Kingpin — Life of Crime
Kingpin is a tale of revenge. Take control of a street gang and order your recruits to attack, defend or even do a little safe-cracking to pick up some needed cash. Use that cash to buy nastier weapons and take down your punk enemies in this intense first-person shooter. Being the Kingpin is half attitude and all action.
Start your own gang and recruit right from the streets. If a new gang member turns out to be a punk, blast him and make room for new ones. Move up in the world, but watch out for the Kingpin; eventually you’re going to have to take him on.
Somewhere in a past that never crossed paths with the future lies the world of the Kingpin. Burned out buildings and urban decay are the landscape. Local gangs roam the streets, protecting their turf and scoping out opportunities.
Some of the features include
- 16-player multiplayer action via LAN or Internet
- Location-specific damage — shoot a snitch in the kneecaps or snuff out a rival with a head-shot
Steam User 9
I played Kingpin: Life of Crime back around the year 2000 and I have to say it left quite an impression.
The game doesn’t pretend to be polished in all respects, but it has an energy and rough charm that made it fun to dig into.
In Kingpin, you take on the role of someone rising up through the criminal underworld.
You can recruit members from the streetsand order them to attack or defend, even do safe-cracking in order to get cash.
That cash is VERY essential: you use it to upgrade your weapons and gear, enabling you to take on tougher enemies which are otherwise very hard to manage.
Eventually your goal is to challenge the Kingpin himself. Along the way you move through gritty urban levels, dealing with rival gangs and making decisions about whom to trust (or eliminate).
What I appreciated most is how the game balances action with strategy: it’s not just running and shooting, but deciding when to build strength, when to move forward, and how to manage your gang.
Steam User 5
Kingpin — Life of Crime is a pretty worthwhile experience if you like old school shooters. I found myself really impressed by the AI several times. Towards the end of the game I had two goons get in an elevator by themselves and kill a bunch of guys on the floor above me. On occasion you will have to go back to get them to follow you, but most of the time they do a really good job at keeping up. They even climb ladders and jump across gaps. I really wish your friendly AI would have voice lines, it would give them some much needed character. They are pretty useful if they are equipped with good weapons.
I wasn't a massive fan of the street level at the end of the game, I got quite lost on how to progress. The story is pretty non existent, it is really just there to give you an excuse to shoot a bunch of guys. Love how grungy everything looks. The design of the characters are fantastic. Credit to the legendary Viktor Antonov (RIP) for his amazing work. Level design isn't that interesting, but that is probably mostly so that the AI can utilize the space without getting stuck. There is rewarding loot to be found if you explore optional areas.
I found the game on normal difficulty pretty brutal towards the end. Enemies are no push over. The game can be pretty frustrating at the start because there is no tutorial. I recommend you look at your key binds for some help.
The steam version for some reason does not include the soundtrack for the game. I was able to add it back, but there is no way to lower the volume so I decided to play without it. The game is extremely charming, dialogue can be pretty hilarious. It's a shame they f*cked the remaster.
Highly recommend using the PCGamingWiki to download the MH Kingpin Patch.
Steam User 5
Had this game when i was like 10 - still recommend in 2025 for that old school half-life/quake feel but with more neo noir vibes.
Steam User 4
Kingpin: The Life of Crime is a first person shooter/”Tarantino Dialogue” simulator developed by Xatrix Entertainment, a studio whose previous work included the first person sci-fi action game series Cyberia alongside the first person shooter series Redneck Rampage and the Quake II expansion pack “Quake II: The Reckoning”. The reputation for their previous games would come out to mixed reception generally, though the Redneck Rampage series (which includes a hunting simulation spin-off and a racing game by another developer) would go on to have a decent amount of a cult following in the many years to come. As for the development of Kingpin, I haven’t really been able to find too much in terms of actual stories other than the obvious with rap group Cypress Hill’s involvement with the game’s sound design and an apparent tie-in with clothing maker Diesel at the time. However the actual story surrounding this game was the post Columbine era, an era which was marked down in infamy due to a violent and tragic school shooting. Outraged at the horrific nature of this senseless tragedy, parents and lawmakers would try to find any and all forms of excuses that could lead to such a thing: curse words, metal music, gangster rap and the topic here being video games. The likes of DOOM, Grand Theft Auto, Postal and more would be listed in various congressional hearings to be sure, as was Kingpin due to its level of violence and consistent use of profanity. Despite numerous calls for cancellation by members of Congress, the game would stand tall, all in spite of stores deciding not to stock it due to the controversy. With this in mind, how did I even hear about this game as a young, impressionable teenager at the time?
Kingpin: The Life of Crime was one of those games in my library where I was unsure of where I don’t truly remember where I “learned” about it per se, just that I’ve known about it’s existence since before High School at least. I of course used to watch ScrewAttack Top 10 lists to learn about games though it’s possible that it could’ve been anywhere else. What I do remember about this game was just how electric it felt. A violent and edgy first person shooter where you play as a gangster trying to take over a dieselpunk criminal underworld, quoting Quentin Tarantino (whom I loved as a youth and still have a liking for his movies despite him being an IDF jester now) and soundtracked by the likes of Cypress Hill? What wasn’t to love as a youth and even now as an adult? It looked like a great time and having wanted to play it to fulfill my gaming “gangster” fantasies, I would purchase it on April 25th 2017 in a bundle with Quake II alongside Blood & Bacon before kind of playing it on and off for the next several years due to getting quite frankly stuck in terms of where I was supposed to go. I would eventually finish the game in February of 2021 having streamed it for some buddies, and now it’s one of the games that I just wanna go back through and talk about because I know at some point I’ll pick up the awful remaster because I’m stupid as hell. Still, before I talk about a horrible port, let’s talk about why you should play the original game first!
For most of review:
Now it breaks down to the gameplay: how does it hold up compared to other first person shooters? Is there anything that differentiates it from others? Well yes, other than the first person shooting as expected for a game of this type on the old Quake engine, the game portrays itself as more of a “hub” based shooter with NPCs to talk to. You have a main objective for sure, but there are side quests you can do for money, weapons and health and using the aforementioned money to hire bodyguards and modify your weapons/buy ammo. I think this aspect is cool, and while it sucks I can’t hire more than two bodyguards, I do appreciate the idea of hiring goons to help me fight other mooks on the crusty streets as a part of a sort of gang war. You can mainly hire these guys at the local dive bar, though you’re not allowed to shoot anyone inside so expect to holster your guns until you get back out. These guys can carry anything from pipes to machine guns later on and it feels pretty damn good, and I valued currency alone just to get these guys and some good weapon mods, which luckily you can get money through looting dead bodies in case you’re in need of some extra dough. I like the idea of a little hub like this, it makes the game feel more RPG-like even if it’s technically not, and it’s even cooler that some of these guys have different roles (i.e. “safecracker” for example). That being said, I should really get into the actual meat of the gameplay: shooting, A.I. tracking, level design.
Starting with the aforementioned A.I. movements, I feel that it’s both good and kind of bad in the sense that everyone can jump around and climb the environments the same way you can, which is rare in a time period where games just wouldn’t let NPCs move around in the same way. Having your goons climb up ladders to follow you around and jump on ledges to keep up with you and it’s genuinely a fascinating feat to witness, especially when I learned that the guy who programmed the A.I. also programmed the “EraserBot” for Quake II? Holy Hell. That being said, there are limits such as when they’re stupid enough to block your way every now and then (resulting in me getting stuck to where I had to shoot/kill them sometimes or reload a previous save in certain areas) or when they don’t come with you to another area due to loading screens unless they’re right next to you which is frustrating. Also the shooting is satisfying in some ways due to the weapon mods and bodyguard action alongside the admittedly great weapon sounds, you can kind of tell that it gets a bit spongey if you don’t keep up with your stuff and they can whittle you down REALLY quickly. On top of that there isn’t a full body armor system as much as there is a limb based armor system for your head, chest and legs, which is cool as a concept when you’re blowing away dude’s limbs but got really annoying quickly from what I remembered? Nothing was as frustrating as the level design, which I had mixed feelings for in a lot of ways. I’m not sure if it was just me or not, but I remember getting lost several times trying to figure out where I was going and what I was supposed to do and would look up Youtube playthroughs to get a sense of any direction at all. That being said though, I do feel like Kingpin is a fun time once you get in the groove of things as shooting bad guys and rummaging through corpses with your hired goons is a feeling that not a lot of games can give you. It’s just a bit janky and spongey, though before I finish this section off I’ll give some advice: stick to the shotgun, Tommy Gun and Heavy Assault Rifle if you can, and avoid the melee weapons and definitely the flamethrower. The Melee Weapons are okay if you have no ammo in anything but it’s still spongey and the flamethrower is hit or miss with it’s frames ironically enough, to the point where I got more burnt than anything.
Links:
Steam User 2
The game that started me gaming. About 1998-99 I bought this game at Frys Electronics in Sunnyvale and my life's been going down ever since. KingPin Life of crime and Return to Castle Wolfinstine still my go to games when I want to reminisce. The only other game I still play is Left 4 Dead 1&2.
Steam User 1
This original 1999 version is still way way better than remaster Reloaded. Yes, graphics, physics and the way how the game is told is outdated but still way ahead its remaster. This is not only FPS where you go forward and kill all that moves.
You can collect money, buy weapons, ammo, attachments, hire people who will protect your back. You also need to solve puzzles to be able to reach the end. Looking for the keys, special devices, etc. This game was way ahead of its genre in 1999.
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8/10
Steam User 1
Kingpin — Life of Crime is a brutally grounded first-person shooter that stands apart from many of its late-1990s contemporaries through its unapologetically grim tone, urban setting, and experimental blend of shooter mechanics with light role-playing elements. Developed by Xatrix Entertainment and published by Interplay Inc., the game drops players into a decaying city ruled by gangs, corruption, and violence, offering a revenge-driven journey that feels more like a descent into criminal underworld survival than a traditional power fantasy. Even decades after its release, Kingpin remains memorable for its atmosphere and willingness to push boundaries.
The narrative framework is simple but effective, immediately establishing a personal motivation that fuels the entire experience. After being brutally assaulted and left for dead by the forces of the titular crime boss, the player awakens with nothing but a desire to rise through the city’s criminal hierarchy and settle the score. Rather than relying on lengthy cutscenes or exposition, the story unfolds organically through environments, encounters, and small interactions with the city’s inhabitants. This minimalist approach reinforces the feeling that you are clawing your way upward in a hostile world where power is earned through violence, intimidation, and survival.
Gameplay is rooted in classic run-and-gun shooter design, built on technology derived from the Quake II engine, but it distinguishes itself through several systems that add weight and consequence to combat. Weapons feel heavy and lethal, and the location-based damage model means that where you hit an enemy matters significantly. Headshots can end encounters instantly, while leg shots slow foes and create opportunities to reposition or finish them off. Enemies visibly react to damage, staggering, bleeding, and collapsing in ways that emphasize the brutality of each firefight. This visceral feedback, while extreme, reinforces the game’s harsh tone and makes combat feel raw rather than arcade-like.
A notable twist on the traditional shooter formula is the inclusion of money and commerce. Fallen enemies can be looted for cash, which can then be spent at Pawn-O-Matic shops scattered throughout the city. These stores allow players to buy weapons, ammunition, armor, and upgrades, introducing a light economic layer that rewards exploration and careful play. Deciding whether to spend money immediately on firepower or save it for later becomes a meaningful choice, especially during tougher sections where resources are scarce. This system subtly shifts the pacing, encouraging players to think beyond constant aggression and consider long-term survival.
Interaction with non-player characters further sets Kingpin apart. Some NPCs can be spoken to rather than immediately attacked, and dialogue choices—often delivered with excessive profanity—can determine whether they provide information, become hostile, or even join you as temporary allies. Hiring backup can significantly alter combat encounters, as allies draw enemy fire and contribute their own damage. While these systems are not always deeply fleshed out and can feel inconsistent, they add a sense of unpredictability and reinforce the idea that this city is populated by people with their own agendas rather than disposable targets.
The environments themselves are one of Kingpin’s strongest elements. Levels are sprawling and interconnected, featuring grimy streets, abandoned buildings, industrial docks, and underground spaces that convey a strong sense of place. The art direction blends art-deco influences with urban decay, resulting in a distinctive aesthetic that feels both stylized and oppressive. Even by modern standards, the level layouts remain engaging, with multiple paths, hidden areas, and environmental storytelling that reward exploration. The city feels hostile and lived-in, as though it exists independently of the player’s actions.
Audio design plays a major role in establishing mood. Gunshots echo harshly through alleyways, enemies shout threats and insults, and ambient sounds give the city a constant sense of unease. The inclusion of licensed hip-hop tracks from Cypress Hill further grounds the experience in a gritty, street-level atmosphere. While the limited soundtrack can become repetitive over long sessions, its tone fits the game’s identity and reinforces its cultural flavor in a way few shooters of the era attempted.
Technically and mechanically, Kingpin undeniably shows its age. Movement can feel stiff by modern standards, enemy AI is inconsistent, and bugs or balance issues occasionally disrupt the flow of play. However, these rough edges are part of the game’s identity, reflecting an era of experimentation when developers were willing to take risks even if execution wasn’t always flawless. For players accustomed to polished modern shooters, these limitations may require patience, but they rarely overshadow the game’s ambition and personality.
Multiplayer modes add additional value, offering traditional deathmatch alongside unique variations such as Bagman, where players compete to collect and defend loot. While not as enduring or refined as multiplayer offerings from genre giants of the time, these modes highlight the flexibility of the game’s systems and provide a glimpse into how its mechanics translate into competitive play.
Ultimately, Kingpin — Life of Crime is not a comfortable or universally appealing experience, and it was never meant to be. Its relentless violence, abrasive language, and bleak worldview make it a challenging title both thematically and mechanically. Yet it is precisely this uncompromising vision that allows it to stand out among classic shooters. For players interested in atmospheric, character-driven FPS games with a distinctly mature edge, Kingpin offers a grim but fascinating journey through a city where power is brutal, trust is rare, and survival is never guaranteed.
Rating: 7/10