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The Shadow Wizard of the Day is Daedolon from Hexen!
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Hexen-Heretics
#hexen#heretics#idsoftware#fanart#doom#illustration#baratus#parias#daedolon#fps#retrofps#digitalpainting#boomershooter#painting#photoshop#bethesda#videogame#game#knight#mage#paladin#middle ages
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As the designated "weak friend" Daedolon probably has to flex his magic skills somehow
#i don't know what compelled me to go so far with this shitpost#hexen#daedolon#shitpost#my art#raven software#id software#retro fps#also voidstricken is my username on twitter
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So, about that glitch that I encountered with Septimus. Yes, the one that makes his costume's colours become nude.
You can see that in-game, but in CAS clothing looks normal, as you can see with that man, whom I found having the same glitch. The colours of his costume became the same as his skin colour, just like in previous case.
As I found out, changing the colour of the glitched part, even minimally, brings it to normal. That's what I did with Septimus.
But I decided that this man needs a fancy set of armour. So he got it.
To the other news.
Mazaera decided to follow her friends Guy's footsteps and found a trio called "Blondes in Stocks".
Tulku tried to outsmart the traders and get a Legendary Trait. That was the first attempt. Later I was forced to replay some part of the Kingdom to get Platinum for the Ambition. But this attempt is a "canonical" one. Herexen is a multiverse.
Probably, Tulku could use her demon methods to get the information out of her rival, but she decided to get him drunk. Very drunk.
Of course, Mazaera was here in a moment. I wonder how she got out of stocks...
And this man is Tulku's assistant. He doesn't know that she's a demon. Yet. That's why he is still able to smile.
Time to swipe the floor from the books these pigs left.
But Tulku is not the only one making business. Thysis also leaned how to sell things.
Daedolon is here to keep an eye on the blacksmith necromancer.
But not for long. He got in the stocks too! For being... himself, I think.
I'm sure Septimus is celebrating somewhere.
#tsm#the sims medieval#sims medieval#sims glitch#tsm the kingdom of herexen#Tulku the merchant#Mazaera the spy#Daedolon the wizard#thysis the blacksmith
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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”!
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Well, Daedolon was doing something similar in Herexen...
The game didn't let him stab people, though. But we have the mods for a reason, you know...
Daedolon's life was pretty drab, racking up debt with the pizza tab...
Korax was blessed with dashing looks, got all the 'taurs with all his books.
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Duke Nukem Total Meltdown - Title Screen | Main Menu Screen | Intermission Screen
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Thoughts On: HEXEN: BEYOND HERETIC
In 1995, less than a year after the release of Heretic (which I talked about here), Raven Software unleashed a masterpiece upon the first person shooter landscape. Titled Hexen: Beyond Heretic, the game featured radical new features for the id tech 1 engine, including scripted events (such as monster falling through the ceiling to ambush the player), hub level design, CD music, and moving walls. But what it really brought to the table was an unrelenting difficulty and obtuse puzzle system revolving around the discovery of multiple switches throughout a central hub to open the path to the next world. Combined with a pseudo-RPG character class feature, beautiful sprite work, and a rich atmosphere to explore, Hexen introduced concepts and mechanics that influence FPS games to this day, overshadowed only by the release of Quake the following year.
YouTuber GmanLives produced a video on Hexen calling it, “The Dark Souls of FPS Games,” and that's really not far off the mark. Hexen is oppressive. It's brutal. It's actively trying to prevent the player from achieving their goal of beating the game. While the previous entry in the series, Heretic, offered a fast-paced shoot-em-up blitzkrieg, this game operated with a more measured approach. Methodical pacing, resource management, and the utilization of each class's weapons are key to moving forward. Hidden doors and paths and switches, sometimes activated with the use key and sometimes by firing a weapon at them, permeate the levels to the point where half the game can be spent clicking or shooting at random walls just to see what's going to open up when – or if at all. Most games would tuck away secrets by this method, but Hexen, oh no. Hexen offers little rewards aside from survival, and it's glorious. It's harder than shit, but it's glorious.
Opening up the game, players are given three options to choose from: Baratus the fighter, Parias the cleric, or Daedolon the mage. Each class has their ups and downs; for example, the fighter is a beefy fucker who has high hit points and damage, but weak magic, leading to a mostly melee combat style if you run out of mana. The mage is the opposite, low hit points but high magic damage, with some gorgeously rendered spells that beautifully highlight the detail that id tech 1 was capable of. And the cleric is a mixed bag, balanced between the two, with a woefully weak melee weapon and decent ranged magic weapons, but he also carries the single best weapon in the entire game: the Wraithverge, a crucifix that shoots out Arc of the Covenant ghosts that scream and eviscerate anything on the screen in a glorious display of carnage. Clear out a room in seconds with two well placed shot. Arguable, the Wraithverge should be right up next to the BFG 9000 as one of the most ridiculously overpowered weapons in any game – maybe even higher. But the Wraithverge is an Ultimate Weapon, and each class has an Ultimate Weapon, which needs to be assembled over the course of the game by finding the pieces of it tucked away in hidden corners of the levels. Depending on your vigilance, you might find the pieces sooner vs later, and the rewards for this are plentiful. However, unlike the prior game, this game doesn't use unique ammo type for each weapon; that would be too easy. This time around, weapons require mana to use, coming in two different flavors, blue and green. Each class works as such: weak melee weapon that needs no mana, a slightly stronger weapon that uses blue mana, a much stronger weapon that uses green mana, and the Ultimate Weapon which uses both. With the fighter, all of his weapons can be used as melee if he runs out of mana, but if he has the stock, they take on ranged properties. The mage has a starting weapon that requires no mana, but it still ranged. Meanwhile, the cleric maintains the balance with his solo melee weapon, and the rest are ranged. What's notable about the differences in the classes is that it's not just limited to weapon usage, but also inventory usage. Different classes will garner different amounts of armor points depending on their “familiarity” with how to use armor. There's an item called a fletchette that varies in use depending on the class; for example, the fighter throws the fletchette like a bomb, where the cleric drops it in place and it explodes into a cloud of poison. New players will have the opportunity to briefly look over the classes at the beginning as the opening screen displays stats such as speed, armor, magic, and strength, all of which seem a little arbitrary since they don't explicitly state what they do or how they affect the game up front. At the same time, each class is going to lean towards a bit more difficulty, seeing as how the tanky fighter is going to make bruting through the game a lot easier than the tissue paper mage. First time players would do wise to pick the fighter or the cleric as their first timer, saving the mage for a later playthrough, unless you're a masochist when it comes to the games that you play.
One of the great distinctions about Hexen as compared to Heretic is that the former feels more like a fully realized game world vs the cool fanfic/DOOM clone of the latter. Director and designer Brian Raffel no doubt had a hardon for dark fantasy substance, having worked on Raven's previous two fantasy games, and with the release of DOOM thought, “You know, we can do something with that.” Didn't hurt that id Software was just a block down the street from their offices around that time (true story!) and John Romero, AKA Rock God of Gaming, worked directly with Raven during development so they could make the most of id tech 1. Taking what they knew after Heretic, hungry to dive in further, Hexen feels like a natural expansion of the concepts introduced in the first game: weary travelers journeying through worlds and dimensions to combat an ancient evil using magic and steel. It's great stuff, leaning even harder on the 80's horror fantasy art aesthetic. The game is oozing with deeply detailed monsters and environments, even more refined than the very good work done on Heretic. Translucent objects, fog, breakable terrain, each hub and level are intimately crafted to feel like it's a living, breathing world, not just something you've decided to boot up on your 486 PC. Ranging from traditionally gothic architecture with stained glass and parapets, to jungley swamps, arid canyons, and moldy sewers. And as mentioned before, it's brutally oppressive, absolutely unwelcoming in design. Even the environment doesn't want your presence here. Sometimes it doesn't even want the other monsters around; if you're lucky, you can get creatures to turn on each other by creeping into a new area, and if you can go unnoticed before their attack animations kick in, monster castes will infight with one another, saving you precious mana in the process. It doesn't always work, but when it does, it's a fun little sight to behold your meddling.
The sound effects are truly phenomenal, a game worth wearing headphones for. Composer Kevin Schilder returns for the soundtrack, and while his work on Heretic was suitable, here he knocks it completely out of the park. Ominous, brooding, energetic but not too up tempo, it's perfect dungeon crawling music that creeps up your spine at the same time. Meanwhile the distinct creature sounds echo and crawl around corners, letting you know what is where, and also what to be afraid of. I can still hear the sounds of the Dark Bishop in the back of my head, letting me know that I need to turn tail and put some distance between me and them. Enemy design is even better this time around: the aforementioned Dark Bishops take the role of the previous game's Disciples of D'Sparil, teleporting and blasting you with dark magic from their hooded, faceless bodies. Ettins are double-headed warrior beasts that carry a spiked mace, and are the most prevalent monster class in the game – and while they might be everywhere, they pack a helluva wallop, meaning you don't underestimate them no matter how many times you've killed one. Meanwhile, the Centaurs and Slaughtaurs are horrible little shits. Just like the tag says, they're centaurs with full-face helmets, swords, and spiked shields. They can raise their shield to deflect any incoming attacks and reflect them back at you, which is infuriating, especially since the Slaughtaur can fire deadly green magic at you while holding up their shields. And since they look the same, you have to approach any of them with intense caution, otherwise you're staring down the face of death while waiting to make your next strike.
Puzzles operate primarily on a “find the key/switch” platform, but rather than tracking down everything necessary to proceed in a single level, Hexen challenges the player to locate and operate everything they need to move forward throughout a spread of areas around the hub. For example, the Swamp Key won't be directly located in the swamp itself, but maybe over in the Forest. Multiple switches necessary to unlocking the Final Door in the central hub are located in the various hub worlds, informing the player with a quick “You have solved 1/3 of the puzzle” text across the screen when you've found one. Find another switch, the number increases from 1/3 to 2/3, etc. But each hub has more switches, all the way up to nine switches necessary to journey on, which to some is going to be a slog. While frustrating at times, I never felt like I was wading through a switch hunt just to proceed. Each switch seemed to naturally pop up on its own, and once I realized that certain areas couldn't be accessed within the levels themselves, I'd hop around the various worlds in the hub until I found a new switch or key, and then went back. Imagine if Super Mario 64's paintings were all connected to each other, and you had to hop back and forth between them in order to get to the next floor of the castle. It's innovative, and certainly makes sense; if an evil overlord tyrant person were going to hide the keys to access their lair, they probably would spread them out to make it harder to find. It's gratifying to open up section after section of these levels, defying the odds and slaying your way through the puzzles. Adding to the depth of torment is that, unlike Heretic, clearing a room of monsters doesn't mean it will stay that way. Scripted sequences again have monsters teleport in when you least expect it, repopulating areas you thought were safe for the time being. Damning though that may be, it adds to the feeling like the player is being watched at every moment, and that the game is doing its level best to fight back against your progress.
Hexen is hard. I resorted to a walkthrough once, just like in Heretic, and absolutely utilized the minimap in order to suss out where switches were located. There is nothing here to suggest a walk in the park: it is labyrinthine, it is torrid, it is nightmarish. But the mechanics all come together in the end, particularly in the moments where the game gratifyingly presents a room full of mana and health and a lot of monsters to let loose on. These apeshit moments are some of the best in the game. After spending hours managing resources and trying to hoard as much mana and health as possible, to be allowed a moment of pure rip and tear is wonderful.
If you're going to play Hexen, I highly recommend getting the expansion, Deathkings of the Dark Citadel. Not only is the title metal as fuck, but the three new hubs it offers are even more vicious, demeaning, and frustrating. They shove all the elements of the previous five hubs down into three, and it shows. You'll be assaulted on all fronts right from the start, continuing where the final battle left off in Hexen. You still get to pick your class, but sadly, you're also starting over. Curiously depowered and without any inventory items to work with, you'll feel extra squishy for the first level or three. Honestly, Deathkings was where I felt I had the most pure Hexen experience: solidly brutal and unforgiving as fuck. Interestingly, Deathkings was released in 1996 around the same time that Heretic got a retail release with two additional episodes under the name Heretic: Shadow of the Serpent Riders. Factor this in with the upcoming release of Hexen II in 1997 (which saw a hefty difficulty spike as well), it seems that Raven got in one last hurrah with id tech 1 before moving on to id tech 2 -- the Quake engine. But more on that game in another post.
As with Heretic, I recommend playing this one through GZDOOM in order to get the best experience. And you'll need the best experience to stay one step ahead of everything that's trying to kill you. In a nutshell, Hexen is a true masterclass of determination to see the day through. For fans of retro FPS games, it's a must play, but be warned that coming into this after Heretic there is a distinct shift in how the game plays, looks, feels. Gone is the run and gun, which exists now only in pockets. But what's here, crafted lovingly and passionately, is a true nightmare of agony and difficulty unlike anything made before it. As Gmanlives summed it up, perhaps Dark Souls should be called the Hexen of third person adventure games.
Next time, we'll take a look at Hexen II, a popular but vastly different title in the series, and how the changes it made not only distinguished it from the previous two games, but may have also set it slightly backwards as well.
#hexen#raven software#id software#doom#heretic#first person shooter#dark souls#roses and ruins#ck burch#thoughts on#ranger report
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Ion Fury - Casual Casualties (Daedolon)
First bathrooms here should be recognised from the preview campaign.
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Here's a concept: Heretic/Hexen crossover with Dragon's Crown. Could be a mod where the three Hexen classes are replaced with Amazon, Sorceress and that Fighter guy or the Elf girl replacing Corvus. Or maybe some other idea for fanart of the characters interacting with each other.
sorry i didn’t answer this sooner, i don’t know a whole lot about dragon’s crown so i didn’t really know how to answer this. but then i thought, what if there was just a heretic/hexen sidescrolling game in the same vain as dragon’s crown/shadow over mystara, that would be more interesting imo.
corvus and parias can be kinda in-betweens of magic and physical combat, while baratus can be the big melee man and daedolon can be a straight mage. if we need ranged, then we could throw in the assassin and the necromancer from hexen 2. i dunno. i ain’t ever played those games so i wouldn’t know how to build this further.
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Ion Fury Devs Are Donating $10,000 After Backlash Over Transphobic Comments
New Post has been published on https://gamerszone.tn/ion-fury-devs-are-donating-10000-after-backlash-over-transphobic-comments/
Ion Fury Devs Are Donating $10,000 After Backlash Over Transphobic Comments
Voidpoint, the developers behind Ion Fury, apologized after it was revealed the team made sexist and transphobic statements in their developer Discord channel. The team also added homophobic language into Ion Fury itself. In a pair of statements from Voidpoint and publisher 3D Realms, the two companies said it will patch out the offensive language from the game, and Voidpoint promised to pledge $10,000 to the LGBT non-profit, The Trevor Project.Over the weekend a Resetera forum thread published screen captures from the Voidpoint Discord channel that showed the Ion Fury developers make disparaging statements towards the LGBT community, specifically at the trans community.
In one screencap, Ion Fury lead developer Terminx writes, “Yeah if you’re trying to decide your child is trans at birth you have mental problems and probably shouldn’t be a parent [in my opinion].” In another screencap a different Ion Fury developer, Daedolon, asks, “[B]ut mutilating a perfectly healthy body WHILE you have depression and other big mental issues won’t [cause suicides]?”
IGN reached out to Voidpoint and Ion Fury publisher 3D Realms regarding the validity of these Discord chat conversations, and Voidpoint responded this to be the case in a statement. Voidpoint also admitted to adding homophobic language into the game itself.
“Members of Voidpoint’s Ion Fury team have made sexist and transphobic comments, and included homophobic language in Ion Fury,” writes Voidpoint.
In a full statement, the developers apologized for their comments, and pledged to donate $10,000 from Ion Fury’s release day proceeds to The Trevor Project. Here’s Voidpoint’s full statement below:
“We recognize these statements are insensitive, unacceptable, and counterproductive to causes of equality. We unequivocally apologize both for these comments and language as well as for any pain they have caused the gaming community, particularly women and members of the LGBTQ community. We take full responsibility for any damage that has been done to the relationships we’ve worked so hard to build.
Moving forward, Voidpoint will institute a zero-tolerance policy for this type of language and all employees and contractors will undergo mandatory sensitivity training. As part of our efforts to contribute to the work that must be done to further support these communities, we are donating $10,000 from Ion Fury’s release day proceeds to The Trevor Project. We are also patching Ion Fury ASAP to remove all unacceptable language.”
Ion Fury publisher 3D Realms also issued a statement, saying that in the future 3D Realms will sever relationships with any developer that breaks the company’s zero-tolerance policy for hate speech.
“It has come to our attention Voidpoint, the developers of Ion Fury, have been accused of making transphobic and misogynistic statements, and included homophobic language in the game which was not approved by us.
Under current leadership, 3D Realms has taken pride empowering marginalized groups, as evident by our strong female protagonist Shelly “Bombshell” Harrison and the makeup of our team.
Moving forward all of 3D Realms’ contracts will include terms which would allow us to sever relationships if a contractor does not abide by our zero-tolerance policy for hate speech, and Ion Fury will be patched ASAP to remove all unacceptable language.”
Ion Fury was released on August 15, 2019 for PC and utilizes the EDuke32 engine. It is a fork of the Build engine which was used to develop classic 90s FPS games like Duke Nukem 3D, Shadow Warrior, and Blood. Ion Fury was previously titled, Ion Maiden before the music band Iron Maiden threatened to sue over IP infringement.
Matt Kim is a reporter for IGN. You can reach him on Twitter.
Source : IGN
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HeXen: Beyond Heretic, o simplemente HeXen para algunas plataformas, es un videojuego de disparos en primera persona desarrollado por Raven Software y publicado por id Software para PC (MS-DOS), PlayStation, Sega Saturn y Nintendo 64. Se creía que era la secuela de Heretic, en el que se narraban las aventuras del elfo Sidhe Corvus contra el primero de los temidos Jinetes de la Serpiente (Serpent Riders en inglés), pero sólo se trata de un juego spin off, sumido en el mismo universo, pero en un mundo diferente. En Hexen, se narra las aventuras de tres héroes que luchan contra el segundo Jinete, un demonio de seis brazos llamado Korax. En 1997 salió su secuela, Hexen II. En Heretic, se narraban las aventuras del reino Chandun, en la tierra de Parthoris, con un elfo del clan de los Sidhe llamado Corvus, que destruyó al primero y más débil de los tres Jinetes de la Serpiente, D'Sparil. Pasó el tiempo y los otros dos demonios prepararon sus propios planes de destrucción, para no terminar como su hermano. Siglos más tarde y en el mundo de Chronos, los humanos han aprendido a usar la magia de una manera más depurada y eso hizo que la sociedad se dividiera en tres grupos: La Legión, donde dominaba la fuerza bruta; lo Arcano, donde la magia era la herramienta principal, y la Iglesia, que actuaba como puente entre los otros grupos. Debido a la avaricia de los dirigentes de estos grupos, el segundo Jinete, Korax hace que estos se unan a él, ofreciéndoles el regalo de la eterna juventud, convirtiéndose así en los generales de las fuerzas oscuras, y el reino no tarda en caer bajo su puño. Pero de entre las cenizas, tres humanos han conseguido escapar de la oscuridad. Baratus, uno de los más destacados guerreros de la legión, Daedolon, un eminente mago de lo arcano, y Parias, clérigo de la iglesia. Ellos son los protagonistas, y los que lucharan contra el segundo Jinete. #hexen #id #fps #retroact #retroactRed #retro #retrogaming #retrogamer #retrogames #videojuegos #juegos #juegosretro
#fps#retroact#id#retrogaming#hexen#retrogamer#retroactred#juegos#retrogames#juegosretro#retro#videojuegos
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Rejoice, there's another time in Herexen.
Now check out the guy sleeping outside the palace.
Also, look at the benches outside the palace. They are different in each throne room variation, coming with Limited Edition. This one comes with Lair of Dark Sorcerery.
And here's a servant, who got lost in the woods.
Meanwhile, Baratus is being a nice guy, hugging everyone in sight. Mazaera is annoyed with his kindness.
Another version of Sir Geoffrey the Inebriated. This one has a nice beard.
Parias went for a visit to Baratus, and they had disputes about religion for few hours. And pints. And meals.
Thysis got another sword. Turns out he cares about fire security.
It's helpful to have a bird like this. Necromancy helps. Just don't tell Daedolon about it.
Sadly, it wouldn't make a puny man like him a good kingball player.
No, really. Even Daedolon is stronger than him.
Talking about Daedolon. Look who's got a pretty new staff. A new one in his collection.
And Baratus got a new ammunition. Magical swords really become him.
#tsm#tsm the kingdom of herexen#the sims medieval#sims medieval#Mazaera the spy#baratus the knight#parias the peteran priest#Daedolon the wizard#thysis the blacksmith
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Daedolon's life was pretty drab, racking up debt with the pizza tab...
Korax was blessed with dashing looks, got all the 'taurs with all his books.
youtube
#hexen#mystery of the druids#the mystery of the druids#the mystery of the droods#daedolon#this is definitely canon#and Parias owns a pizza palace#Youtube
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Duke Hard - Legal Joint (Daedolon)
Get it as part of the Duke3D add-on compilation on the HRP website
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Amazing people of Herexen. Meet them.
Tulku has a pleasure to do it every day.
She's trading stuff for a beautiful artifact, which will grant her wish.
That's a Royal Advisor. He looks like my history teacher, and that's scary.
Look, Tulku got in stocks. Seems like a new trend.
That was a surprise that people lined up to punish her.
Daedolon is not one of them. Despite being... well, himself, he's a good guy at heart. Not a violent one for sure. Also, he tries not to get here again after that recent experience.
Tulku got what she wanted, so she and Baratus can boast to each how strong their constitution is.
Talking about Baratus. He's at the Town Square again, hanging out with his friends and random pirates.
Mazaera would be proud of this little girl.
And Daedolon thinks how awesome he is. Nothing new.
Mazaera's client seems pretty terrified of her. Can't blame him.
The patrol. Includes the guy who guards the forest, the Master Builder guy and the Guy guy. A perfect choice of people.
The amount of people in masks in this kingdom is huge. But this one is special. That's the Inquisitor. Looks like someone is in trouble.
#tsm#the sims medieval#sims medieval#tsm the kingdom of herexen#Tulku the merchant#Mazaera the spy#Daedolon the wizard#baratus the knight#septimus the jacoban priest#guy the bard
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