; that appeared inexplicably linked to him. Leads&nbsp; from an anonymous source would ve led the agent&nbsp;&nbsp;
s investigation to a deserted youth center, the&nbsp; supposed location of the killer s next victim. &nbsp; Footage from The Extras showcased a lengthy&nbsp; look at The Dark s prototype gameplay[b], which&nbsp;&nbsp; highlighted a few key differences between earlier&nbsp; builds and what would later become Criminal&nbsp;&nbsp;
Origins. Most notably, the protagonist possessed&nbsp; supernatural abilities that manifested in&nbsp;&nbsp; telekinetic-like skills. At one point in the demo,&nbsp; for example, the federal agent used his powers to&nbsp;&nbsp;
disarm an enemy of their shotgun[c] from several&nbsp; feet away; Condemned merely displayed Ethan Thomas&nbsp;&nbsp; s personal connection to the supernatural as&nbsp; a psychic link to certain killers. Meanwhile,&nbsp;&nbsp; the gender of the agent s forensic specialist&nbsp; and the forensic tool s functional capabilities&nbsp;&nbsp;
counted among the smaller changes between the&nbsp; two iterations[d]. Larger enemies appeared more&nbsp;&nbsp; unhinged in The Dark, too, indicating the game s&nbsp; impressive AI technology didn t come online until&nbsp;&nbsp; after the concept evolved into Condemned. Monolith s efforts with enemy behavior were&nbsp;&nbsp;
nothing to scoff at, either. Producer David Hasle&nbsp; noted in a 360 Gamer interview[e] that the company&nbsp;&nbsp; prioritized supplementing combat encounters with&nbsp; chaotic and unpredictable" foes. As a result,&nbsp;&nbsp; the criminals Ethan faced rarely charged&nbsp; on-sight; the enemy design worked such&nbsp;&nbsp;
that they were more likely to retreat or search&nbsp; for weapons. AI behaviors additionally allowed&nbsp;&nbsp; adversaries to calculate tactical advantages,&nbsp; thereby permitting actions such as breaking&nbsp;&nbsp; lights and seeking out weapons stronger&nbsp; than whatever the protagonist wielded. &nbsp;
Once these encounters began in earnest, melee&nbsp; fighting the core of the combat system came&nbsp;&nbsp; into play. Developers acknowledged that most&nbsp; games contemporaneous to Condemned s creation&nbsp;&nbsp; lacked adequate melee mechanics, encouraging&nbsp; an emphasis on making hand-to-hand feel as&nbsp;&nbsp;
satisfying as dispatching rogues with firearms.&nbsp; That meant taking the time necessary to ensure&nbsp;&nbsp; the impact of trading blows with enemies felt&nbsp; visceral. Visual feedback proved equally integral,&nbsp;&nbsp; so successfully landing strikes often culminated&nbsp; in foes recoiling or spitting out blood. &nbsp;
Despite the combat system s intensity, it bore&nbsp; a fairly barebones structure, without combos or&nbsp;&nbsp; inputs that mandated complicated button sequences.&nbsp; Monolith designed the mechanics around basic, raw,&nbsp;&nbsp;
and primal types of fights, the thinking&nbsp; being that such a style was appropriate&nbsp;&nbsp; for Condemned s setting the fictional city of&nbsp; Metro whose denizens had suddenly been driven&nbsp;&nbsp; towards madness. This line of thought further&nbsp; explained the average vagrant s crude combat&nbsp;&nbsp;
skills and their penchant for utilizing whatever&nbsp; weapons lay scattered around the environment. &nbsp; Each detail serviced the game s atmospheric&nbsp; tension and cinematic qualities," providing a&nbsp;&nbsp; psychological thriller unlike anything else in&nbsp; gaming. VP of Entertainment Marketing at Sega,&nbsp;&nbsp;
Scott A. Steinberg[f], claimed the&nbsp; more unique facets of Condemned were&nbsp;&nbsp; previously impossible to realize on&nbsp; older hardware. Criminal Origins,&nbsp;&nbsp; thus, owed its acclaimed intricacies&nbsp; to the power of the Xbox 360. &nbsp;
Monolith built Condemned from the ground&nbsp; up for Xbox 360, leveraging its horsepower&nbsp;&nbsp; for the horror title s graphics, gameplay,&nbsp; environments, and mature tone. But targeting&nbsp;&nbsp;
a release alongside Microsoft s seventh-generation&nbsp; console made for an intense development cycle[g],&nbsp;&nbsp; even with assistance from the platform holder&nbsp; and Monolith s publishing partner, Sega. &nbsp; Speaking with YouTube channel Dead Domain, Frank&nbsp; Rooke revealed the crew only had 15 months to&nbsp;&nbsp;
complete its opus in time for 360 s November 2005&nbsp; debut. In fact, an extreme time crunch weighed so&nbsp;&nbsp; heavily on production that developers conducted&nbsp; very little testing outside of Quality Assurance.&nbsp;&nbsp;
Rooke s claim echoed earlier statements Producer&nbsp; David Hasle made in a pre-launch interview with&nbsp;&nbsp; 360 Gamer[h]. Hasle told the publication Monolith&nbsp; didn t receive 360's final hardware build until&nbsp;&nbsp; five weeks before rolling into certification,&nbsp; a process that ensures software won t brick the&nbsp;&nbsp;
console or run afoul of certain regulations.&nbsp; Consequently, long hours of crunch were&nbsp;&nbsp; required to maintain its scheduled due date. The short deadline additionally forced several&nbsp;&nbsp; ideas to the cutting room floor, chief among them&nbsp; being a planned cooperative mode. Setting aside&nbsp;&nbsp;
resources for the multiplayer component would ve&nbsp; significantly stifled progress on the campaign,&nbsp;&nbsp; the very reason Criminal Origins&nbsp; has long been held in high regard. &nbsp; Sega published the unsettling horror experience&nbsp; in November 2005 to reviews that deemed it a&nbsp;&nbsp;
harrowing journey worth taking for fans&nbsp; and non-fans of the genre. The enemy AI,&nbsp;&nbsp; stunning visuals, and unnerving sound design blew&nbsp; away critics and players alike. Condemned s melee&nbsp;&nbsp; mechanics garnered high marks, too, with some&nbsp; counting The Chronicles of Riddick: Escape&nbsp;&nbsp;
from Butcher Bay as its only rival in terms of&nbsp; first-person hand-to-hand combat. And an absence&nbsp;&nbsp; of reprieve from tension amplified the immersion&nbsp; to the degree that many forgave Condemned s flaws.&nbsp;&nbsp; Yet, its shortcomings still hampered the&nbsp; adventure because of subpar story presentation,&nbsp;&nbsp;
overly basic forensic investigations, dull level&nbsp; design, and the lingering threat that a few&nbsp;&nbsp; reviewers felt lacked a satisfactory payoff. Not unlike other studios, Monolith gave the&nbsp;&nbsp;
criticism much thought and mulled over how&nbsp; best to augment the series for a subsequent&nbsp;&nbsp; entry. The result came across as a sequel that,&nbsp; in overcorrecting its predecessor s faults,&nbsp;&nbsp; lost sight of the brand identity&nbsp; it tried so hard to expand. &nbsp;
Criminal Origins, targeting a&nbsp; two-year development cycle and&nbsp;&nbsp; Fall 2007 release window. The process&nbsp; began with a hard look at critiques,&nbsp;&nbsp; which informed the core areas developers&nbsp; wanted to tackle for Condemned 2: Bloodshot,&nbsp;&nbsp;
namely deeper combat mechanics and less&nbsp; claustrophobic play spaces. &nbsp; Work on the latter kicked off early in the&nbsp; pre-production phase, with level theming&nbsp;&nbsp; centered on figuring out the best new environments&nbsp; for the sequel. According to Senior Level Designer&nbsp;&nbsp;
Jonathan Stein, designing maps that formed a&nbsp; cohesive whole didn t exactly sit at the top of&nbsp;&nbsp; Monolith s list of priorities. Staffers pitched&nbsp; locations that appeared in the final product&nbsp;&nbsp; if they grew popular enough internally.&nbsp; Once the environments were settled on,&nbsp;&nbsp;
threading the story in and around them took&nbsp; precedent next. Senior World Designer Casey&nbsp;&nbsp; Burpee told Dead Domain the building blocks behind&nbsp; this pieced-together structure were proposals for&nbsp;&nbsp;
scary environmental situations, such as the&nbsp; Walker Doll Factory level. Attempts to fit in&nbsp;&nbsp; interesting scenarios became the name of the game&nbsp; whenever someone brought forth a chilling idea. &nbsp;
This approach worried those who thought Condemned&nbsp; 2 would feel erratic and incoherent in the hands&nbsp;&nbsp; of players. On the other hand, the notion that&nbsp; the sequel s perceived incoherence played into&nbsp;&nbsp; its narrative s strangeness offered some&nbsp; semblance of comfort, especially when&nbsp;&nbsp;
considering the questionable mental state&nbsp; of returning protagonist Ethan Thomas. &nbsp; In spite of its rather rudimentary qualities,&nbsp; players by and large were fond of the fighting&nbsp;&nbsp; mechanics in Criminal Origins. The crew at&nbsp; Monolith knew they could do better, however,&nbsp;&nbsp;
and established grander ambitions when crafting&nbsp; Condemned 2: Bloodshot, endeavoring to build&nbsp;&nbsp; responsive and satisfying gameplay. Obsessive&nbsp; iteration on Ethan s combat abilities culminated&nbsp;&nbsp; in the addition of varied gunplay options, combo&nbsp; chains, and hand-to-hand attacks that didn t force&nbsp;&nbsp;
the use of accessories like the first game. Condemned s reconstructed gunplay mechanics,&nbsp;&nbsp; in particular, were what Producer Martin Caplan&nbsp; described[j] as low cost implementation since&nbsp;&nbsp; Bloodshot ran on the same engine that powered&nbsp; Monolith s FPS horror series, FEAR. Still,&nbsp;&nbsp;
melee combat remained at the heart of Condemned,&nbsp; necessitating regular testing that one staffer&nbsp;&nbsp; facilitated by designing a combat pit wherein&nbsp; developers could experiment with the mechanics.&nbsp;&nbsp; Animation Lead Richard Lico recalled that the&nbsp; combat multiplier must ve been derived from&nbsp;&nbsp;
these playtesting sessions. In addition to&nbsp; laying the groundwork for the melee system,&nbsp;&nbsp; the combat pit also informed the creation of&nbsp; Condemned 2 s Fight Club, a survival mode where&nbsp;&nbsp; players could test their skills against whichever&nbsp; vagrants they encountered during the campaign. &nbsp;
As Senior Producer Constantine Hantzopoulos[k]&nbsp; explained while speaking with GameReactor,&nbsp;&nbsp; the combat system itself was based on&nbsp; four separate pillars the first being&nbsp;&nbsp; what Criminal Origins lacked, good old fashioned&nbsp; fisticuffs. Weapons of opportunity like bricks&nbsp;&nbsp;
and pipes strewn throughout the environment made&nbsp; up the second layer. Though players could pick up&nbsp;&nbsp; similar weapons in the original, the ability to&nbsp; throw them in Bloodshot added an exciting twist.&nbsp;&nbsp; Attack and defense chains elevated the&nbsp; moment-to-moment action, as well. Typically,&nbsp;&nbsp;
enemies in Condemned attacked Ethan one or two at&nbsp; a time; the sequel saw upwards of five foes swarm&nbsp;&nbsp; the character, requiring the use of vicious,&nbsp; bone-breaking moves" in quick succession to&nbsp;&nbsp; keep them at bay. Environmental finishing moves&nbsp; comprised the fourth and final combat pillar,&nbsp;&nbsp;
inviting users to perform finishers of&nbsp; their choosing on downed opponents. &nbsp; Much like Criminal Origins, the brutality on&nbsp; display in Condemned 2 wasn t for the faint of&nbsp;&nbsp; heart. But even while pushing the boundaries in&nbsp; this regard, Monolith Productions took care not&nbsp;&nbsp;
to veer into Mortal Kombat fatality territory.&nbsp; The studio, thus, worked closely with the ESRB,&nbsp;&nbsp; the ratings board s watchful eye keeping the&nbsp; developers in check about any potential red&nbsp;&nbsp; flags. Since violence held more purpose this&nbsp; time around, the combat represented only one&nbsp;&nbsp;
part of the franchise that developers&nbsp; felt a need to completely makeover. &nbsp; Internally, developers were divided about&nbsp; the next evolutionary step for Ethan Thomas,&nbsp;&nbsp;
as some believed the character failed to hit&nbsp; the mark in Criminal Origins. Correcting this in&nbsp;&nbsp; Condemned 2 meant darkening the game s tone and&nbsp; giving the protagonist an added layer of depth,&nbsp;&nbsp; specifically in the mold of flaws that manifested&nbsp; as alcoholism and anger management issues. Still&nbsp;&nbsp;
reeling from the events of Condemned, a&nbsp; descent into madness further hounded him&nbsp;&nbsp; throughout the sequel, forcing Ethan&nbsp; and the player to question reality. &nbsp; The new direction opened the door for fantastical&nbsp; elements, with government conspiracy theories&nbsp;&nbsp;
taking precedent over investigating deranged&nbsp; serial killers. It all coalesced into an&nbsp;&nbsp; experience that bore superficial commonalities to&nbsp; the original, the darker tone and newly affixed&nbsp;&nbsp; fantastical themes stretching the brand into&nbsp; uncharted territory. But for the paradigm shift&nbsp;&nbsp;
to succeed, the lead character had to reflect&nbsp; these changes hence Monolith s replacing Greg&nbsp;&nbsp; Grunberg as Ethan s voice actor, though Senior&nbsp; Producer David Hasle claimed the Heroes star did&nbsp;&nbsp; express an interest in reprising the role. Hasle&nbsp; explained in an IGN Q&amp;A that a darker turn with&nbsp;&nbsp;
Ethan" stimulated the need for a voice that better&nbsp; represented that edgy darkness. Developers and&nbsp;&nbsp; fans would later resent this decision, however. Bloodshot landed on PS3 and Xbox 360 in March&nbsp;&nbsp;
2008, reviewing just as well as[l] Criminal&nbsp; Origins if not better in some cases. The&nbsp;&nbsp; overhauled combat and improved forensics&nbsp; with its accompanying rewards system were&nbsp;&nbsp; the highlights of the experience for most. Even&nbsp; the multiplayer component, which Monolith added&nbsp;&nbsp;
later in production to keep users invested&nbsp; long-term, proved a winner amongst critics and&nbsp;&nbsp; players. Impressions of the narrative and Ethan&nbsp; s evolution between games were divided at best;&nbsp;&nbsp; interestingly enough, the development&nbsp; crew also seemed split on the matter. &nbsp;
Richard Lico shared with Dead Domain&nbsp; his retrospective realization that the&nbsp;&nbsp; fantastical-driven themes didn t mesh all too&nbsp; well with the Condemned universe. The animator&nbsp;&nbsp; further divulged that some of his colleagues&nbsp; resisted the changes directed at Ethan,&nbsp;&nbsp;
thinking the protagonist had become too&nbsp; different for the sophomore effort. &nbsp; To the chagrin of many, a third chance to expand&nbsp; upon the horror series never materialized. Most&nbsp;&nbsp; staffers either joined FEAR 2 s production&nbsp; or exited the studio after shipping Condemned&nbsp;&nbsp;
2. By most accounts, there weren t any serious&nbsp; attempts to begin work on a third Condemned. Yet,&nbsp;&nbsp; Monolith co-founder and former CEO Jace Hall,&nbsp; who reportedly conceptualized ideas for two&nbsp;&nbsp; more entries during Bloodshot s development, once&nbsp; expressed hopes of seeing the franchise revived.&nbsp;&nbsp;
Because he owned the Condemned IP, the industry&nbsp; veteran penned a Facebook message in January 2015&nbsp;&nbsp; about potentially licensing the property to an&nbsp; interested and proven indie development team. The&nbsp;&nbsp;
arrangement would ve given fans a much-coveted&nbsp; third installment, while providing a smaller&nbsp;&nbsp; crew with the opportunity to apply their&nbsp; vision to the reawakening of a beloved IP. &nbsp; Whether or not Hall ever entered negotiations&nbsp; on such a partnership remains unknown,&nbsp;&nbsp;
but nothing concrete came of the proposition&nbsp; regardless. The future of Condemned continues&nbsp;&nbsp; to dangle in the wind, hanging on by the&nbsp; cult status of Criminal Origins because&nbsp;&nbsp; Bloodshot never received a PC port and&nbsp; remains unplayable on modern PlayStation&nbsp;&nbsp;
and Xbox hardware[m]. But that cult status has&nbsp; given the brand a lot of mileage over the years,&nbsp;&nbsp; guaranteeing the harrowing terrors of Criminal&nbsp; Origins, in particular, won t soon fade memory.
