Flying Phoenix Rod Pinkie Pie with Necromancer Lightning and Three Iron Liches
When you're playing Heretic: Shadow of the Serpent Riders, this is one POV you do not want to see!
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Flying Phoenix Rod Pinkie Pie with Necromancer Lightning and Three Iron Liches
When you're playing Heretic: Shadow of the Serpent Riders, this is one POV you do not want to see!
List of Games Turning Thirty (30) Years Old in 2025
Battle Arena Toshinden (this was the very first 3D fighting game, and paved the way for games like Tekken and SoulCalibur).
Castlevania: Dracula X (a re-release of Castlevania: Rondo of Blood for the SNES).
Chrono Trigger (one of the best games ever made. with a dream team made up of Hironobu Sakaguchi [Final Fantasy], Yuji Horii [Dragon Quest], and Akira Toriyama [Dragon Ball]).
Comix Zone (a pretty fun side scrolling beat 'em up from Sega).
Command & Conquer (the first in the series).
Descent
Destruction Derby
The Dig (a really unique graphic adventure game from LucasArts).
Discworld (based on the setting made by Terry Pratchett).
Donkey Kong Country 2: Diddy's Kong Quest
Dragon Quest VI: Realms of Revelation (the last game in the Zenethian trilogy, and the last one to only release in Japan).
Fade to Black (a sequel to Flashback, which is a pioneer in the platformer genre).
Front Mission (the very first one. didn't release in the West until 2007).
Full Throttle (another LucasArts graphic adventure game centered around biker culture.)
Hexen: Beyond Heretic
I Have No Mouth, and I Must Scream
Jagged Alliance (another pioneer in the RTS genre)
Jumping Flash! (one of the very first 3D platformers, pre-dating Super Mario 64).
The King of Fighters '95
Kirby's Dream Land 2
Light Crusader (a really unique and interesting action-adventure fantasy game from the Sega Genesis).
Mario's Picross (is it pronounced "Pie-Cross" or Pih-Cross"?)
Marathon 2: Durandal (one of Bungie's earliest games)
Mega Man 7
Mortal Kombat 3
Panzer Dragoon
Phantasmagoria (yet another LucasArts graphic adventure game, this one centered on a haunted house. It had some pretty gnarly and gruesome death scenes. Look up at your own risk).
The PlayStation (the first one)
Rayman (RIP, Rayman. Ubisoft sucks too much to give you the support you deserve).
Ristar
Romancing SaGa 3
The Sega Saturn (it was supposed to launch in early September on a Saturday, dubbed "Saturnday". However, the PS1 was launching the same week and was $100 cheaper than the Saturn. So... Sega surprised launched the system at the very first E3).
Space Quest 6: Roger Wilco in the Spinal Frontier (the last game in a pretty silly and humorous series of graphic adventure games from Sierra Entertainment).
Star Wars: Dark Forces
Street Fighter Alpha: Warriors' Dream (also known as Street Fighter Zero. It was a prequel to Street Fighter II and featured younger versions of already existing characters).
Super Mario World 2: Yoshi's Island (do you consider this a Mario game or a Yoshi game)
Tactics Ogre: Let Us Cling Together (the English version of this game wouldn't release until 1998. Three years after the original version).
Tales of Phantasia (the first game in the Tales of series from Namco).
Terranigma (an awesome RPG from Enix that never released in North America)
Twisted Metal
Warcraft II: Tides of Darkness
Beyond the WADs’ Roulette - Part 11.1: Heretic Episode 1
The WADs of 2010s are upon us, people. But before we start taking a look at them, there is one game made on a modified Doom Engine, released in 1994… Okay, there are two, and the other one was released in 1995, but we will take a look at that game right tackling an honorably mentioned WAD from 2010 that uses it.
For now, we will be looking at-
#11: Heretic
Main author(s): Raven Software
Release date: December 23rd, 1994 (original release)
Version(s) played: Shadow of the Serpent Riders edition
Levels: 27 (three episodes, each with standard 8+1 format)
Heretic is the game made by Raven Software. It is the first installment of the Serpent Riders Trilogy, which includes this game, Hexen and Hecatomb Hexen II. While it wasn’t the first time Raven used the engine from id Software, Heretic is probably the first, commercial game that uses id Tech 1, AKA the Doom Engine.
I don’t really know much about this game’s development. I know that John Romero helped a lot as an executive producer, bringing the guys from Raven computers and even teaching them how to use the engine’s tools. It was supposed to have more RPG elements instead of just an inventory system, but then John Carmack recommended them to basically just make the game like Doom and color it in fantasy paint.
There might be more stuff about the development on the internet if you look at it.
As for the plot, it takes in the land that would be later known as Parthoris in Heretic II. Three mysterious characters known as the Serpent Riders arrived from the east, and they managed to conquer all of its seven kingdoms. One of them, D’Sparil, was left in charge of this land. The elves, known there as the Sidhe, didn’t fall for the riders’ mind control and became primary targets for the youngest of them. The elves were almost completely wiped out.
One of these elves, later known as Corvus, didn’t like that. So he went east to kick D’Sparil’s ass and send him back to science and outter space or whatever.
Now, before I finally start talking about this game (or, to be more precise, its first episode) I would like to mention that I played it on GZDoom (4.13 to be exact) and on the medium skill AKA Bringest Them Oneth.
With that out of the way, let’s begin with the first episode.
Part 1: City of the Damned
The first episode takes place in the dock city (or at least somewhere that looks like one). While still looking rather abstractional (Heretic is still a game made on Doom Engine), there are moments where it looks better than the ClassicDoom; buildings resemble actual buildings instead of just very tall blocks; there are some additional, non-sprite decorations like church benches, gravestones, tombs, coffins, etc. I also like the textures; they fit greatly for the medieval fantasy theme.
I think the sound effects are good. I can’t recon anything that would be annoying. Some might say that one of the weapons can be ear-grating but I wasn’t that bothered by it.
There are also some ambient noises as you walk by like the church bell, drops, or wind. And I think these were implemented greatly as well. At least they weren’t so loud you couldn’t hear anything else.
I enjoyed the music from this episode. Kevin Schilder did a great job on these tracks. I can’t even decide which music track was the best; I think I’d go with Mist if someone put a gun into my head.
The only problem I have with the music is that over half of the E1 tracks don’t loop properly. Normally, if this was another, amateurish WAD, I would probably blame the WAD’s author for it, but with this game, now that I think about it, I think it might be GZDoom itself that causes this. Now, I played this game the first time years ago so I can’t remember if that also happened with an older version of this source port, but the looping is definitely busted with around five or six tracks in the first episode.
Heretic is a typical Doom clone – kill monsters, find keys and/or switches, and get to the exit. Except, you know, it’s now a medieval fantasy instead of Sci-Fi and shit. I don’t recon the maps from E1 being complicated asides from like one or two (I’ll get to one of them in a minute). And I didn’t feel like they wasted my time.
Now, let’s talk about more noticeable things some of these maps have:
Dungeons has a reference to the blue key trap from Toxin Refinery, where the lights go out and you get ambushed after picking up the same-colored key.
Citadel doesn’t really have anything to explain on its own, but I feel obligated to mention that this map was an inspiration to Devastation from Karma Shwarma; it was basically a similar layout but mixed with Resistance is Futile from Hell Revealed.
Cathedral has two moments where you are forced to look for two slightly misaligned walls to go further. It’s not that obnoxious moon logic now that I think about it (this map is pretty good without counting these), but I still think you might get stuck for a couple of minutes during the blind playthrough.
This is also the map that leads to the secret map – Graveyard. It’s a good map, even with the chessboard floor in the green key area; and even then, that part isn’t that annoying, since around 80% of this floor is optional aside from ammo and health if you need these.
The final map, Hell’s Maw, has an interesting twist, in that after killing the boss enemies, instead of revealing an exit teleporter (or in the case of this map a switch), a monster closet opens up. That might have been the only hard fight in this episode.
The modified Doom Engine gave this game a couple of new features (no shit). Comparing Vanilla Heretic to Vanilla Doom, you have the ability to look up and down in the former. Heretic also adds floors that can push you even when you don’t move; this feature is kind of janky since it’s more like the entire sector of a map instead of just a floor. So if the sector has water as a floor, and you fly above it (I will get to that later), you will still be pushed even if you are not standing on water.
Also, some of the projectiles can be affected by wind as well. Forgot to mention that.
There are two changes when it comes to keys in this game when compared to Doom. Firstly, visually, instead of a red key, there is a green one, there is only one type of these instead of two, and the keys have rotating sprites. The second change is much more interesting than the first one – the keys follow the pattern. No matter how many keys there are on a map, you will always grab the yellow key first, then the green one, and then finally the blue one. An interesting change but I don’t mind it.
Also, instead of the doors being marked with a specific color, there are special sprites called gizmos to mark which colored door is which if you don’t use the automap.
Oh, and the keys appear on the automap if you play on the easiest skill.
This game also features pods – a variant of Doom’s exploding barrels that can be pushed (which is another feature made for this game). Also, some of them respawn after being blown up (like the ones in Hell’s Maw).
Of course, Heretic wouldn’t be a Doom clone without a bundle of powerups. There are two types of these now – regular ones, and inventory items. Let’s start with the former that appear in this episode.
Silver Shield works as a bridge between the regular Armor and the Megaarmor from Doom; it gives you 100 points of armor like the former but with the latter’s 50% damage protection.
Bag of Holding and Map Scroll are just reskins of Backpack and Computer Map respectively. The former doubles the amount of ammo you can carry while the latter shows the undiscovered areas on the automap.
As for the inventory items, there is no need for a big explanation on how they work – just choose one and press the button that makes you use the item.
Here are additional things about this system in Heretic – You can carry up to 16 items on a map and moving to another map reduces the amount of items to one per type (except one where nothing is carried to the next map but I will get to that).
And now, to the E1 inventory items:
Quartz Flask is Doom’s medkit that now functions as, you guessed it, an inventory item. It brings back 25 health (up to 100) and it’s automatically used on the easiest skill if you are about to die.
Tome of Power is an interesting item. But I’ll talk about it later when we get to weapons.
Ring of Invincibility doesn’t require an explanation what it does. All I have to add is that instead of seeing everything in white and black, you see everything in orange when the ring is used.
Shadowsphere is Partial Invisibility, yes, but it also turns you into a ghost, making some of the attacks go through you (I’ll get to those later as well).
Time Bomb of the Ancients functions like it sounds – you lay it on the ground and it explodes after a couple of seconds. I guess it’s working on a mob of melee enemies, but I don’t use it that much, so I don’t know.
Torch is a portable Light Amplification Visor. Nothing to add here, although I’ve read that it sometimes flickers when used.
Wings of Wrath will allow you to fly. This is the only item that cannot be carried to the next map if you have at least one of these. I think I’ve read on Wikipedia that flying started as a bug that was turned into a feature (I like when it happens in games).
The final item of E1 is the Morph Ovum. It turns every non-boss monster into chickens that can be easily one-shot. They can still peck you, though.
City of the Damned is not a hard episode. Sure, it might be tougher than the original Doom (or at least tougher than the first two episodes of that game), but the advantage Heretic has over that game is that none of the enemies are hitscanners; which means that if you are good at dodging and know which item use when, you might end up with an easier experience than with Doom, even if it feels like there is a lot of more monsters in Heretic, and they feel kind of tanky. Even the final monster closet can be cheesed with one ring and one tome if you have these.
Oh, and by the way, RNG feels less bullshity than in Doom.
There are two types of projectiles you and your enemies throw – physical and magical. The difference between these two is that the former cannot hit ghosts (as I mentioned earlier with the shadowsphere).
As for the enemies you fight, in the first episode, we have five different monsters (counting the boss one), plus a couple of sub-variants; and yes, that includes ghost variants for three of these (two and a half really).
One of the guys above has different attacks. And I’m not talking about being able to throw projectiles along with melee attacks. I’m talking about having two, different projectiles that are not homing and non-homing projectiles for exchange.
I can’t really explain it in words. I think it will be better if you play this game yourself or watch a walkthrough.
Also, like in Doom games, some of the enemies drop items/ammo. Unlike Doom, where it’s only hitscanners (not counting Spiderbitch) that dropped ammo to their used weapons/weapons they were using upon dying, in Heretic, almost all of the monsters in this episode have a CHANCE to drop some ammo, and even a smaller chance to drop an item with two of them.
When it comes to who you fight in the first episode, we start with Gargoyles. They act similarly to lost souls except they can also scratch you when you get close. The fire variant can meanwhile shoot projectiles at you. It would be great if the variants looked more distinctive, though.
Golems are melee monsters, or at least they start off as one (they also look like mummies). Later on, you meet their Nitro variants that can shoot homing projectiles (not as sharp turning as revenants missiles). Both variants can appear as ghosts.
Undead Warriors throw two, green axes at you, and they have a chance to throw a red axe that is 3.5 more powerful than the green one. They also can appear as ghosts, and they always throw red axes.
If you are a Doom WAD enjoyer and played a lot of 2000s WADs, you might remember the void imp that functions similarly to the undead warrior. This is the enemy void imp was based on (although, he is more like a reskin of UW).
D’Sparil has an army of Disciples as well. They fly and flicker when they are about to attack, giving them a chance to dodge physical attacks. Probably the toughest non-boss enemy in the episode.
Finally, we have the boss of the first episode – Iron Lich. These ginormous heads have three attacks – a tornado that can throw you around, a firewall, and an ice ball that splits into smaller shards after hitting something in its path.
The weapons that you get for now in this episode are basically similar to the Doom guns. I’ll get later to which weapon references which Doom gun.
But here is something that you need to know about Heretic’s weapons – these can be powered up. Remember tome of power? That’s what it does when used.
The Staff is a weaker fist. Even when powered up and surrounded by lightning it’s just around 4 times more powerful (up to 81 damage). Compare it to berserk fist that deals up to 200 damage.
The Gauntlets of the Necromancer work like chainsaw – still great against melee enemies (even though golems have a smaller pain chance and attack faster than pinkies). When powered up, the green lightning turns red, its range is longer, and it can suck enemies health.
The Elven Wand shoots slightly faster than the pea shooter, and when powered it turns into a mini-shotgun, firing five hitscan attacks instead of one, and adding two projectiles on both sides.
The Ethereal Crossbow is like a projectile-based shotgun. It fires three bolts – two regular ones and one magical between those. Powered up crossbow shoots faster and adds two magical bolts.
The Dragon Claw functions similarly to a chaingun, but unlike that gun, it uses separate ammo from the elven wand. The powered-up version is where it gets interesting; it acts more like iron lich’s ice attack but with spiky balls (which is ironic since iron liches are partially immune to this attack).
Aside from slightly janky sectors that push you and most of the music not being synced properly, I don’t think I have encountered any bugs. If you are interested in what bugs happen in this game (without using a source port or not), check out Doomwiki or some videos on YouTube.
And that’s all I have to say about Heretic’s City of the Damned. It’s a great start for this game (although, you could probably say the same thing about many, other, old school FPSes) and I’m ready for the second episode.
Hopefully, I won’t have that much to talk about like in this part.
Doom WADs’ Roulette Bonus Round: Dystopia
It’s time for another detour to Heretic.
B95.1: Dystopia
Main author(s): Anthony Czerwonka (Adelusion)
Release date: 1995
Version(s) played: Heretic version
Required port compatibility: vanilla
Levels: 1 (E1M1)
Today, we will be taking a look at Adelusion’s first map – Dystopia.
It felt to me like it’s more like a (probably unintentional) deathmatch map, but I’ll get to it later, why I think like that.
Dystopia looks good for the first time map made in ‘95. I don’t really have a favorite location, but I guess I’d go with either the bridge that leads to the boss arena or the arena itself.
Playing the map felt weird to me. It wasn’t complicated (not until the boss area), but like I said at the beginning, this map feels like it was made for deathmatch first, and later modified to be singleplayer compatible, with all of the four gigantic areas and the weapon stashes behind their corners.
Reaching the exit teleporter feels more like an Easter egg hunt for the secret exit; after killing all enemies in the final area, you have to press five pillars that rise up one after another to exit the area. Okay. Might be weird, but you can get what to do in the following playthroughs.
Then the moon-logic gets sprinkled – you are supposed to return to the bridge with the teleporter that takes you to the final area, and use the Wings of Wrath to fly behind it to another teleporter that will take you to one of the weapon stashes AND open the wall to the exit. Oh, and you have to press the particles to actually exit the map.
I have no idea what the author was smoking while making this, and I don’t think I want to find out.
Dystopia wasn’t hard, but it’s a mess, since you just open fire in one of the main areas, and the entire mosh pit from the other three big areas comes out to attack you. And as for the final area, if you have the secret Phoenix Rod, the ring, and the tome of power, it can be trivialized with ease.
The original Dystopia is a weird map, but I’d say it’s far from being bad. After all, it was Anthony’s first map.
In the future, he and the other WAD maker, Iikka Keränen, would create a sequel to this map – Dystopia 3, along with the addon to it, and even further, both of them would help with the megaWADs like Requiem or STRAIN.
But what about that time Adelusion converted his map to Doom II?
That version of the map we will see in the next review.
Doom WADs’ Roulette (2011): Icebound
G8: Icebound
Main author(s): Christopher Lutz
Release date: January 19th, 2011 (database upload)
Version(s) played: ???
Required port compatibility: Limit-removing
Levels: 1 (E1M3 replacement)
Another day, another Christopher Lutz’s WAD to check out. I checked some of his stuff from the 2000s before; while I think most of the WADs that I played were good, I also feel they were kind of outdated by the end of the 2000s.
Today, we will be tackling something different from his portfolio – a Heretic map titled Icebound. According to the author himself, he spent around seven years making this map.
Don’t expect much of the plot; you just arrive at some frozen caverns, and you are tasked with cleaning them up from monsters.
Let’s see if seven years of in-making didn’t go to waste.
The map looks great. I kind of feel like this map is half the caverns, half the medieval docks/ruins of these.
It’s another case of the map that uses stock textures (aside from the sky), and I’m always impressed by how, after so many years since the release of Doom (or in that case Heretic), the map author manages to make their map look great with only stock textures.
Icebound was pretty easy to understand. I don’t remember getting stuck (at least after the blind playthrough).
The only problem I had with the map was the platforming section around the southeast part of it, and the fireballs didn’t help.
The map wasn’t hard to me. It was manageable for me for almost all of the time. The only hard parts were the area with the switch that lowers the blue key and the final area before the exit. And even then, the empowered crossbow trivializes these two.
To summarize – Icebound is a fun Heretic map; looks great, plays great, and so on, and so on. Try it out. A much better Heretic WAD than Curse of D'Sparil; at least this one didn’t make me want to prematurely end my suffering.
As we will return back to Doom, the next WAD on the list is kind of insane to say the least.
See you next time.
Heretic + Hexen announced for PS5, Xbox Series, PS4, Xbox One, Switch, and PC; now available - Gematsu
Publisher Bethesda Softworks and developers id Software and Nightdive Studios have announced Heretic + Hexen for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, Switch, and PC (Steam, Microsoft Storem GOG). It is available now for $14.99. It is also available via Game Pass. Physical editions will be available via Limited Run Games.
Heretic + Hexen includes the original episodes, two new episodes, online cooperative and multiplayer support, a behind the scenes vault, community mods, accessibility options, and more.
Here is an overview of the collection, via its store pages:
About
Step into the definitive re-release of two dark spell-casting shooters that shaped the genre. Forged by Raven Software on a modified DOOM engine, Heretic and Hexen were released in 1994 and 1995, pushing first person shooters into bold new territory. These innovative cult classics introduced groundbreaking features like inventory systems, vertical aiming, and distinct character classes, reshaping first person action games for generations to come. This enhanced restoration makes Heretic + Hexen available to new audiences and long-time fans with expanded accessibility across more platforms and languages than ever before. Whether you’re returning to these shadowy realms or discovering them for the first time, an epic legacy awaits.
Owners Receive
-Heretic: Shadow of the Serpent Riders*
-Hexen: Beyond Heretic*
-Hexen: Deathkings of the Dark Citadel*
-Two all-new episodes created in collaboration between individuals at id Software + Nightdive Studios:
Heretic: Faith Renewed
Hexen: Vestiges of Grandeur
There are a total of 117 campaign maps and 120 deathmatch maps in Heretic + Hexen.
New Enhancements
Online cross-platform deathmatch and co-op for up to 16 players**.
Local split-screen deathmatch and co-op for up to eight players.
Toggleable, enhanced Tome of Power soundtrack by Andrew Hulshult.
Community-published mod support with an in-game mod browser**/***.
Improved performance with multithreaded rendering supporting up to 4K resolution and 120 frames per second****.
A Vault section containing concept art and unused sprites from the development of the original games.
Accessibility options, such as updated user interface, improved legibility, contrast and screen FX adjustments, and text-to-speech features.
Modern controller support.
Weapon carousel for faster weapon switching.
Game balance toggle (original / enhanced).
Quick Save / Load support.
Widescreen support.
Many engine fixes for bugs present in original versions.
Translated into 12 new languages: French, Italian, German, Spanish, LATAM Spanish, Brazilian Portuguese, Polish, Russian, Japanese, Korean, Traditional Chinese and Simplified Chinese.
*Original DOS versions of Heretic: Shadow of the Serpent Riders, Hexen: Beyond Heretic and Hexen: Deathkings of the Dark Citadel are included in the Steam version. **Account required. ***Mods need to be installed separately; installation requires additional system storage. ****Compatible display required.
About the Included Games
Heretic: Shadow of the Serpent Riders – Three brothers, known as the Serpent Riders, used their powerful magic to possess and corrupt the seven kings of the realm, plunging it into war and chaos. But a race of elves known as the Sidhe resisted and were branded heretics. On the brink of losing the war, the Sidhe elders sacrificed themselves and the elven capital city to destroy the seven kings and their armies. As one of the few surviving elves, you embark on a quest for vengeance against those who slaughtered your friends, family, and entire race.
Heretic: Faith Renewed (New) – Years after the planes were cleansed of D’Sparil’s wretched influence, a wandering warrior in search of home arrives at a foreign land to discover the blighted stains of that old time religion seeping through the cracks of society once more. In the fortified city, zealous acolytes stand high atop a decadent cathedral and listen to the lamentations echoing from the streets as non-believers are dragged away for ‘correction.’ The shadow of D’Sparil lingers after death, his absence attributed to apotheosis. Once revered, now worshipped, deserving of neither. An all-too-familiar scene, and one you simply cannot stomach. Taking up the mantle of Heretic once more, you stride into the city, staff in hand, to silence the echoes of your arch-nemesis.
Hexen: Beyond Heretic – While the Sidhe elf Corvus battled the evil forces of D’Sparil, the remaining two Serpent Riders were busy sowing the seeds of destruction in other dimensions. As a Warrior, Mage, or Cleric, you must fight the undead and brave elemental dungeons and decaying wilderness to defend your realm of Cronos from Korax, the second Serpent Rider.
Hexen: Deathkings of the Dark Citadel – After defeating the evil Korax, the second Serpent Rider, and discovering the Chaos Sphere, you have been transported to the Realm of the Dead. Now your only way home is blocked by hordes of undead and the Dark Citadel. Where Hexen ends, the true nightmare begins.
Hexen: Vestiges of Grandeur (New) – Korax lingers between life and death, his shredded corpse left behind with no semblance of life while he clings to a fresh, if fragile, rebirth. His grip on Cronos is once more released, yet the cycle continues, proving another force is at work: an invisible hand puppeteering both Korax and you, weaving a star-crossed destiny that will never die. And if that hand tugs the threads of fate again, what surprises are yet in store for you?
Watch the launch trailer below.
Announce Trailer
Beyond the WADs’ Roulette - Part 11.3: Heretic Episode 3
After dealing with maulotaurs, Corvus jump into the unlocked portal, hoping to return to is home dimension. Unfortunately, it looks like he ended up in an underwater dome complex where D’Sparil resides.
And now, the conclusion.
Part 3: The Dome of D’Sparil
Dome of D’Sparil, aesthetically, is the opposite of Hell’s Maw; instead of caves filled with lava, it’s mostly caves filled with water, waterfalls, and mosaic walls. Great choice, although, I’m starting to think that I didn’t see that many interesting locations. Still, I liked it.
Just like Doom’s Inferno, there is not much new music to listen to. There are only two new tracks, Drive and Watch; both are good IMO, and I think I prefer the former one.
Like with the previous episode, Dome of D’Sparil feels slightly more confusing and mangled than its predecessor; even now, I have problems with finishing Confluence. And yet, it’s still nothing compared to moon-logic WADs that were made by Doom mappers years after the release of Heretic.
All I have to mention before moving on is that Halls of Fear has fun moment where the water is lowering in the blue key area. That’s as far as I can remember about this episode’s maps… that and annoying backtracking.
No new items so let’s dive right into how hard this episode is.
Well… it’s still not that hard. I was actually expecting something worse, but no; this episode is still manageable on medium, even when you are forced to fight one maulotaur out of two without the invun ring. The enemies that were underused in the previous episode appear in bigger numbers in this one I might add.
This episode adds two new monsters – the normal one and the boss. The normal one is Ophidian, a tanky snake-like creature that shoots three projectiles before firing the stronger one. At least he doesn’t fly.
If the Doom WAD enjoyers recognize this monster, its upper half was used for a Hell Guardian enemy (I think that’s how it was called) while, I guess, his lower half was used for a green imp variant.
The boss of this episode is, of course, D’Sparil himself. He has two phases; in the first one, he rides Chaos Serpent that shoots fireballs. Once this thing is down, the boss starts throwing lightning at you and summoning his disciples. He also occasionally teleports to one of the pedestals scattered across the arena (it gets especially annoying when he’s low on health). He might be annoying to fight, but at least he’s not icon of sin.
And that’s all for Dome of D’Sparil. It’s still a good episode, even if it gets tiring with monsters (at least they don’t deal as much damage as the Doom ones).
And as for the entire Heretic game, it’s very good. I think it has almost everything that made Classic Doom great while also removing a couple of annoying things from those games like hitscanners; although, the enemy health could’ve been toned down a bit to make the game less sloggy.
If you want to see more stuff about Heretic, for starters, check out Civvie’s Professional Heresy; this video is much greater than that three-parts-long slop I made. After that, you can check more videos and read some stuff on Doomwiki.
As for the fourth and fifth episodes added with Shadow of the Serpent Riders, I will take a look at them at another time. I heard that these are tough, and I would rather play something else before that.
And as for Hexen, the sequel to Heretic, I will check it before reviewing Serpent: Resurrection, which is a WAD that requires Hexen to play. Do not expect a proper review of it.
Thanks for reading my slop. See you next time.