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Hexen
(ID/Raven/GT Interactive, 1995)
I must admit: on a technical
level, Doom was a revolution in gaming. However, shooting a bunch of
demons got old pretty fast for me. Enter Doom's first major game engine
license, Heretic, which was all that and a bag of chips to
eat while playing. However, when the need for a spin-off to the spin-off
was created, the result, Hexen, was arguably one bag of chips short. The
problem wasn't in a story typical of
a spin-off; a leader of a greater evil must be vanquished.
The problem was how much the game was different from Heretic, because
you needed to solve puzzles in each game area...and not very good puzzles
at all. Imagine how limited the original Doom engine was then imagine how
limited these "puzzles" were, each of which needing to be
solved, in order for the story to proceed. The problem with this "story"
was that there was little or no indication what this story was,
and the puzzles you had to solve were needlessly cryptic (imagine trying to solve a Myst
switch "puzzle," within the blocky graphics of a Doom clone). One cool idea the game
had was making most important game maps linked, so you could
enter and re-enter areas at will (no more "numbered"
missions, that needed to be done in sequence). It also had a
few interesting game maps. Regardless, I still liked Heretic
much more than its successor.
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