Hexen II - Four Horsemen of the Apocalypse
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seen from Malaysia
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seen from United States
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Hexen II - Four Horsemen of the Apocalypse
UK 1998
i really like dark fantasy video games but it is difficult for me to play games released before 2001 the gameplay killing
Aopcalyptic! ‘Hexen II’ PC
Heretic/Hexen
I love Doom. I’ve never made an attempt to list my favorite video games in a numerical order, but if I did, Doom would likely be one of the highest, if not #1. I’m also a big fan of the “dark fantasy” aesthetic, so discovering the Heretic/Hexen series was a treat, to say the least.
Released in 1994, Heretic was built using the Doom engine by Raven Software, with John Romero himself having helped the team set up their computers and teaching them the basics of how he would make maps for the game. With this in mind, you’d be forgiven for saying what a lot of reviewers said at the time: this game looks like a Doom reskin with a fantasy theme.
This sentiment mostly applies to the first game, Heretic. But in a sea of other “Doom clones” released at the time, it is definitely one of the more competent ones. You play as Corvus, one of the few surviving elves in a world overtaken by the evil Serpent Riders, who have decided to exterminate all the elves because their magical powers make them resistant to the mind control spells the Serpent Riders use to conquer and subjugate realm after realm on their quest for world domination. Unsurprisingly, Corvus is out for revenge, and the end goal of the game is to hunt down and kill the first of the three Serpent Riders, D’Sparil.
The gameplay in Heretic is more similar to Doom than in the later games, but it does the Doom formula well. Most weapons have a distinct counterpart in the game it is based on: the Elven Wand is your pistol, the Dragon Claw is your chaingun, the Ethereal Crossbow is your shotgun, and so on. They are satisfying to use (save the wand, arguably), and look deliciously fantasy-eque, with beautiful spritework. The levels are split into a familiar structure, featuring three episodes with nine levels each (and two more episodes released as an expansion pack). The enemies are varied, with pretty animations and distinct sounds, and play into the Doom experience very well in that the combinations and locations of enemies in each area lends itself to very different strategies (although “run really fast and blast everyone with the crossbow” rarely fails on most difficulties). The two expansion episodes are considerably more challenging, and will require more quick thinking and ammo, sorry, mana conservation. Definitely a fun romp.
The sequel, Hexen, is where the series starts finding it’s own unique twist on the genre, and is the by many regarded as the “classic” that really put the franchise on the map. Again, you’re playing as a vindictive hero on a quest to liberate their realm from the Serpent Riders. This time it’s Korax, the second out of the three. However, now you’ve got to pick a class. This is the first big difference you’ll notice when starting the game. Corvus is MIA from his last adventure, and instead your choice of protagonist is between Baratus the Fighter, Parias the Cleric, and Daedolon the mage. While the game isn’t an RPG, these characters all have different stats when it comes to running speed and base HP. More importantly, they each have access to their own unique set of weapons. Mana is shared between the weapons, which are now split into green, blue and dual mana types, but they all behave very differently. For example, the fighter’s weapons are mostly of the melee variety and consume mana rapidly only for special attack modes, as they can still be swung without mana. The mage on the other hand uses his bare hands to cast a lot of his spells, but they do not burn through mana nearly as quickly. Unsurprisingly, the cleric is a hybrid, and uses both a spiked club and a mix of magical weapons. An “ultimate” weapon is also available to each class, which must be assembled from parts and consumes both blue and green mana, but has really devastating attacks (the cleric’s “Wraithverge” summons ghosts that scream like banshees and tear every nearby enemy to shreds; it’s just as metal as it sounds)!
Beyond the class differences, the level structure is the other major difference between Heretic and Hexen. Instead of a linear series of levels, each episode is now defined by a hub level with many branching areas that can usually be visited in any order. You need to find key items and activate switches in each one to open the way to the next world, and many areas within each sub-level are also locked until you find the right key/switch in a completely different area. As would be expected, this new spin on the level progression comes with both pros and cons. Few players today will be able to complete the game without ever looking at a walkthrough, and based on some comments I’ve read, this is one of those games that many people in the 90s would only dream of beating on their own. That said, there are very few instances where pulling a switch won’t at the very least give you a short message indicating it’s purpose (i.e. “A door has opened in the Wastelands”), and even then those with enough patience will rarely feel completely lost if they’re willing to backtrack systematically through every area over and over, taking note of every single locked door and unreachable area. I doubt it’s something the majority of gamers enjoy doing, but if you’re the type who would rather give up before accepting a hint, I’m happy to report that this game IS beatable even with your play style.
On the other hand, this structure also adds a lot to the feeling of being on a dangerous, epic quest. Metroidvania fans know that there are few things as satisfying as picking up a key and thinking “hey, I recognize this symbol! Now I can finally see what’s behind that door in the swamp!”. Uncovering the world bit by bit in this fashion really lends an air of mystery to the land of Cronos (where Hexen is set), and truly gives you that classic feeling of “pride and accomplishment” when you’re finally able to descend into that forbidding temple that’s been looming on the horizon for so long. And for those of you who are worried you won’t get to blast enough monsters to get your fill, this game still has you covered.
The enemies in Hexen are just as threatening as those in Heretic, and they look even better this time (seriously, if you enjoyed the visual aspect of Heretic, Hexen steps it up tenfold with truly gorgeous sprites, textures, animations and even some environmental visual effects, like thick mist and dead leaves blowing in the wind). You’ve got a fantastic cast of evil wizards, zombies, dog-like orcs, Minotaurs and more types of dragons and dragon hybrids than you could shake a Mace of Contrition at. A good amount of the baddies are initially very similar to those in Heretic, but their attacks are more distinct, varied and dangerous, and there are a whole lot more of these guys this time around. If you have the enemy counter turned on in your automap it won’t be uncommon to see the numbers exceed 400, and some of the weaker enemies will even respawn after a while. Don’t worry though, it’s not frequent enough to be stressful, but instead it really helps the backtracking from getting too tedious. Key hunting is a lot more intense when you never know if an Ettin is waiting around the corner to cave your skull in! However, if you’ve seen any other reviews of this game, you’ve heard a lot of grief expressed in regards to the Minotaurs (and their big brothers, the Maulotaurs). They aren’t the strongest foe in the game, but their shields, their surprise lighting bolts and their sheer numbers can definitely be a pain in the gluteus maximus. On the plus side, it makes killing them all the more satisfying, and you’ll find yourself experimenting quite a bit with your weapons and items to figure out the safest and quickest way to end their existence.
That’s right, I forgot to mention the items. The third and last major difference between Doom and these games is your inventory. The items are largely the same in all the games in the series, and using them can be a bit of a hassle unless you’re willing to fiddle around with your control settings to find a setup you prefer (I would usually bind the item selection keys to the scroll wheel and use them with the right mouse button). Visually, the inventory is similar to that seen in Duke Nukem 3D, and just like in that game, you’ll likely find yourself using some items a lot more frequently than others. Health and mana refills are a major aid, and beyond that you have things such as invisibility, invincibility, flechettes (despite what the name says, they’re more like grenades or mines, depending on your class), and a magical book that gives your weapons a much more powerful firing mode for a short time (although this item is mysteriously absent in Hexen). A special mention also goes to the Morph Ovum/Porkelator/Seal of the Ovinomancer, which transforms an enemy into a chicken/pig/sheep, respectively. A lot of fun to use, and and immense help against some stronger enemies if you’re low on health and/or mana.
If you didn’t find yourself using these items all too much in Heretic or Hexen, the following game might just give you a reason to. Hexen II is the third game in the series, and the final chapter in the Serpent Riders saga. This time you’re in the realm of Thyrion, and the last Serpent Rider, Eidolon, is the one who must be slain to free the land from his curse. In terms of gameplay, Hexen II is a lot more similar to Hexen than Hexen was to Heretic. You’ve got the same type of hub level structure, and you’ll again pick a class at the start, although now your choice has expanded, consisting of the Crusader, Paladin, Necromancer and Assassin, as well as the Demoness in the expansion (yes, all these games have expansion packs and they’re all worth playing in that they’re more of the same, but expanded, duh, and more polished).
The major difference this time around is one you can probably tell immediately from the screenshot: yes, Hexen II goes 3D (and in an exception to the common rule at the time, it is NOT titled “Hexen 3D” despite technically being the third installment). Specifically, the game uses a modified Quake engine. As mentioned, the core gameplay remains largely the same as in Hexen, but the level designers definitely did not waste that extra dimension. The levels are less expansive here, but a lot more complex and full of hidden passages, surprising loops and a whole lot of verticality. Scurring across a courtyard with archers raining arrows down on you from balconies is just as tense as it is satisfying later on to reach the same balcony and return the favor to any ghoul unlucky enough to find themselves below. Overall, the layout and progression in each area feels like it’s been given a lot more consideration and has endured more testing. Most of the time, the key hunting in each area feels more self-contained, and when it isn’t you rarely feel like you have no idea where to go. This is because every lock has been designed to feel more like a puzzle. In practice, your goal is still to find an item and bring it somewhere, but the locks and keys themselves are much more distinct, which helps you remember what to do and where to go. Instead of levers and typical keys, you find yourself looking for artefacts such as potion ingredients that will let you turn metal into wood, pieces of a broken mechanism or symbolic relics that must be placed in the hands of a statue to go in line with a prophecy. There are also more direct instructions in the form of book entries and inscribed stone tablets, which are very helpful in those cases where the puzzle might require a bit more than just item hunting, such as pulling switches in a certain order or lining objects up to create a pattern. It’s still unlikely that you’ll breeze through the whole game without getting confused, but you’ll rarely be at a complete loss; you’ll usually know what you’re looking for or what you’re trying to activate, even if you may need a walkthrough to find a specific hidden passage or to figure out exactly what a contraption does.
Overall, Hexen II feels like a refined Hexen, with more care put into making every area feel very distinct. It is absolutely not any less challenging though. The areas might be smaller in terms of actual units of measurement, and there are definitely fewer enemies on the screen at all times, but this is compensated for in spades. The third dimension adds a thick layer of complexity to every level, and the enemies hit HARD. If you got into a rhythm in Hexen of circle strafing, dodging and picking off targets in an order of perceived priority, you’ll have to learn to dance to a different tune here. Some enemies will close in on you incredibly quickly, and many of them have the ability to turn you into minced meat in a matter of seconds. Now more than ever is when you’ll want to shoot with a steady aim, use your items wisely, keep all the possible paths of retreat in your mental map, and scour every nook and cranny for health and mana to stand a chance against some of the stronger mooks. Hexen II as a whole is a lot more fast paced and tense and also has a more dramatic views and set pieces along with some extra bits of storytelling scattered around the world for those interested.
So, what are my thoughts on the Heretic/Hexen series as a whole? In short, it’s a treat. Combining classic fantasy tropes with the hectic action of Doom (and Quake) was an idea that was bound to happen sooner or later, and in this case, it worked out really well. There are of course other examples of this iconic clash of genres (check out Amid Evil for a totally kick-ass recent example!), but from what I know, the Serpent Riders saga is the one with the most lasting appeal. All the games strike a great balance between frantic, gory FPS action and the slower paced mystery and brooding sense of evil that only dark castles and dungeons can provide, with each game leaning a bit more toward one direction or the other. At a core gameplay level, there is nothing absolutely groundbreaking about Heretic/Hexen, but every element is done well and with care, and the presentation oozes of 20th century gothic fantasy charm, both the visuals and music. If the first paragraph of this review made you go “oh, those are both things I like!” then definitely check these games out. Same goes for anyone who is simply curious about the history of Id software and the impact Doom and Quake had on the gaming landscape. My only warning to you before playing these games is this: keep in mind that these games are from the 90s. There’s a reason many people have memories of booting these games up, getting completely stuck and then never playing them again. That said, as long as you have an internet connection (how else would you be reading this?) and an average amount of patience, there’s a whole lot of fun to be had here. All the games mentioned above are available on Steam (and GoG as well, I believe), and play excellently with modern source ports: gzdoom for Heretic and Hexen, and Hammer of Thyrion for Hexen II are my recommendations.
Finally, there is another game in the franchise. Heretic II returns to the story of Corvus (from the first game) and continues the story beyond the Serpent Riders arc, but due to some licensing issues it is not available on neither Steam nor GoG. Technically you could still buy a physical copy of the game, and I’ve seen mentions of at least one fan endeavor to make the game more accessible on modern computers, but I have yet to check it out. Maybe in the future. For now, I hope you enjoyed this dive into one of the slightly less famous, but still very popular classic 90s “Doom clones”!
Hexen II
The third entry in the Serpent Rider Trilogy moves from the Doom engine and jumps fully into the third dimension with the Quake Engine, continuing to redefine how a FPS can stand out in a crowded market. Released in August 1997, it took another step towards a unique mix of RPG elements in a quick paced FPS and continued to forge its own place in the genre. There is more attempt to relay the story through text and voice overs, experience points to gain and five unique hubs that are beautiful, but the core verb for the player remains ‘violence’. Well, violence and ‘confusion’. The game starts with the warning; “Go in peace and you will surely die”. A suggested tagline would be, “Go without a walkthrough and you will surely get frustratingly lost.”
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'GRAVEN' Enters Early Access With More Than a Few Similarities to 'Hexen'
The mid-1990s were a great time for first-person shooter fans with Hexen: Beyond Heretic (1995), Quake (1996), and Duke Nukem 3D (1996), among others. Since then, it's been mostly revival attempts by way of inspiration, as far as those particular franchises go, Dusk and Wrath: Aeon of Ruin continuing the legacy of Quake while Ion Fury is not entirely unlike Duke Nukem 3D, and now GRAVEN seems determined to take on the original Hexen (or more likely, its 1997 sequel).
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