Misplaced Pages

Heretic II

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.

Heretic II is a dark fantasy action-adventure game developed by Raven Software and published by Activision in November 1998 continuing the story of Corvus, the main character from its predecessor, Heretic . It is the fourth game in the Hexen / Heretic series and comes after the "Serpent Rider" trilogy. Although Id Software owns the publishing rights to the previous titles, Heretic 2 is owned by Activision since they own Raven Software and its IPs.

#506493

32-554: Using a modified Quake II 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 game, a well-known first-person shooter built on the Doom engine . The music was composed by Kevin Schilder. Gerald Brom contributed conceptual work to characters and creatures for

64-486: A graphics card . The rendering takes place entirely in the CPU . Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more transistors are needed to obtain the same speed. Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering

96-459: A choice of selecting either hardware or software rendering before playing the game, while others like Half-Life default to software mode and can be adjusted to use OpenGL or DirectX in the Options menu. Some 3D modeling software also features software renderers for visualization. And finally the emulation and verification of hardware also requires a software renderer. An example of the latter

128-443: A dark network of mines and finally to a castle on a high mountain where he finds 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

160-505: A much more dynamic environment than the original game's engine could produce. Both games invite comparison with their respective game engine namesake: the original Heretic was built on the Doom engine, and Heretic II was built using the Quake II engine, later known as id Tech 2. Heretic II was favorably received at release because it took a different approach to its design. The game

192-425: A scene, like in 3D computer games , and generally each frame must be rendered in a few milliseconds. Offline rendering is used to create realistic images and movies, where each frame can take hours or days to complete, or for debugging of complex graphics code by programmers. For real-time rendering the focus is on performance. The earliest texture mapped real-time software renderers for PCs used many tricks to create

224-485: Is executed. So graphics cards reintroduced this programmability, by executing small programs per vertex and per pixel / fragment , also known as shaders . Shader languages, such as High Level Shader Language (HLSL) for DirectX or the OpenGL Shading Language (GLSL), are C -like programming languages for shaders and start to show some resemblance with (arbitrary function) software rendering. Since

256-460: Is no longer an item scattered around the levels , but a defensive spell that still works in the same manner as the other games in the series by improving damage and granting weapons and offensive spells new abilities for a limited time. Melee combat is also more varied, with the ability to perform several attacks using Corvus' bladestaff and cut off the limbs of enemies, rendering them harmless. Players are also able to utilize magical shrines throughout

288-594: Is sometimes useful to let the CPU assume some or all functions in a graphics pipeline. As a result, there are a number of general-purpose software packages capable of replacing or augmenting an existing hardware graphical accelerator, including: Contrary to real-time rendering, performance is only of second priority with pre-rendering. It is used mainly in the film industry to create high-quality renderings of lifelike scenes. Many special effects in today's movies are entirely or partially created by computer graphics. For example,

320-512: Is the Direct3D reference rasterizer. But even for high-end graphics, the 'art' of software rendering hasn't completely died out. While early graphics cards were much faster than software renderers and originally had better quality and more features, it restricted the developer to 'fixed-function' pixel processing. Quickly there came a need for diversification of the looks of games. Software rendering has no restrictions because an arbitrary program

352-403: Is the last step in an animation process, and gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, reflections and motion blur. Rendering can be split into two main categories: real-time rendering (also known as online rendering), and pre-rendering (also called offline rendering). Real-time rendering is used to interactively render

SECTION 10

#1732797932507

384-480: The Quake II engine could work in a third-person game and that a spell-casting, shirtless elf could actually kick ass". Quake II engine The Quake II engine is a game engine developed by id Software for use in their 1997 first-person shooter Quake II . It is the successor to the Quake engine . Since its release, the Quake II engine has been licensed for use in several other games. One of

416-513: The adoption of graphics hardware as the primary means for real-time rendering, CPU performance has grown steadily as ever. This allowed for new software rendering technologies to emerge. Although largely overshadowed by the performance of hardware rendering, some modern real-time software renderers manage to combine a broad feature set and reasonable performance (for a software renderer), by making use of specialized dynamic compilation and advanced instruction set extensions like SSE . Although nowadays

448-655: The character of Gollum in the Peter Jackson The Lord of the Rings films is completely computer-generated imagery (CGI). Also for animation movies, CGI is gaining popularity. Most notably Pixar has produced a series of movies such as Toy Story and Finding Nemo , and the Blender Foundation the world's first open movie Elephants Dream . Because of the need for very high-quality and diversity of effects, offline rendering requires

480-441: The dominance of hardware rendering over software rendering is undisputed because of unparalleled performance, features, and continuing innovation, some believe that CPUs and GPUs will converge one way or another and the line between software and hardware rendering will fade. For various reasons such as hardware failure, broken drivers, emulation, quality assurance, software programming, hardware design, and hardware limitations, it

512-414: The engine's most notable features was out-of-the-box support for hardware-accelerated graphics, specifically OpenGL , along with the traditional software renderer. Another interesting feature was the subdivision of some of the components into dynamic-link libraries . This allowed both software and OpenGL renderers, which were selected by loading and unloading separate libraries. Libraries were also used for

544-511: The first consoles to ship with 3D hardware, but it wasn't until the PlayStation that such features came to be used in most games. Games for children and casual gamers (who use outdated systems or systems primarily meant for office applications) during the late 1990s to early 2000s typically used a software renderer as a fallback. For example, Toy Story 2: Buzz Lightyear to the Rescue has

576-535: The full game finished by Christmas (it would release just prior to that Thanksgiving). To add to complications, they needed a software renderer to make the game playable to 16-bit users (especially in Europe). For the animation, the main character Corvus was provided with a backbone for realism and had a total of 1600 frames . Most of the animations were done using Softimage . The static world objects and simplified animations were done with 3D Studio Max . The engine

608-438: The game for its mixture of platform and shoot 'em up action, saying that Heretic II is different enough to stand out from both first-person and third-person games like id Software 's first-person shooters or Core Design 's Tomb Raider games. Heretic II was a finalist for Computer Gaming World ' s 1998 "Best Action" award, which ultimately went to Battlezone . The editors wrote that Heretic II "proved that

640-445: The game logic, with consequences including: The level format, as with previous id Software engines, used binary space partitioning . The level environments were lit using lightmaps , a method in which light data for each surface is precalculated (this time, via a radiosity method) and stored as an image, which is then used to determine the lighting intensity each 3D model should receive, but not its direction. id Software released

672-464: The game that grant a variety of effects upon use, such as silver or gold armor, a temporary boost in health , a permanent enhancement to the bladestaff, etc. The game consists of a wide variety of high fantasy medieval backdrops to Corvus's adventure. The third-person perspective and three-dimensional game environment allowed developers to introduce a wide variety of gymnastic moves, like climbing up ledges, back-flipping off walls, and pole vaulting, in

SECTION 20

#1732797932507

704-574: The game's design: he noted that "fans of first-person shooters—the target audience for this game—stayed away due to the third-person perspective". Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that " Heretic II has a lot going for it. It easily earns it space on the shelf with the heavy hitters this season, but it also serves as a reminder to all that every aspect of game design needs to be pushed if you want your project to truly stand out". Edge praised

736-483: The game. 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 , to the Amiga by Hyperion Entertainment , and Macintosh by MacPlay . After Corvus returns from his banishment, he finds that a mysterious plague has swept the land of Parthoris, taking the sanity of those it does not kill. Corvus,

768-466: The illusion of 3D geometry ( true 3D was limited to flat or Gouraud-shaded polygons employed mainly in flight simulators .) Ultima Underworld , for example, allowed a limited form of looking up and down, slanted floors, and rooms over rooms, but resorted to sprites for all detailed objects. The technology used in these games is currently categorized as 2.5D . One of the first games architecturally similar to modern 3D titles, allowing full 6DoF ,

800-543: The last AAA games without a hardware renderer was Outcast , which featured advanced voxel technology but also texture filtering and bump mapping as found on graphics hardware. In the video game console and arcade game markets, the evolution of 3D was more abrupt, as they had always relied heavily on single-purpose chipsets. 16 bit consoles gained RISC accelerator cartridges in games such as StarFox and Virtua Racing which implemented software rendering through tailored instruction sets. The Jaguar and 3DO were

832-590: The plague. Unlike previous games in the Heretic/Hexen series, which were first-person shooters, players control Corvus from a camera fixed behind him in the third-person perspective. Players are able to use a combination of both melee and ranged attacks, similar to its predecessor. While there are still three weapons the player can collect that each use their own ammo, they also have the ability to use several offensive and defensive spells that draw from pools of green and blue mana, respectively. The Tome of Power

864-539: 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 quest leads him through the city and swamps to a jungle palace, then through a desert canyon and insect hive, followed by

896-409: The sales of graphics cards , and more games started using hardware APIs like DirectX and OpenGL . Though software rendering fell off as a primary rendering technology, many games well into the 2000s still had a software renderer as a fallback, Unreal and Unreal Tournament for instance, feature software renderers able to produce enjoyable quality and performance on CPUs of that period. One of

928-479: The source code on December 22, 2001, under the terms of the GNU General Public License v2.0 or later . Software renderer Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering , software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs , such as

960-522: Was Descent , which featured 3D models entirely made from bitmap textured triangular polygons. Voxel -based graphics also gained popularity for fast and relatively detailed terrain rendering, as in Delta Force , but popular fixed-function hardware eventually made its use impossible. Quake features an efficient software renderer by Michael Abrash and John Carmack . With its popularity, Quake and other polygonal 3D games of that time helped

992-567: Was capable of showing up to 4,000 polygons on screen. Following ZeniMax Media 's acquisition of id Software in 2009, the rights to the series have been split between id and Activision Software; Activision holds the development rights, while id holds the publishing rights. Despite positive reception from critics, Heretic II was a commercial failure. According to PC Data , its sales in the United States totaled 28,994 units by April 1999. Activision 's Steve Felsen blamed this performance on

Heretic II - Misplaced Pages Continue

1024-472: Was in development since November 1997 by a team of 20 people. Inspired by the Tomb Raider series, Raven Software decided to make use of the Quake II engine to create a third-person action game. A major step in the early development was Gerald Brom 's concept art. In a month, the company had programmed the game's camera system. After Activision's approval of the game's demo , Raven Software aimed to get

#506493