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Heretic II

 
AMG AllGame Guide:

Heretic II

Game Description

For those familiar with the original Heretic, the changeover to a third person perspective may come as a surprise. Powered by the distinctive Quake II engine, Heretic II is a continuation of the deep storyline introduced in Heretic. Corvus, the Sidhe, has survived the hideous curse cast upon him by the dying D'sparil who exiled him to the bleak Outer Worlds. Now, aided by the Tome of Power, he once again must face the evils unleashed upon the world of Parthoris.

In Heretic II, Corvus has a powerful arsenal of nearly a dozen offensive and defensive magic spells to complement his weapons of war. Through the essence of mana, Corvus can invoke deadly spells such as fireballs, firewalls, thunder blasts and the Sphere of Annihilation. The powerful Tome of Power can imbue nearly any spell or magic item with properties far beyond normal effects at the cost of serious mana-drain. Other defensive abilities include the Ring of Repulsion, Meteor Swarm, a teleportation spell and the temporary but potentially deadly Morph Ovum incantation that turns any target into a chicken.

As Corvus, the player wields a mix of armament ranging from staffs to wicked long-range bows. Through a system of shrines, Corvus's health can be restored, his abilities enhanced and extra powers acquired such as a vaporous appearance. Parthoris is well populated with a myriad of races including Sidhe, Ssithra, T'chekrik, Ogles, Caurthorians and the mysterious and ancient Seraphs.
~ Michael L. House, All Game Guide

Roots & Influences

Heretic II is a sequel of sorts to Heretic but uses a 3rd person perspective unlike the original. The game is heavily influenced by Quake II as it utilizes the engine that powered Quake II.
~ Michael L. House, All Game Guide

Review: Overall

When I first loaded Heretic II onto my computer, I was excited. The graphics were stunning, and I prepared myself for a great adventure. The early reviews on Heretic II were very good, and as I was a fan of the original Heretic, I was afraid that my opinion might be so biased that my review would be too glowing. Unfortunately, that was not true.

I rushed through the tutorial to pick up Corvus' basic moves so I could sink my teeth into the game. At first, I thought I was getting everything I had hoped for, but then I played for a few hours. I got nowhere.

Maybe I am missing something. Maybe third-person action is not my specialty. I love and excel at games like Diablo and Delta Force, but Heretic II threw me for a loop. Maybe there is simply something is wrong with Heretic II, or else there is something very wrong with me.

I kept going in circles. I would see the same dark hallways, the same sewer grates, and the same blocked doors. Why couldn't I find the exit to the next level? Where was it? To be honest, after four hours of playing on all three skill settings, I still have no idea.

Whenever I got lost, I would glance at the manual. No help. I would glance at the city map. Well, if I knew where I was relative to the map, I could probably negotiate a path to the red circle which marks the exit of this level and entrance to the next level. I didn't know where I was on the map, however, so I couldn't make it to the next level.

I want to make it clear that I simply didn't give up playing Heretic II. I played it for several hours over a period of three days. I just didn't get it, and thus, I just didn't enjoy it.

Graphically, Heretic II is very good. The animated sequences are amazing, and so are the game sequences. Corvus moves well and so do the monsters coming after him. In keeping with the theme of the game, everything is dark and gloomy. This made me tired and didn't help the frustration I experienced going around in circles.

Heretic II's sound is understated, and that is fine. Corvus utters a few phrases now and again, and the music is almost inaudible. The sound is definitely more noticeable when you kill all the monsters and decide to chase your tail for a while. The aural presentation -- like the visual presentation -- keeps the game gloomy.

I wish I could say that I enjoyed Heretic II, but I didn't. I salivated as I played the tutorial, because I got to experience the range of weapons and magic that Corvus has at his disposal. As I never made it past the first level, I will probably never know what it is like to grab those power-ups.

Overall, Heretic II disappointed me. The animated opening and the tutorial led me to believe that I was about to experience video game nirvana, but I didn't. Instead, I wound up frustrated and annoyed.
~ Anthony Baize, All Game Guide

Review: Enjoyment

I just couldn't get the hang of this game. I know it's very popular, and I know others have given it glowing reviews, but I just got lost.
~ Anthony Baize, All Game Guide

Review: Graphics

Heretic II is graphically stunning, but its gloom can be a little tiring.
~ Anthony Baize, All Game Guide

Review: Sound

Heretic II's sound fades into the background during game play. It's good, but it's really more of an afterthought.
~ Anthony Baize, All Game Guide

Review: Replay Value

Forget it. I forced myself to play this game several times, and I hated it each time.
~ Anthony Baize, All Game Guide

Review: Documentation

The manual is more of a storybook than an instructional manual. It is of little use during game play.
~ Anthony Baize, All Game Guide

Production Credits

PRODUCTION Creative Directors: Brian Raffel, Steve Raffel; Project Leader: Brian Pelletier; Producer: Steve Stringer; Lead Designer: Jon Zuk; Lead Programmer: Patrick Lipo; Art Direction: Brian Pelletier; Project Administrator: Daniell Freed; Associate Producer: Steven Rosenthal; Designers: Michael Raymond-Judy, Matt Pinkston, Mike Renner, Tom O'dell, Jeremy Statz, Tim Jervis, Brian Raffel; Additional Design: Chris Foster, Eric Biessman, Bobby Duncanson; Assistant Lead Programmer: Jake Simpson; Player, Weapon, and Game Programming: Patrick Lipo; Game Programming and Art Asset Coordination: Robert Love; Camera, Network, and Game Programming: Marcus Whitlock; Interface, Hardware, and Low-Level Programming: John Scott; Player, Monster, and Game Programming: Josh Weier; Monster and Game Programming: Mike Gummelt; Low-Level and Game Programming: Jake Simpson; Chief Technologist: Gil Gribb; Scripting System and Quake Engine Expert: Rick Johnson; Assistant Technologist: Josh Heitzman; Additional AI and Special Effect Programming: Steve Sengele; Additional Weapon Effect Programming: Nathan McKenzie; 3rd Party Support and Programming: James Monroe; Quake Editor Support and Modification: Dan Kramer; Lead 2D Artist: Jeff Butler -- Concept art, level textures, object skins, Corvus skin, Creature skins; 2D ARTISTS; Concept art, level textures, interface graphics, object skins, creature skins: Rob Gee; Level textures, object skins, creature skins: GIna Garren; Level textures, object skins, creature skins: Kim Lathrop; Concept art, level textures, object skins, creature skins: Mark A. Nelson; Concept art, level textures: Brian Pelletier; Concept art: Les Dorscheid; ADDITIONAL ARTWORK Concept art, level textures: Joe Koberstein; Concept art, level textures: Kevin Long; Level textures: Steve Raffel; Sky textures: Brian Raffel; Concept art: Jeff Dewitt; Level textures: Scott Rice; 3D Artist/Object Modelers: Jeffrey P. Lampo, Les Dorscheid; Additional Objects: Brian Pelletier; ANIMATORS Corvus, Plague, Elves: Brian Shubat; Plague, Spreader, Celestial Watcher, Gorgon, Caurthorian Assassin, Trial Beast, Morcalavin, Additional Corvus and G'krokon animations, Cut scene animations: Jeff Dewitt; Rat, Myxini, Mutant Ssithra, High Priestess, Overlord, Guard, T'chekrik, Cut scene animations: John Payne; Harpy, Plague Ssithra, T'chekrik: Eric Turman; ADDITIONAL ANIMATORS Chicken, Cut scene animations: Jarrod Showers; G'krokon: Mike Werckle; Raven Software Animated Logo: Steve Raffel; Creature Conceptualization and Box Cover Painting: Brom ; Sound and Music: Kevin Schilder; Additional Sound: Chia Chin Lee; Director of Product Development: Mike Crowns; Production Testing: Steven Rosenthal, Steve Elwell, Shane McAllen; Additional Production Testing: Chris Ovitz; QA QA Lead: Dave Baker; Senior QA Lead: Curtis Shenton; QA Team: Damien Fischer, Derek Johnstone, Eric Lee, Mohammed Wright, Talmadge Morning, Chad Bordwell, Aaron Gray, Matt Powers, Jon Virtes, Gene Bahng, Glenn Ige, Justin Mills, Ben Deguzman, Edward Murphy, Paul Baker, Paul Sauser, Eric Koch, Brian Ullmer, Tom Bissell III; VP of CS/QA: Jim Summers; QA Manager: Dave Arnspiger; MARKETING TEAM Product Manager: Steve Felsen; Associate Product Manager: Kevin Kraff; Publicity Manager: Maryanne Latiaf; PR Associate: Caroline Poon; Online Production Coordinator: William Mull; Web Site Artist: Charles Hinshaw; LOCALIZATIONS International Publishing: Sandi Isaacs, Peter Oey, Ed Bainbridge; Creative Services Manager -- Europe: Lucy Morgan; International Publishing: Ernie Maldonado, Janine Johnson, John Burns, Patrick Chachuat, Wolfram Von Eichborn, John Watts, Margaret Lawson; Localizations Supervisors: Jonathan Eubanks, Nicky Kerth, Natascha Conrad, Salvador Fernandez; Marketing Product Managers: Simon Jones, Laurent Danet, Andreas Stock, Paul Butcher; MANUAL AND INSTALLER Manual Writing: Daniell Freed, Christopher Foster; Manual Layout: Belinda M. Van Sickle; Installer: Steve Stringer; Intern -- Installers and Production Testing: Justin Barad; CINEMATICS AND VOICE-OVER Rendered Cinematics: Creat Studio, San Francisco, USA & St. Petersburg, Russia; Story by: Daniell Freed, Brian Pelletier; Script by: Daniell Freed, Brian Pelletier, Scott Krager; Voice Direction: Kris Zimmerman; VOICE OVER TALENT The Tome of Power and the High Priestess: Rebecca Downs; Siernan: Kay Kuter; Corvus, the Celestial Watcher, Morcalavin: Daniel Riordian; D'Sparil, Dranor, Scout, Ssithra, the Guardian: Wally Wingert; Recorded at: Screenmusic studios in Studio City, California; SPECIAL THANKS TO Mitch Lasky for the vision and leadershop that got us here.; Kris Zimmerman for being the best damn v.o. director in the world and saving our butts.; Also, thanks to John Tam, Doug Jacobs, and Tim Vanlaw for their contribution to the project.; BETA TESTERS External Beta Test Liaison: Jonathon Moses, Emily Moher; Testers: Dee Anderson, Marc Baime, Thomas R. Bissell III, Terry Blanchard, JP Bowdoin, August Branchesi, Derek Brinkman, Michael Brinton, John Burg, Campbell Chiang, Scott Cook, Clay Culver, Sean Daniels, Lane Denson, Craig Edrington, Phil Eurs, Chris Grant, Randy Hanley, Scott Hunt, Bassam Islam, Stephen Jensen, Scott Johnson, Mark W. Kaelin, Lenore Kaye, Andrew Keller, Michael Kelly, David Kong, Kevin Lanard, Michael Leparc, William Leppala, William Liu, Derek Lung, Robert Marion, Mike McCurdy, Gary Newcomb, Paul O'Keefe, Calvin Oliveria, Chris Otto, Reis Paluso, Jose Paradis, Chris Pimlott, Jeff Reitman, Brant Rusch, Paul Sauser, Jon Savin, Andrew Stein, Brian Sutton, Russell Taylor, Andrew Volk, David Wilson, Jason Yeh
~ Michael L. House, All Game Guide
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Heretic II

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Heretic II
Heretic II Coverart.png
Developer(s) Raven Software
Loki Software (Linux)
Hyperion Entertainment (Amiga)
Publisher(s) Activision
Designer(s) Jon Zuk
Composer(s) Kevin Schilder
Engine Modified id Tech 2
Version 1.06
Platform(s) Microsoft Windows, AmigaOS, Mac OS, Linux
Release date(s) Microsoft Windows
  • NA October 31, 1998
  • EU 1998
Amiga
Mac OS
  • NA January 1, 2002
Genre(s) Action-adventure
Mode(s) Single-player, Multiplayer
Rating(s)
Media/distribution CD

Heretic II is a fantasy action-adventure game developed by Raven Software and published by Activision in 1998 continuing the story of Corvus, the main character from its predecessor, Heretic.

Using a modified id Tech 2 engine, the game features a mix of a third-person camera with a first-person shooter's action, making for a new gaming experience at the time. While progressive, this was a controversial design decision among fans of the original title[citation needed], a well-known first-person shooter built on the Doom engine. The score was composed by Kevin Schilder. Gerald Brom contributed conceptual work to characters and creatures for the game.[1] This is the only Heretic/Hexen video game that is unrelated to id Software, apart from its role as engine licenser.

Heretic II was later ported to Linux by Loki Software and to the Amiga by Hyperion Entertainment.[2]

Contents

Plot

A mysterious plague has swept the land of Parthoris, taking the sanity of those it does not kill. Corvus, the protagonist of the first game, is forced to flee his hometown of Silverspring after the infected attack him, but not before he is infected himself. The effects of the disease are held at bay in Corvus’ case because he holds one of the Tomes of Power, but he still must find a cure before he succumbs.

His search leads him to an ancient Seraph named Morcalavin. Morcalavin is trying to reach immortality using the seven Tomes of Power, but he uses a false tome, as Corvus has one of them. This has caused Morcalavin to go insane and create the plague. During a battle between Corvus and Morcalavin, Corvus switches the false tome for his real one, curing Morcalavin’s insanity and ending the plague.

See also

References

External links


 
 
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