supply with the poison. Lucien discovers that the werewolf leader has been freed, and sends his security team to the forest to kill the werewolves. The hunters help defend the werewolves and innocent humans, and infiltrate Genefex's headquarters, placing explosives throughout the building. They confront Lucien, who with the power of the entity has become demonic, and defeat him in battle. Father Cortez stays behind to kill Lucien, and the others escape the building before the explosives detonate. Development The game was developed by High Voltage Software, and was produced by Chad Kent, designed by David A. Rodriguez, and programmed by Nigel Rankin and John Sanderson, with art by Matt Corso. The development team started planning for Redeemer while in the middle of developing the first Hunter: The Reckoning; following its release, they visited internet message boards every day to see what players liked and disliked about the game, which they collated to know what to focus on for Redeemer. Based on this, they focused on improving the camera, and designed the game to be more replayable, with a lot of unlockable content, and with a more in-depth system for character customization. The developers made heavy use of visuals and audio in creating the horror for the game, with several dark and dank environments enhanced with sound effects for the supernatural beings players encounter. Their approach to horror was also heavily affected by how powerful the main characters are, as players are aware that they can defeat a few monsters with ease: they designed the game to let the player become comfortable in that feeling before starting to introduce hordes of undead, intending for a foreboding feeling of uncertainty as to whether they have the resources to overcome the threat, followed by introducing a new and more powerful enemy in a more disturbing environment as a scare. Kent described it as a challenge to create good and mature horror in a video game format, due to the convention of fast-paced and ever-increasing action beginning early on, unlike in film, where the audiences accept some time for establishing the plot and characters before the first real scare; due to the high costs of producing AAA video games, publishers are often unwilling to deviate from these conventions. Redeemer was announced in early 2003, and was published by Vivendi Universal Games for the Xbox on October 28, 2003, in North America and on