United States behind The Sims and Who Wants To Be A Millionaire 2nd Edition. Sales of the Collector's Edition were individually tracked; it was the fifth best-selling game that same week. According to the sale tracking firm PC Data, Redemption had sold approximately 111,193 units across North America by October, earning $4.88 million. Approximately 57,000 units were sold in Germany by March 2001. It spent four months on its list of the 30 top-selling games, peaking at number 5 in July 2000, before leaving the charts in October. Redemption received a digital release on the GOG.com service in February 2010. Redemption achieved enough success to merit the 2004 release of an indirect sequel, Vampire: The Masquerade – Bloodlines, which is set in the same fictional universe and was developed by Troika Games. A remake is currently in development as a total conversion mod for The Elder Scrolls V: Skyrim. Reception The aggregating review websites Metacritic provides the game a score of 74 out of 100 based on 22 reviews. Reviewers compared it to other successful RPGs, including Diablo II, Deus Ex, Darkstone, and the Final Fantasy series. The game's graphics received near-unanimous praise. Game Revolution said its "brilliant" graphics were among "the best in gaming" and Next Generation said the graphics were the best in any PC RPG. Computer Games said it was the most attractive PC game at the time, ArsTechnica said it was the best game to look at and watch since The Last Express (1997), and PC Gamer said, "there has never been a more beautifully created RPG". The level design and environments were praised for the level of detail, providing a brooding, atmospheric aesthetic with "painstaking" detail. Reviewers also made positive comments about the game's lighting effects. Conversely, Computer Gaming World (CGW) said that while the game was attractive, the visuals were superficial and failed to emphasize the game's horror elements. They were also critical of the third-person in-game camera positioning, claiming that it obscured the area directly in front of the player and did not allow the player to look upwards. Responses to the story were ambivalent; some reviewers called it strong with good dialog; others said it was poor. GameRevolution and CGW called the dialog poor, sophomoric, and often overly-verbose; in particular CGW said some speeches became an "agonizingly long filibuster" that only served to delay the return of control to the player. Other