From HandWiki - Reading time: 6 min
| Knights of the Temple: Infernal Crusade | |
|---|---|
Windows cover art | |
| Developer(s) | Starbreeze Studios |
| Publisher(s) | TDK Mediactive Europe |
| Producer(s) | Hans Andersson |
| Designer(s) | Mikael Lindgren |
| Programmer(s) | Fredrik Olén Magnus Högdahl Erik Olofsson Jesse Andersson |
| Artist(s) | Per Gullarp Fredrik Jansson |
| Writer(s) | Nick Kyriakidis Mikael Säker |
| Composer(s) | Gustaf Grefberg |
| Platform(s) | GameCube Windows Xbox PlayStation 2 |
| Release | GameCube
|
| Genre(s) | Action-adventure, hack and slash |
| Mode(s) | Single-player, multiplayer |
Knights of the Temple: Infernal Crusade is an action-adventure video game developed by Starbreeze Studios and released for GameCube, Windows, Xbox and PlayStation 2 in 2004. It was released only in Europe. The ingame soundtrack was composed by Gustaf Grefberg[1] with additional music provided by Within Temptation.[2] A sequel, Knights of the Temple II, was released in 2005.
Knights of the Temple is a dynamic camera third-person hack and slash game set in the medieval times. Players take hold of various medieval weapons from axe, mace, sword, to mastering archery. These weapons have their own combos, damage, and attack speed with various Divine Powers and Special Attacks. Using the bow will let you play in first-person. Right from the first hack, relentless batches of enemies has to be dispatched with ever increasing degrees of stylish violence, doors to be unlocked, keys to be found and the occasional puzzle to be solved.
The Xbox version of the game had online support via Xbox Live which included the ability to download content such as new maps and also featured online leaderboards. Knights of the Temple is now supported on the replacement online servers for the Xbox called Insignia.[3]
The player character Paul de Raque[4] is a Templar knight on his first Crusade, to stop the end of the world by fighting his way through the sombre gloom of European monasteries and villages to the colourful bazaars and powerful bastions of the crusader castles under the blazing sun of the Holy Land and by entering the realms of hell and face his worst nightmares.
An evil Bishop has abducted Adelle, a mysterious young woman with divine powers and Paul's beloved childhood friend. With his entourage of disciples and their captive Adelle he embarks on an Unholy Crusade, moving along the initial routes of the historic holy wars. By misusing Adelle's powers against her he plans to complete the Unholy Circle and to perform dark rituals at sacred places to desecrate them. This way he intends to eventually unlock and gain access to the Gateway to Hell.
Paul finds upon him the tough task of starting a mission to uncover the Evil Conspiracy, to interrupt the Unholy Circle and to prevent the Evil Bishop from fulfilling his plan. Only by saving Adelle can he save the world from Evil.
In the final confrontation with evil, the powers of hell have been unleashed and the corrupt bishop has gained limitless powers. Paul fights him and his henchmen, resurrecting countless of evil minion where Paul struggles to fight. Eventually the bishop was defeated and thrown into hell, and Paul, although weak and wounded, saved the world from darkness. He then brings Adelle home to her mother where they say that Paul's victory was the will of God, something to which Adelle agrees. However, whilst Paul and her mother look away, Adelle's eyes turn black, indicating that she has been possessed by a demon.
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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