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Heretic (DOS)By: The J Man
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Well, this ought to be an interesting matchup. I hate fantasy, and I love Doom. What happens when you mash them together? Heretic was Raven Software's fourth game. It cemented a partnership with iD Software that began back with Shadowcaster - Raven's first-person RPG based on a heavily-modified Wolf3D engine. A similar situation happened here, with Raven licensing the Doom engine and likely benefitting from some Carmackian tinkering and feature tweaks after the engine code had to be locked for Doom's development. The result is a game that falls squarely in line with Raven's exclusively fantasy lineup thus far, obviously plays quite a bit like Doom, but features a number of improvements that fit Heretic's slightly different thematic direction. The plot (as I understand it) involves three brothers called Serpent Riders. These brothers maintain an iron grip over a distant land by using magic to enslave its kings and subjects. You play as the last member of an elven race naturally immune to this magic; subsequently branded as heretics by the possessed kings and hunted to extinction. Handy with spells and ripshit pissed, you decide to sharpen your pointy ears and charge through three episodes of ferocious fantasy fightin' to assassinate one of the Serpent Riders while he's away from his two brothers and vulnerable. Payback. Retribution. Et cetera.
Try as I might, direct comparisons to Doom are really unavoidable, so let's get it out of the way. The game comes off a bit like what total conversions from the mod scene would offer - obviously reusing core elements of the original game to support new scenarios. Weapons behave exactly like Doom's original set, and you can easily spot the pistol, rocket launcher, plasma rifle, and chainsaw code hiding under the new fantasy artwork. Monsters also fall into this camp, with knights hurling axes just as imps shot fireballs, gargoyles flying and charging just like Doom's flying skulls, and a giant pseudo-boss character that floats around and spits fire much like the Cacodemon. Even the design is similar, with traps falling into the "crushing ceiling" and "monster closet" categories, and little in the way of puzzles beyond looking for optional secret areas or figuring out which door an unmarked switch tripped.
There's also some great graphical effects that are new to the engine. First is a limited system of "gibs." Rather than simply falling into static corpse puddles, some enemies (most noticeably the gargoyles) will also eject smaller pieces upon impact with the ground. It's not the flying viscera of Rise of the Triad or Duke3D, but you'll definitely notice that pieces get scattered around the ground a bit. Likewise, the environmental effects interact well with corpses. Shooting a gargoyle down over water results in a splash sprite and accompanying sound. Shooting one over lava causes smoke to hiss where it lands. Lighting also seems slightly improved, with good use of light sectors for shadows, and flickering for candlelight.
Most interesting is the Tome of Power. When activated, it actually changes the way your weapons work (somewhat like a secondary fire). The Hellstaff shoots out fireballs exactly like Doom's plasma rifle, but with the Tome of Power active, it causes fire to rain from the sky in an area of effect attack. Your regular wand is fairly wimpy. With the Tome, it shoots multiple bolts at a time with increased damage to bosses (making great use of otherwise stockpiled ammo). Tomes are limited pickups just like other inventory items, so you can't use them recklessly, but there's quite a lot of satisfaction to be had when you can break one out at the perfect moment. It's a great idea that I wish more games had considered. Overall, Heretic is pretty much what you'd expect from a "Doom-clone." It's an industry-standard length at three full episodes, and any fantasy elements take a backseat to the core gameplay of messily blasting apart otherworldly foes. It's about on par with iD's creations, has some creative differences and additions, and is worth playing through if you're a fan of the genre or, for whatever reason, aren't playing Doom. That strength is an equal weakness for everyone who isn't out to play every 90's FPS ever made, and without Doom's novelty, the number of people interested in playing an almost identical game is understandably cut. -reviewed 6/14/09 - game copyright 1994 Raven Software
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