Hexen II is a dark fantasy first-person shooter (FPS) video game developed by Raven Software and published by id Software in 1997. It is the third game in the Hexen / Heretic series, and the last in the Serpent Riders trilogy. Using a modified Quake engine , it features single-player and multiplayer game modes, as well as four character classes to choose from, each with different abilities. These include the "offensive" Paladin , the "defensive" Crusader, the spell-casting Necromancer, and the stealthy Assassin.
53-569: [REDACTED] Look up hexen in Wiktionary, the free dictionary. Hexen may refer to: N -Ethylhexedrone , a stimulant drug Hexen: Beyond Heretic , a 1995 dark fantasy video game Hexen II , a 1997 video game sequel See also [ edit ] Haxan (disambiguation) (Z)-3-hexen-1-ol acetyltransferase 3,5,5-Trimethyl-2-cyclo-hexen-1-one cis -3-Hexen-1-ol cis -3-Hexenal Hexene Topics referred to by
106-474: A wrapper for the proprietary Glide API , and thus is only compatible with 3dfx hardware. Custom OpenGL drivers were also released by PowerVR and Rendition for running Hexen II with their respective (and also now defunct) products. Removal of the ICD allows the game to use the default OpenGL system library. Much of the music in this game is remixed versions of the soundtracks of Hexen and Heretic to match
159-495: A conversation with podcaster Lex Fridman , Carmack stated that, in hindsight, he regrets the way he dealt with the firing of Romero, citing immaturity and lack of understanding of corporate structure as the primary causal factors. Additionally, Carmack clarified that both he and Romero were currently on good terms. Romero co-founded Ion Storm in Dallas , Texas with another id co-founder, Tom Hall , where he designed and produced
212-433: A first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings. Among Romero's early influences, the arcade video game Space Invaders (1978), with its " shoot
265-519: A game company named Inside Out Software, where he ported Might & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore 64 to Apple II port of Tower Toppler , but Epyx unexpectedly cancelled all its ports industrywide due to their tremendous investment in the first round of games for the upcoming Atari Lynx . During this short time, Romero did the artwork for
318-536: A launch in late 2018. The Kickstarter campaign was cancelled four days after its launch. In 2023, Romero confirmed in his autobiography, Doom Guy: Life in First Person , that while a demo had existed and was shown to publishers, no publishers expressed interest in funding the game after the Kickstarter cancellation, and the game was fully cancelled after that behind-closed-doors demo. On 2017, Romero won
371-471: A new FPS. In April 2016, he announced a partnership with the former iD artist Adrian Carmack to create the FPS Blackroom , describing their vision as a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense combat. They hoped to raise $ 700,000 (~$ 836,729 in 2023) via Kickstarter to see the project to completion and anticipated
424-510: A normal deathmatch environment in favor of a teamplay castle siege. The basic premise was to divide the players into two teams—attackers and defenders—with each side either assaulting or protecting the castle respectively. At the end of the time limit, whichever team controlled the crown was declared victorious. The mod featured appropriate objects used in the single-player portion of the game, namely catapults and ballistae. The classes were drastically altered with new weapons and abilities, reflecting
477-402: A post. The player defeats the boss (without the noclip cheat) by shooting rockets into its exposed brain after activating a lift and riding it. Romero's head functions as its hit detection point; when he "dies", the boss is killed and the game is finished. In the 2013 IGN Doom playthrough to celebrate Doom 's 20th anniversary, Romero shared the backstory behind the inclusion of his head as
530-681: A programmer in its Special Projects division. After several months of helping the PC monthly disk magazine Big Blue Disk , he officially moved into the department until he started a PC games division in July 1990 named Gamer's Edge (originally titled PCRcade). Romero hired John D. Carmack into the department from his freelancing in Kansas City, moved Adrian Carmack (no relation) into the division from Softdisk's art department, and persuaded Tom Hall to come in at night and help with game design. Romero and
583-446: A source of both admiration and derision for his fans. John guest-answered Planet Quake ' s "Dear Mynx" column, in which a female fan asked for hair care tips. Romero cut his hair short in 2002 and donated it to Locks of Love . Discussion boards such as Doomworld and BeyondUnreal had threads discussing his new look at the time, although he began to grow it back to its original length in 2003. On January 11, 2022, Romero gave
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#1732801916220636-536: A statement via Twitter on the subject of his hair, to coincide with the 120th anniversary of William Arthur Jones' "Indian haircut order" of 1902. In the statement, Romero said: "I wear my hair long as a proud Yaqui and Cherokee man, and will continue to do so until the day I die." In 2000, during the development of Daikatana , Romero listed Ultima V: Warriors of Destiny , Super Mario Bros. 3 , Age of Empires , Duke Nukem 3D and Chrono Trigger as his favorite games of all time, with Chrono Trigger topping
689-603: A trilogy. Only a select few ideas of Romero's from Hecatomb would ultimately make their way into what became Hexen II and Heretic II . Hexen II was based on an enhanced version of the Quake engine. Hexen II , by way of the Quake engine, uses OpenGL for 3D acceleration. However, due to the prevalence of 3dfx hardware at the time of release, the Windows version of the game installs an OpenGL ICD (opengl32.dll) designed specifically for 3dfx's hardware. This driver acts as
742-437: Is different from Wikidata All article disambiguation pages All disambiguation pages Hexen II Improvements from Hexen: Beyond Heretic and Quake include destructible environments , mounted weapons, and unique level up abilities. Like its predecessor, Hexen II also uses a hub system. These hubs are a number of interconnected levels ; changes made in one level have effects in another. Furthermore,
795-595: Is supported by his four generals, themselves a reference to the Four Horsemen of the Apocalypse . To confront each general, the player has to travel to four different continents , each possessing a distinct theme ( Medieval European for Blackmarsh, Mesoamerican for Mazaera, Ancient Egyptian for Thysis, and Greco-Roman for Septimus). Then, finally, the player returns to Blackmarsh in order to confront Eidolon himself inside of his own dominion Cathedral. What
848-705: The Apple IIGS version of Dark Castle , a port from the Macintosh. During this time, John and his friend Lane Roathe co-founded a company named Ideas from the Deep and wrote versions of a game called Zappa Roidz for the Apple II, PC and Apple IIGS. Their last collaboration was an Apple II disk operating system (InfoDOS) for Infocom's games Zork Zero , Arthur , Shogun and Journey . Romero moved to Shreveport, Louisiana , in March 1989 and joined Softdisk as
901-405: The boss is supposed to be a giant demon head with a fragment missing from its forehead. When first viewing the demon, a distorted and demonic message is played, which is actually John Romero saying "To win the game, you must kill me, John Romero!", reversed and distorted to sound like a demonic chant. One can use the "noclip" cheat to enter the boss and see Romero's severed head which is skewered on
954-532: The fighting games Street Fighter II , Fatal Fury , Art of Fighting and Virtua Fighter . John Romero started programming games on an Apple II he got in 1980. The first game he wrote was an unpublished clone of the arcade game Crazy Climber . His first published game, Scout Search , appeared as a type-in program in the June 1984 issue of Apple II magazine inCider . At least 12 of his games published for print and disk magazines were developed under
1007-468: The Apple II to Commodore 64 port of 2400 A.D. , which was eventually scrapped due to slow sales of the Apple II version. Romero then moved onto Space Rogue , a game by Paul Neurath . During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamed Looking Glass Technologies . Instead, Romero left Origin Systems to co-found
1060-570: The Bizkaia Award at the Fun & Serious Game Festival , which takes place in the Spanish city of Bilbao. Romero and his wife Brenda Romero established Romero Games on August 11, 2015. They published Gunman Taco Truck in 2017, SIGIL in 2019, and Empire of Sin in 2020. In March 2022, in response to the 2022 Russian invasion of Ukraine , Romero created a new level of Doom II which
1113-569: The Demoness. She is the only player class to have a ranged starting weapon (similar to the Mage class in the original Hexen ), whereas all other characters start with melee weapons. It also introduced minor enhancements to the game engine, mostly related to user interface, level scripts, particle effects (rain or snow), and 3D objects. Portal of Praevus also features a secret (easter egg) skill level, with respawning monsters. The only released patch for
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#17328019162201166-520: The Tome of Power artifact makes a return from Heretic . The gameplay of Hexen II is very similar to that of the original Hexen . Instead of three classes, Hexen II features four: Paladin, Crusader, Assassin, and Necromancer, each with their own unique weapons and play style. Hexen II also adds certain role-playing video game elements to the mix. Each character has a series of statistics which increase as they gain experience . This then causes
1219-594: The alien " gameplay, introduced him to video games. Namco 's maze chase arcade game Pac-Man (1980) had the biggest influence on his career, as it was the first game that got him "thinking about game design." Nasir Gebelli ( Sirius Software , Squaresoft ) was his favorite programmer and a major inspiration, with Gebelli's fast 3D programming work for Apple II games, such as the shooters Horizon V (1981) and Zenith (1982), influencing Romero's later work at id Software. Other influences include programmer Bill Budge , Shigeru Miyamoto 's Super Mario games, and
1272-648: The company on January 1, 2011. Romero was the Chairman of the Board for the Cyberathlete Professional League (CPL) for ten years. On December 20, 2006, John Romero announced a new FPS project for the CPL titled Severity for both consoles and PC. It was announced that Tom Mustaine (ex-Studio Director at Ritual Entertainment ) would act as Director of Game Development at CPL's new studio. It
1325-666: The departure from the normal deathmatch experience presented in HexenWorld . Following the tradition from Heretic and Hexen , Raven released the source code of the Hexen II engine on November 10, 2000. This time the source was released under the GNU GPL-2.0-only , allowing source ports to be made to different platforms like Linux and the Dreamcast . An expansion pack called Hexen II Mission Pack: Portal of Praevus
1378-441: The end result is a confusing and often frustratingly difficult experience." The reviewer elaborated that while the lush, detailed environments and astoundingly animated bosses make Hexen II "one of the most beautiful games ever made", the actions needed to progress are so obscure that they are comparable to what is required to find optional secret areas in most games, forcing the player to undertake frustrating, exhaustive searches of
1431-477: The expansion added respawning of certain items (such as health and ammo) in Nightmare mode, so that it would be slightly easier for playing. Upon its release, Hexen II received generally positive reviews. Edge praised the game for being different from other Quake engine -based games, highlighting its inventive and interactive levels, enemy variety, and artificial intelligence . The magazine also credited
1484-430: The final boss and the reversed sound effect – they were both a result of in-joke pranking between development team members. During the production of Quake, Romero clashed with John Carmack over the future direction of id. Romero wanted the game to follow his demanding vision without compromise, but Carmack insisted that the project had to make steady progress toward completion and accused Romero of not working as much as
1537-627: The first episode of Doom , a quarter of the levels in Quake , and half the levels in Commander Keen and Wolfenstein 3D: Spear of Destiny . He wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3D: Spear of Destiny ), IGRAB (for grabbing assets and putting them in WAD files ),
1590-483: The first-person shooter Daikatana . It was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press. In 2010, Gamesauce featured Romero on its cover and contained an in-depth interview with Romero written by Brenda Brathwaite . In the interview, Romero publicly apologized for
1643-451: The game's diversity of weapons and spells for offering different combat strategies. GameSpot summarized, " Hexen II is a game with many strengths - its design is superior to the original Hexen , it has a significant payoff for single players winding through its twisted corridors, and visually it is without equal in the action genre. But the game's attempt to break from the standard first-person shooter mold has some nasty side effects, and
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1696-441: The game's environments. GamePro praised the high speed of the multiplayer sessions, the selection of character classes, and the high detail present when graphical acceleration is used. They concluded, "For replay value and sheer fun, Hexen II is going to be hard to beat; you could spend days playing through all four characters in single-player mode without even entering multiplayer battles." According to Erik Bethke, Hexen II
1749-466: The hub themes. Activision acquired the rights to publish versions of the game for the PlayStation and Sega Saturn . Neither port was released. Hexen II was made available on Steam on August 3, 2007. A modification titled Siege was created and released by Raven Software in 1998 using updated QuakeWorld architecture, aptly dubbed "HexenWorld". The production concept was to eliminate
1802-628: The id programmer John Carmack , popularized the first-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term " deathmatch ". Following disputes with Carmack, Romero was fired from id in 1996. He co-founded a new studio, Ion Storm , and directed the FPS Daikatana (2000), which was a critical and commercial failure. Romero departed Ion Storm in 2001. In July 2001, he and another former id employee, Tom Hall , founded Monkeystone Games to develop games for mobile devices . In 2003, Romero joined Midway Games as
1855-479: The infamous Daikatana advertisement. In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" caused controversy in the press and public. The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) were compounded by the poor reviews the game received when it was finally complete. Daikatana was panned and appeared on numerous "top 10 worst games" listings. During this time, Romero
1908-507: The installers for all the games up to and including Quake , the SETUP program used to configure the games, and several others. In his keynote speech at WeAreDevelopers Conference 2017, Romero named this period Turbo Mode, in which he emphasizes having created 28 games, in 5.5 years with a team consisting of fewer than 10 developers. Romero is also credited with coining the multiplayer term " deathmatch ". In level 30 of Doom II , "Icon of Sin",
1961-572: The name Capitol Ideas Software. He entered a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader . The first game Romero created that was eventually published was Jumpster in UpTime . Jumpster was created in 1983 and published in 1987, making Jumpster his earliest created, then published, game. Romero's first industry job was at Origin Systems in 1987 after programming games for eight years. He worked on
2014-468: The office. The Monkeystone team moved to Austin, Texas to work on Midway's Area 51 title until its release. Monkeystone Games closed down in January 2005. Romero moved from project lead to creative director of internal studio during this time. At the end of June 2005, Romero left Midway Games mere months before the completion of Gauntlet: Seven Sorrows . On August 31, 2005, Romero confirmed that he
2067-457: The other developers. Although Romero relented on his vision and joined a months-long death march effort to finish the game, this did not resolve the tensions within the company, and Romero was forced to resign. In a 1997 interview, Romero said, "Leaving after finishing Quake was the right choice — leaving after finishing a hit game. I keep on good terms with the id guys and it was pretty easy because we've been friends for years." In 2022, during
2120-503: The others left Softdisk in February 1991 to form id Software . There it was, the familiar milieu of Super Mario Brothers 3: pale blue sky, the puffy white clouds, the bushy green shrubs, the animated tiles with little question marks rolling over their sides and, strangely, his character Dangerous Dave standing ready on the bottom of the screen. Romero tapped his arrow key, moved Dave along the floor, and watched him scroll smoothly across
2173-465: The player character to grow in power as his or her HP and mana increases. Thyrion is a world that was enslaved by the Serpent Riders. The two previous games in the series documented the liberation of two other worlds, along with the death of their Serpent Rider overlords. Now, the oldest and most powerful of the three Serpent Rider brothers, Eidolon, must be defeated to free Thyrion. Eidolon
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2226-698: The project lead on Gauntlet: Seven Sorrows (2005), and left shortly before its release. He founded another company, Gazillion Entertainment , in 2005. In 2016, Romero and another former id employee, Adrian Carmack , announced a new FPS, Blackroom , but it was canceled after it failed to gain funding. Romero was born on October 28, 1967, six weeks premature, in Colorado Springs, Colorado . He has said that he has Mexican, Yaqui , and Cherokee grandparents. His mother, Ginny, met Alfonso Antonio Romero when they were teenagers in Tucson , Arizona. Alfonso,
2279-407: The same term [REDACTED] This disambiguation page lists articles associated with the title Hexen . If an internal link led you here, you may wish to change the link to point directly to the intended article. Retrieved from " https://en.wikipedia.org/w/index.php?title=Hexen&oldid=1221909222 " Category : Disambiguation pages Hidden categories: Short description
2332-561: The screen. That’s when he lost it. —David Kushner, describing Romero's experience of observing the game Dangerous Dave by John Carmack and Tom Hall that introduced an innovative technique for side-scrolling on PC Romero worked at id Software from its inception in 1991 until 1996. He was involved in the creation of several milestone games, including Commander Keen , Wolfenstein 3D , Doom , Doom II: Hell on Earth and Quake . He served as executive producer (and game designer) on Heretic and Hexen . He designed most of
2385-901: The three-and-a-half-year lifespan of the company. Some highlights of their developments included Hyperspace Delivery Boy! (Pocket PC, Windows, Linux), Congo Cube (Pocket PC, PC, BREW , Java ME ), and a version of Red Faction for the Nokia N-Gage . He and his girlfriend, Stevie Case , broke up in 2003, and she left the company in May while Red Faction development continued until October. John then left Monkeystone Games' day-to-day operations to Lucas Davis while Romero and Hall left for Midway in San Diego. In mid-October 2003, Romero joined Midway Games as project lead on Gauntlet: Seven Sorrows . While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running
2438-558: Was announced that Slipgate Ironworks was part of Gazillion Entertainment . Along with venture capitalist Rob Hutter and investor Bhavin Shah, Romero was a co-founder of Gazillion. On July 22, 2006, John Romero and former co-worker Tom Hall guest hosted episode 53 of the podcast The Widget . Romero departed Gazillion Entertainment in November 2010 to form a social game company called Loot Drop alongside Brenda Brathwaite . Hall joined
2491-438: Was commercially unsuccessful, with sales slightly above 30,000 units. John Romero Alfonso John Romero (born October 28, 1967) is an American video game developer . He co-founded id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). His designs and development tools, along with programming techniques developed by
2544-561: Was originally supposed to be the final game in a trilogy, the sequel to Hexen was originally titled Hecatomb but was abandoned after John Romero left id Software in 1996. Activision , the distributor at the time, pressured Raven Software to split development of Hecatomb into two different games, Hexen II and Heretic II . Activision felt that the previous entries in the series, Heretic and Hexen, were different enough from one another that they should treat them as separate entities going forward, instead of just one final game to complete
2597-510: Was released on April 1, 1998. It features new levels, new enemies and a new playable character class, The Demoness. It focuses on the attempted resurrection of the three Serpent Riders by the evil wizard Praevus, and takes place in a fifth continent, Tulku, featuring a Sino - Tibetan setting. Unlike the original game, the expansion was not published by id Software, and as such is not currently available via digital re-releases. The expansion features new quest items, new enemies, and new weapons for
2650-592: Was rumored to have been killed and a photograph of his corpse with a bullet wound was also spread through the Internet. The picture was taken for the magazine Texas Monthly . In 2001, Romero and Hall departed after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion office. In July 2001, Romero and Hall founded Monkeystone Games to develop and publish games for mobile devices . Monkeystone released approximately 15 games during
2703-507: Was stated that Severity would be a multiplayer first person shooter, and that the game would be built on technology licensed from id Software. In October 2009, Angel Munoz , founder of the CPL stated that Severity was no longer being produced because they were not able "to convince game publishers of its value". Romero guest-edited the March 2010 issue of the British magazine Retro Gamer . In August 2014, Romero said he planned to make
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#17328019162202756-1034: Was subsequently listed for sale through his personal website. Romero stated that all proceeds would be donated to the Ukrainian Red Cross and the UN Central Emergency Response Fund. In January 2004, Romero married Raluca Alexandra Pleșca, originally from Bucharest , Romania. They divorced in 2011. Romero and game developer Brenda Brathwaite became engaged on March 24, 2012, and married on October 27, 2012. Together, they worked on Ravenwood Fair , with Romero as Lead Designer and Brathwaite as Creative Director and Game Designer. They also founded social game development company Loot Drop in November 2010, and worked on Cloudforest Expedition and Ghost Recon Commander together. Romero has three children from two previous marriages: Michael, born in 1988, Steven, born in 1989, and Lillia Antoinette, born in 1998. Romero's long hair has been
2809-456: Was working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks. It was reported that the name was temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway". He said that he would not reveal anything about the company or the game until 2007. On March 17, 2009, it
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