- Release Year: 2001
- Platforms: Windows
- Publisher: Blackstar Interactive GmbH, Easy Computing B.V., magnussoft Deutschland GmbH, Summitsoft Entertainment
- Developer: New Media Generation
- Genre: Action
- Perspective: 1st-person
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Arena, Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 72/100

Description
Set in a dystopian future where 96% of Earth’s population resides in chaotic megacities plagued by crime and corruption, Hired Team: Trial Gold is a first-person arena shooter where players join an elite force of former special operatives to combat urban warfare across 28 virtual arenas. The game features fast-paced combat against bots or other players via LAN/internet, supporting multiple modes including deathmatch, team deathmatch, capture the flag, and domination.
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Reviews & Reception
gamespot.com : If you’re a shooter fan, you’ll want to shove Hired Team back into a dark hole and forget about it.
Hired Team: Trial Gold: Review
1. Introduction
In the crowded annals of early 2000s first-person shooters, few titles encapsulate the era’s contradictions quite like Hired Team: Trial Gold. Released in Europe in 2001 and North America in 2002, this Russian-developed arena shooter arrived not as a groundbreaking innovator, but as a belated, budget-tier echo of titans like Unreal Tournament and Quake III Arena. Its journey—from a tech demo for New Media Generation’s “Shine” engine to a Gold Edition plagued by identity crises—mirrors the tumultuous nature of the genre itself. This review dissects Hired Team not merely as a product, but as a cultural artifact: a snapshot of ambition crushed by timing, a testament to the perilous risks of late-market entry, and a curious footnote in the history of multiplayer-centric FPS design. The thesis is clear: Hired Team: Trial Gold is a fascinating failure, a technically competent yet artistically and mechanically uninspired title that exemplifies the risks of entering a saturated market long after its prime.
2. Development History & Context
Hired Team: Trial Gold emerged from the Moscow-based studio New Media Generation (NMG), a team of 36 developers led by producer Alexey Medvedev and project manager Sergey Mironov. The game’s roots lie in NMG’s proprietary “Shine” engine—a direct parallel to Croteam’s Serious Sam, which functioned as a tech demo for its engine. NMG’s vision was ambitious: to create a competitive multiplayer FPS with accessible mechanics and robust online play, targeting the rising popularity of LAN and internet café culture in Europe.
However, the context of its release was devastating. The FPS genre in 2001–2002 was dominated by Unreal Tournament (1999) and Quake III Arena (1999), both already in budget bins and supported by thriving mod communities. Worse, Unreal Tournament 2003 loomed on the horizon, promising technological and design superiority. NMG’s game, originally launched in Russia as Hired Team: Trial in 2000, was repackaged as “Gold” for Western markets. Budgeted at $20–$5 (a reflection of its bargain-bin status), it was priced competitively but technologically outgunned. German publisher magnussoft Deutschland GmbH capitalized on regional quirks, exploiting the German index list which banned titles like Unreal Tournament, creating a niche for Hired Team despite its flaws. The developers’ constraints were evident: limited resources, rushed localization, and an engine that, while fast, lacked the visual fidelity or AI sophistication of its competitors. This convergence of ambition and adversity set the stage for a game defined by its belatedness.
3. Narrative & Thematic Deep Dive
Hired Team’s narrative is a masterclass in perfunctory worldbuilding, epitomized by its opening monologue, a verbatim transcript included in marketing materials:
“The drastic growth of science and technology in 3rd millenium has resulted in the global urbanization of the whole planet. The huge and waste Megacities now fill the planetary surface with their complicated infrastructures. The ultimate part. about 96% of Earth’s population lives in those Megapolises. But global urbanisation leads to global crisis, pandemics, unemployment, crime and government corruption… Only a new, well trained and skilled force can stop this urban chaos now. Former soldiers of special military forces, police brigades and secret services must pass a TRIAL to get enlisted to the elite ‘Hired team’.”
This dialogue is pure cyberpunk cliché—a dystopian future of overpopulation, crime, and privatized military solutions. The plot, however, is utterly disposable. Set in 2064, it frames the “Trial” as a VR training simulation for elite soldiers, serving as a flimsy justification for multiplayer arenas. Characters are nonexistent beyond robotic enemies (e.g., bots named “Ron”) and the player’s silent avatar. Thematic depth is nonexistent; the narrative’s only purpose is to explain why players fight in neon-drenched cathedrals or industrial plants. The game’s themes—urban decay, corporate militarization, and the dehumanization of violence—are explored superficially, reducing a rich sci-fi tapestry to a backdrop for deathmatches. Hired Team’s narrative failure is emblematic of its design: functional but soulless, a shell of ideas without substance.
4. Gameplay Mechanics & Systems
As an arena shooter, Hired Team’s core loop revolves around competitive combat across 28 maps. Game modes include Deathmatch, Team Deathmatch, Capture the Flag, Domination, and Infiltration (a simplistic “capture/defend a flag” variant). The single-player “Trial” mode tasks players with progressing through these maps against AI opponents, but it’s little more than a bot-stomping exercise.
Combat & Weapons: The arsenal is a checklist of genre tropes: pistol, shotgun, rocket launcher, grenade launcher, and sniper rifle. Weapons are catastrophically unbalanced; the pistol is “wimpy and worthless,” while other guns kill in one or two hits. Alternate fire modes, a staple of Unreal Tournament, are absent, stripping combat of tactical depth. Ammo and health pickups are scattered arbitrarily, with no power-ups like Quake’s Quad Damage to elevate the chaos.
Character Progression & AI: Progression is nonexistent beyond unlocking maps. Bots are the game’s greatest failure—described as “some of the worst AI in gaming,” they get stuck, jump aimlessly, and ignore commands. Even on the highest difficulty, they lack coordination for team modes, rendering single-player a chore. Multiplayer suffers from poor server implementation; the browser was nonfunctional, and lag plagued LAN games.
UI & Controls: The menu system is functional but cluttered, with a console that spews unintelligible prompts. Mouse-and-keyboard controls are serviceable, but the lack of advanced options (e.g., sensitivity tuning) reflects its budget status. Hired Team’s systems are technically functional but artistically inert—a competent imitation of genre standards without innovation or polish.
5. World-Building, Art & Sound
Hired Team’s world is a collage of derivative sci-fi tropes. Maps include “factories with industrial hazards,” neo-gothic cathedrals (e.g., “Halls of Suffering”), and industrial wastelands—all rehashes of Quake II and Unreal aesthetics. Level design is uninspired, described as “third-rate, fan-created Quake II maps” with only bounce pads and vats of goo for interactivity. Textures are “garish,” with mirrored disco-ball effects and “boxy” geometry that fails to evoke atmosphere.
Visuals & Engine: The Shine engine prioritized speed over beauty. While framerates were smooth, visuals lagged behind competitors: character models are “ugly,” weapon animations are limited, and lighting is “miserable” (per PC Player). DirectX 8 support and OpenGL options allowed flexibility, but the game’s art direction lacked cohesion.
Sound Design: Audio is equally amateurish. Weapon effects are “sparse” and unimpactful, with the sniper rifle failing to sound “imposing.” The soundtrack, noted by Gamesmania.de as “cool” and “unique,” is a rare highlight—a brooding industrial/electronic mix—but CD Audio reliance (requiring disc-in-drive) hindered accessibility. Overall, the game’s presentation is a masterclass in mediocrity: technically adequate but artistically bankrupt.
6. Reception & Legacy
Hired Team: Trial Gold’s reception was a study in contrast. In Germany, it found niche success due to magnussoft’s opportunistic marketing and the index list ban on Unreal Tournament. Reviews ranged from middling (PC Player: 65%, PC Action: 61%) to scathing (GameStar: 50%, GameSpot: 3.5/10). Critics universally condemned its late arrival: GameSpot called it “a shameless mishmash of Quake III and Unreal Tournament,” while PC Zone deemed it “the most blatant attempt to cash in on Epic’s success.” Players reacted with apathy, awarding it a 2.7/5 on MobyGames.
Legacy: Hired Team’s influence is negligible. It failed to spawn sequels or mod communities, overshadowed by superior contemporaries. Its legacy is as a cautionary tale: a game that arrived “at the worst possible time,” as GameSpot noted, when the genre was already saturated. Today, it survives as abandonware, preserved on sites like the Internet Archive, where it attracts niche curiosity. The infamous “WARNING!” sticker on its box—added to clarify it wasn’t a demo—underscores its identity crisis. Yet, its failure offers insights: it highlights the importance of timing, innovation, and artistic vision in a competitive industry. Hired Team is remembered not for what it achieved, but for how it embodied the perils of imitating greatness without the spark of originality.
7. Conclusion
Hired Team: Trial Gold is a fascinating relic of a bygone era—a competent but unremarkable arena shooter that dared to enter the ring long after the bell had rung. Its narrative is perfunctory, its gameplay derivative, and its presentation technically competent yet artistically inert. NMG’s ambition to create a multiplayer-focused FPS was admirable, but the game’s late arrival, unbalanced mechanics, and uninspired design sealed its fate as a footnote.
Yet, Hired Team is not without merit. The Shine engine’s speed, the soundtrack’s uniqueness, and its role as a regional alternative to banned titles offer glimpses of potential. Ultimately, though, it stands as a testament to the adage that timing is everything. In the pantheon of FPS history, Hired Team: Trial Gold is a cautionary tale, a budget-bin curiosity, and a reminder that even the most technically proficient games cannot overcome the sin of arriving too late. It is, in essence, a ghost in the machine—a ghost that haunts the genre’s past, devoid of the life to shape its future.