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Hexen II
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| Hexen II | |
|---|---|
| Developer | Raven Software |
| Publisher | id Software |
| Director | Brian Raffel |
| Producer | Steve Stringer |
| Designer | Eric C. Biessman |
| Programmers | Rick Johnson Ben Gokey |
| Artist | Brian Pelletier |
| Composer | Kevin Schilder |
| Engine | Modified Quake engine |
| Platforms | Windows, Mac OS |
| Release | Windows Portal of Praevus Macintosh |
| Genre | First-person shooter |
| Modes | Single-player, multiplayer |
Hexen II is a 1997 first-person shooter game developed by Raven Software and published by id Software for Windows. 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.
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, the Tome of Power artifact makes a return from Heretic.
Gameplay
[edit]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.[4]
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.[5] This then causes the player character to grow in power as his or her HP and mana increases.
Plot
[edit]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 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.
Development
[edit]What 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 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.[6]
Hexen II was based on an enhanced version of the Quake engine.[4] 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 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 the hub themes.
Activision acquired the rights to publish versions of the game for the PlayStation and Sega Saturn.[4][7][8] Neither port was released.
Hexen II was made available on Steam on August 3, 2007.[9]
Siege
[edit]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 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 the departure from the normal deathmatch experience presented in HexenWorld.[10]
Source release
[edit]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.[11]
Portal of Praevus
[edit]An expansion pack called Hexen II Mission Pack: Portal of Praevus was released on April 1, 1998.[12] 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 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 the expansion added respawning of certain items (such as health and ammo) in Nightmare mode, so that it would be slightly easier for playing.
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 84%[13] 65% (Portal of Praevus)[14] |
| Publication | Score |
|---|---|
| Edge | 8/10[15] |
| GameSpot | 7.3/10[16] 8.6/10 (Portal of Praevus)[17] |
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 the game's diversity of weapons and spells for offering different combat strategies.[15] 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 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 the game's environments.[16] 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."[18]
According to Erik Bethke, Hexen II was commercially unsuccessful, with sales slightly above 30,000 units.[19]
Reviews
[edit]References
[edit]- ^ "PC World - Latest Games Now Available". Daily Record. September 19, 1997. p. 14. Retrieved December 11, 2023.
Hexen II - Out Today
- ^ Staff (September 11, 1997). "Releases and Mastering". PC Gamer. Archived from the original on October 12, 1997. Retrieved December 5, 2019.
"...Hexen II is out..." - ^ "MacPlay announces Value Series lineup". Macworld. Archived from the original on December 11, 2023. Retrieved December 11, 2023.
- ^ a b c "Protos: Hexen II". Electronic Gaming Monthly. No. 94. Ziff Davis. May 1997. p. 40.
- ^ Boba Fatt (November 1997). "PC GamePro Preview: Hexen II". GamePro. No. 110. IDG. p. 110.
- ^ "So Busy and Yet More Birthdays". February 24, 2003. Archived from the original on March 16, 2023. Retrieved March 15, 2019.
- ^ "Hexen 2 Announced for Saturn!". Sega Saturn Magazine. No. 19. Emap International Limited. May 1997. p. 8.
- ^ "Hexen 2 Saturn bound?". Saturn Power. No. 1. Future Publishing. June 1997. p. 11.
- ^ John Keefer. "Legendary id Software games now on Steam". GameSpy. Archived from the original on December 1, 2019. Retrieved September 5, 2011.
- ^ "Siege Information Overview". Archived from the original on February 2, 2009. Retrieved September 5, 2011.
- ^ "Hexen 2 source released". GameSpy. Archived from the original on December 21, 2009. Retrieved September 5, 2011.
- ^ "News for April 1, 1998". Online Gaming Review. April 1, 1998. Archived from the original on December 4, 2000. Retrieved December 6, 2019.
"April 1, 1998: "Several new games will be hitting stores today: ...Hexen 2 Mission Pack from Activision..." - ^ "Hexen II for PC". GameRankings. Archived from the original on December 9, 2019.
- ^ "Hexen II Mission Pack: Portal of Praevus". GameRankings. Archived from the original on December 9, 2019.
- ^ a b "Hexen II". Edge. No. 51. Future Publishing. November 1997. pp. 90–91.
- ^ a b Dulin, Ron (September 22, 1997). "Hexen II Review". GameSpot. Archived from the original on October 17, 2020. Retrieved September 2, 2017.
- ^ Hexen II Mission Pack: Portal of Praevus – GameSpot Archived June 29, 2013, at archive.today
- ^ Don St. John (December 1997). "PC GamePro Review (Win 95): Hexen II". GamePro. No. 111. IDG. p. 112.
- ^ Bethke, Erik (January 25, 2003). Game Development and Production. Wordware Publishing. p. 16. ISBN 1556229518.
- ^ "Backstab Magazine (French) Issue 06".
External links
[edit]- Official Hexen II website at Raven Software (archived)
- Official website from id Software (archived)
- Hexen II at MobyGames
Hexen II
View on GrokipediaGameplay
Core mechanics
Hexen II employs a hub-based level design, dividing the game into five interconnected worlds representing different cultural themes, such as medieval Europe (with the fifth being a return to the ruined starting hub), ancient Egypt, Mesoamerica, and Greco-Roman antiquity. Players must explore non-linear maps within each hub, collecting keys, artifacts, and puzzle pieces to unlock new areas, often requiring backtracking to access previously unreachable sections. This structure encourages thorough exploration and strategic progression, with portals serving as gateways between levels to maintain a sense of continuity and immersion.[4] The combat system integrates puzzle-solving elements, where encounters frequently demand environmental interaction, such as luring enemies into traps or using switches to alter battlefields, rather than pure run-and-gun action. Weapons are powered by two mana types—blue for secondary weapons (typically melee or close-range abilities) and green for tertiary weapons (projectile attacks)—requiring players to manage ammo scarcity by scavenging crystals dropped by foes or found in the environment. Firing mechanics vary, including rapid-fire bursts, homing projectiles, and area-of-effect blasts, but all emphasize positioning and timing to overcome "spongy" enemies that absorb multiple hits. Representative weapons include the Raven Staff, which launches spinning missiles at high mana cost, illustrating the balance between power and resource efficiency.[4][5] Exploration revolves around inventory management of artifacts and keys, with items like the Ring of Flight granting temporary flight to reach elevated platforms or cross chasms, limited to a few minutes of use before depletion. Environmental puzzles involve activating switches, pressure plates, and aligning symbols to dispel magical barriers or open portals, often combining combat with spatial reasoning, such as creating objects to fit mechanisms or reading in-game notes for clues. The Force Cube artifact summons a temporary sentinel ally that hovers and fires weak fireballs, aiding in both traversal and defense during complex sequences.[4][6][7] Health and armor systems promote cautious play, with Quartz Flasks restoring 25 health points each (up to 15 can be carried) and Ethereal Metal pieces providing incremental armor protection against damage. Mana restoration occurs via Kraters of Might for full replenishment or smaller crystals for partial refills, tying resource management to survival. While character classes influence weapon access, the core loop applies universally across single-player modes, with multiplayer adapting these mechanics for cooperative or competitive play.[4][6]Character classes and progression
Hexen II features four playable character classes, each tailored to a distinct playstyle and equipped with unique starting gear and weapons that emphasize melee, magic, or agility. The Crusader is a melee-focused warrior who excels in close-quarters combat, utilizing a shield bash ability to stun enemies and control crowds. The Paladin offers a balanced approach, combining solid melee prowess with divine intervention capabilities that provide healing and protective effects during battle. The Assassin emphasizes agility and precision, employing backstab mechanics for doubled damage from behind and poison effects to debilitate foes over time. The Necromancer relies on summoning undead minions and staff-based magic for ranged attacks and crowd control, allowing for strategic distancing from threats. These classes encourage replayability by altering how players engage with the game's combat and puzzles.[4][2] Progression in Hexen II incorporates an RPG-style experience system where characters accumulate experience points primarily through defeating enemies and completing objectives. Upon reaching level thresholds, players level up, gaining incremental increases in maximum health and mana reserves—blue mana powers secondary weapons (typically melee or close-range), while green mana powers tertiary weapons (ranged attacks). Levels also unlock progressive class-specific abilities at levels 3 and 6, forming a rudimentary skill tree that enhances each class's core strengths, such as improved summoning efficiency for the Necromancer or enhanced backstab potency for the Assassin. This system caps at level 9, providing a structured path to power without excessive grinding.[2][4] At the start of a new game, each class receives randomized attributes within predefined ranges to promote variability and replay value, influencing gameplay in subtle but meaningful ways. The four attributes—Strength (boosts melee damage), Wisdom (increases experience point gains from kills), Dexterity, and Intelligence (unimplemented and with no effect)—are biased toward the class's theme; for instance, the Crusader favors high Strength for durability, while the Necromancer prioritizes Wisdom for spellcasting sustainability. These attributes also modulate weapon proficiency, determining damage output and mana efficiency for class-specific armaments like the Assassin's poison-infused crossbow or the Paladin's holy axe.[4] Further customization arises from class-exclusive starting equipment and utility options, such as the Necromancer's class ability to transform into a chicken to navigate tight spaces or evade danger, which synergizes with high Wisdom for magical versatility. This attribute-driven system ensures that no two playthroughs feel identical, as randomized stats can shift optimal strategies, such as favoring tanky configurations for the Crusader. Overall, the progression mechanics blend action with light RPG elements, rewarding skillful play and adaptation to each class's niche.[4]Multiplayer modes
Hexen II features multiplayer support through the HexenWorld server software, enabling deathmatch and team deathmatch modes for up to 16 players over LAN or online connections.[1][4] Players can select from the four character classes—Paladin, Crusader, Assassin, or Necromancer—each with unique weapons and abilities, and maps include designated spawn points tailored to specific locations for balanced gameplay.[3] Team deathmatch extends the standard mode by dividing players into opposing teams, emphasizing coordination and objective-based combat on symmetric arenas.[8] Cooperative mode allows 2 to 4 players to progress through the single-player campaign together, sharing experience gains while each managing their own inventory as they tackle puzzles and enemies in a shared world.[9] Enemy encounters scale with player count by increasing spawn numbers and aggression, maintaining challenge without dedicated difficulty adjustments beyond standard settings.[10] The Siege mode, released as a free multiplayer mod extension by Raven Software in 1998, introduces team-based objective gameplay distinct from deathmatch.[11] In this mode, one team of attackers attempts to breach and capture a fortified castle held by the defenders, using siege weapons such as catapults and ballistae for ranged bombardment, while engineers construct ladders, bridges, and tunnels for infiltration.[11] Specialized classes include peasants for supplying materials and building barricades, archers for cover fire, and knights for frontline defense, requiring tight teamwork and strategic planning across intricate maps.[11] Multiplayer networking relies on TCP/IP for internet play and supports IPX/SPX for legacy LAN setups, with spectator modes allowing non-participants to observe matches.[12] Later patches and the dedicated HexenWorld client, released in 1998, added optimizations for modem connections and basic bot support to fill servers during low-player periods.[13][14]Plot and setting
World of Thyrion
Thyrion is the primary setting of Hexen II, depicted as a medieval fantasy world recently conquered by the Serpent Rider Eidolon, whose invasion has plunged the land into chaos and despair.[15] One year prior to the game's events, Eidolon arrived in a cataclysmic "rain of fire," overrunning all four continents by midday and subjecting the inhabitants to constant terror from his minions.[15] This conquest disrupts the lives of four heroes from different backgrounds who rise to challenge the invader across the ravaged landscapes.[16] As the culmination of the Serpent Riders trilogy, Hexen II's lore builds directly on the events of Heretic and Hexen: Beyond Heretic, where the first two Riders, D'Sparil and Korax, were defeated on the worlds of Parthoris and Cronos, respectively.[16] Eidolon's assault on Thyrion represents the final chapter in the saga, with the Serpent Riders' ancient quest for domination extending across multiple realms, forcing heroes to unite against a cosmic threat that corrupts elemental forces and ancient civilizations.[17] The narrative emphasizes themes of resilience amid destruction, as the heroes navigate Eidolon's influence, which has twisted the natural balance of Thyrion's environments. The geography of Thyrion is structured around four interconnected hubs, each embodying an elemental theme and drawing from historical architectures to create immersive, thematic regions populated by unique monsters and structures. Blackmarsh, representing earth, features swampy marshes and medieval European villages overrun by famine-stricken horrors like ettins and gorgons.[16] Mazaera evokes fire through its volcanic forges and Mesoamerican pyramids, home to fire imps and stone golems amid lava flows and ancient temples. Thysis aligns with air in its windy desert dunes and Egyptian-inspired obelisks, infested with reavers and spectral entities. Septimus ties to water via flooded ruins and icy Roman coliseums, including areas like the snowy Bay of Scars and mountainous Wulfgar, where ice imps and hydras thrive in chilled, aquatic terrains. These hubs not only provide environmental variety but also reflect Eidolon's corruption of Thyrion's elemental harmony, with architecture ranging from gothic castles to ziggurats that house puzzles and battles. Throughout Thyrion, in-game artifacts and lore items deepen the world's history without revealing key plot twists. The Obsidian Key, for instance, serves as a pivotal relic forged from volcanic glass, unlocking sealed chambers in fiery regions and symbolizing ancient pacts between elemental guardians and Thyrion's early civilizations.[18] Ancient tomes scattered in ruins offer fragmented chronicles of the Serpent Riders' prior invasions, detailing how Eidolon's arrival echoes the fall of Cronos while hinting at Thyrion's unique magical ley lines that once protected its four elements—earth, water, fire, and air—now weaponized against the heroes. These items encourage exploration, revealing the interconnected lore of the trilogy through inscriptions on altars and scrolls that describe the heroes' backgrounds and the cataclysmic shifts in Thyrion's geography.Story summary
In Hexen II, players assume the role of one of four heroes—a Crusader, Paladin, Assassin, or Necromancer—who have united to challenge Eidolon, the third and most malevolent Serpent Rider, following the defeat of his siblings in prior conflicts.[2] Eidolon, an ancient demonic entity bent on domination, invaded the world of Thyrion one year before the game's events, unleashing a cataclysmic rain of fire that scorched its four continents and deployed hordes of golems to crush resistance, leaving survivors in perpetual dread under his tyrannical rule.[18] These Serpent Riders, legendary demons capable of traversing dimensions to sow chaos and corruption, view Thyrion as a prize for conquest or annihilation, with Eidolon commanding undead legions and other vile minions as enforcers of his will.[18][4] The protagonist's quest unfolds across four interconnected hubs, each themed around an elemental realm—medieval European-inspired Blackmarsh, Egyptian Thysis, Mesoamerican Mazaera, and Greco-Roman Septimus—where the hero overcomes environmental perils, ancient curses tied to betrayal by Eidolon's corrupted allies, and climactic battles against his key lieutenants: the Four Horsemen of the Apocalypse—Famine, Pestilence, Death, and War—who embody apocalyptic forces and guard pathways to the next stage.[2][4] These encounters highlight themes of resilience against otherworldly tyranny, as the hero disrupts Eidolon's undead hordes and chaotic sorcery to reclaim fragments of the world.[18] Progression leads to Eidolon's towering stronghold, where the hero launches a direct assault on the Serpent Rider himself, resolving the invasion's threat through a final confrontation.[2][4] The narrative concludes with post-credits sequences that subtly foreshadow lingering dangers that extend into subsequent adventures.[4]Development
Licensing the Quake engine
Raven Software entered into a licensing agreement with id Software in 1996 for the source code of the Quake engine, enabling the studio to adapt the technology for Hexen II after experiencing the 2.5D limitations of the Doom engine in previous titles like Heretic and Hexen. This deal facilitated the transition to full 3D environments suited for fantasy settings, with id Software serving as executive producer on the project.[19][20] The primary modifications to the Quake engine involved removing sci-fi oriented assets and weapons to align with medieval and ancient themes, incorporating a class-based progression system with four playable characters (Crusader, Assassin, Necromancer, and Paladin), enhancing dynamic lighting to evoke atmospheric torchlit castles and shadowy tombs, and integrating support for the Glide API to enable hardware-accelerated rendering on 3dfx Voodoo cards. These changes allowed for more immersive hub-based level designs and RPG-like mechanics, such as inventory management and experience-based leveling, while maintaining the engine's core polygonal rendering capabilities. The team was led by director Brian Raffel and included lead designer Eric Biessman, with engine licensing secured in February 1996.[4][16] Development on Hexen II commenced in late 1995 amid planning for a larger project called Hecatomb, with full engine integration achieved by mid-1996 following Quake's release. Activision's 1997 publishing deal with Raven further shaped the project's scope, leading to the split of the original Hecatomb concept into Hexen II and the later Heretic II, with id Software as the primary publisher for the base game.[21][22][23] Significant challenges arose in optimizing the modified engine for Windows 95 compatibility, balancing the addition of RPG features like skill progression and puzzle-solving without incurring performance penalties on period hardware, and ensuring seamless support for 3dfx graphics accelerators to capitalize on the growing 3D market. Raven's familiarity with id's technology from prior collaborations helped mitigate these issues, though the tight timeline—spanning roughly 18 months—demanded efficient iteration on lighting and class systems to preserve frame rates during complex indoor environments.[24]Design innovations and challenges
Hexen II introduced a class-based gameplay system to the first-person shooter genre, featuring four distinct characters—the Crusader, Necromancer, Assassin, and Paladin—each with unique weapons, abilities, and attribute distributions inspired by role-playing games such as Dungeons & Dragons.[4] These classes encouraged replayability through non-linear hub-based progression, where players navigated interconnected worlds like a medieval castle, ancient Egypt, and Mesoamerican ruins, unlocking paths and items tailored to their chosen archetype.[4] This design drew from RPG progression mechanics but streamlined them for fast-paced action, with randomized starting stats like Strength affecting melee damage and Wisdom influencing experience gain.[4] The game's level design, crafted by the Raven Software team, spanned over 20 maps organized into five hubs that promoted exploration and environmental interaction.[4] Innovations included enhanced verticality with multi-level structures, hidden secrets requiring precise navigation, and subtle environmental storytelling through puzzles like symbol-matching and object assembly that revealed lore about the world of Cronos.[4] Building on features from earlier Raven titles like Heretic and Hexen, the design incorporated full jumping mechanics and up/down mouse look, allowing players to access elevated areas and dynamic combat scenarios beyond flat corridors.[4] Development faced challenges in balancing puzzle complexity across classes, as solutions often favored certain abilities—like the Necromancer's summoning or the Crusader's healing—leading to uneven difficulty and required backtracking in some hubs.[4] Monster AI for enemies such as Ettins and Centaurs was tuned for fairness, ensuring predictable yet aggressive behaviors in 3D polygonal models without overwhelming players in tight spaces.[4] Post-beta iterations addressed weapon feedback, refining mana-based firing systems using blue and green mana types to provide more responsive and satisfying combat after player testing highlighted inconsistencies.[4] The audio design featured a fantasy-oriented soundtrack composed by Kevin Schilder, which reused and expanded themes from Hexen to maintain series continuity while introducing atmospheric elements like oboe motifs for Egyptian sections.[25] Art assets innovated by replacing Quake's industrial models with medieval and ancient-themed 3D polygons, sourced from scanned historical textures to evoke authentic fantasy environments.[24] Dynamic shadows enhanced immersion, leveraging the engine's capabilities for realistic lighting in hub transitions and combat arenas.[4]Release and expansions
Initial releases and ports
Hexen II was first released on September 11, 1997, for Microsoft Windows, developed by Raven Software and published by id Software.[26] A playable demo, consisting of two levels that introduced the game's hub-based structure and class selection mechanics, became available in August 1997 to showcase the title ahead of launch.[27] An official port to Mac OS followed in October 2002, developed by MacPlay to support Classic Mac systems.[26] There was no contemporary official port to Linux at the time, though community efforts later addressed this gap. On November 10, 2000, Raven Software released the Hexen II source code under the GNU General Public License version 2.0, enabling modifications and ports to additional platforms.[28] This led to the development of Hammer of Thyrion (uHexen2), a cross-platform source port initiated in 2000 and actively maintained by the community, which provides compatibility with modern operating systems including Linux, FreeBSD, macOS, and Windows.[29] Hammer of Thyrion incorporates enhancements such as widescreen support, improved controller compatibility, and higher frame rates, with version 1.5.10 released in July 2025.[30] The game saw renewed digital distribution in 2007 with its re-release on Steam on August 3, including compatibility updates for contemporary Windows systems.[31] A version for GOG.com followed on December 21, 2020, optimized for Windows 7 through 11 with features like native widescreen and DirectX wrappers for legacy rendering.[32] Community-driven patches via Hammer of Thyrion continue to evolve as of 2025, ensuring playability on current hardware without requiring the original executables.[26]Portal of Praevus
Hexen II: Portal of Praevus is the official expansion pack for Hexen II, released on March 31, 1998, by Activision and developed by Raven Software.[33] It serves as a direct continuation of the base game's story, set in the aftermath of Eidolon’s defeat, where an unnatural winter engulfs the land of Thyrion, prompting the heroes to return to Blackmarsh.[34] The expansion introduces Praevus, a four-armed dark wizard seeking to resurrect the Serpent Riders as his minions, culminating in a climactic boss encounter in his tower lair.[35] To access its content, players must complete the base game's campaign, extending the overall playtime by approximately 3.5 to 8 hours depending on exploration and difficulty.[36] The expansion adds 15 new levels across two interconnected hubs: a revisited Blackmarsh with icy, winter-altered environments including prisons, halls, and a vivarium, followed by a Tibetan-themed continent featuring temples, caverns, courtyards, and a dragon's bone crypt.[34] These hubs maintain the non-linear structure of Hexen II, with actions in one level affecting others, but incorporate elemental motifs like frost and ancient mysticism, alongside enhanced puzzles aided by in-game clues from plaques and tablets.[34] New enemies, such as yakmen and were-tigers, populate these areas, demanding strategic combat that emphasizes the game's class-based abilities.[34] Multiplayer adaptations of select single-player maps are included, supporting deathmatch and cooperative modes without altering core mechanics.[33] A key addition is the Demoness, a fifth playable class—a winged succubus seeking vengeance against Praevus—with unique weapons including the Acid Rune for corrosive projectiles, Firestorm for area fire attacks, and Tempest's Staff for lightning blasts, alongside abilities like gliding and mana regeneration from damage.[34] Existing classes receive minor enhancements, such as updated visual effects for spells, while new artifacts like puzzle-specific items (e.g., dragon’s tongue jar and funeral mask) and the Body Transference spell for swapping positions with enemies expand tactical options.[33] The expansion introduces an objectives menu to track quests, addressing feedback on the base game's vague progression, along with engine improvements like realistic snow effects and cinematic camera views during key events.[34] Developed using the same Quake engine as the original, Raven focused on refining level detail with intricate architecture, reflective surfaces, and secret areas to encourage exploration, while amplifying boss encounters like the multi-phase fight against Praevus to heighten challenge.[34] This approach responds to criticisms of the base game's linearity and lack of guidance, delivering more polished, atmospheric content without overhauling fundamentals.[34] The expansion is included in digital re-releases on platforms like Steam and GOG.com as of 2025, with source port support via Hammer of Thyrion for modern compatibility.[1]Siege multiplayer mod
The Siege mod for Hexen II, developed and released by Raven Software in summer 1998, emerged from the vibrant modding community surrounding the HexenWorld multiplayer component of the game, which was based on the Quake engine. Initially starting as demo maps shared among fans, it expanded into a complete teamplay mod featuring over 10 custom maps designed for strategic sieges, such as "Stronghold" and "Castle of the Damned." This evolution reflected the era's dial-up internet mod scene, where community contributions built upon official tools to create ambitious extensions.[4][11][37] In Siege, gameplay centers on asymmetric team-based matches pitting attackers against defenders in castle siege scenarios, supporting up to 32 players in LAN or online sessions, though typical games involved 8 to 16 participants for balanced play. Attackers employ siege engines like catapults and ballistae to demolish gates and breach fortifications, while defenders rely on traps, archers, and environmental hazards to hold their positions; key objectives include jailbreaks to free captured teammates, destroying enemy gates, and capturing a central crown artifact to secure victory within a time limit. The mod modifies Hexen II's core classes—Paladin, Crusader (often functioning as a melee-focused knight), Necromancer, and Assassin—into specialized roles that gain experience and unlock abilities, such as building defensive structures or enhanced melee prowess, emphasizing coordinated tactics over individual frags. Rounds generally last 20 to 30 minutes, with limited respawns and resource timers adding tension to the objective-driven flow.[11][4][37] Among its innovations, Siege introduced deep class specializations for multiplayer, where roles like the engineer's construction tools for barricades and the knight's frontline melee complemented spellcasters' support, fostering teamwork in a way that predated mainstream titles like Team Fortress by nearly a year. Communication was facilitated through emote-based systems mimicking voice commands, enabling quick tactical calls without external tools, while intricate map designs encouraged strategic positioning and resource management. These elements created a PvP experience blending cooperative strategy with competitive objectives, setting it apart from standard deathmatch modes in HexenWorld.[11][4] The mod achieved peak popularity in late 1990s online communities, where it drew dedicated players for its replayable depth, but faded with the decline of dial-up servers. It has experienced revivals in the 2020s via the open-source Hammer of Thyrion port, allowing modern compatibility and occasional organized matches, and remains regarded as an ahead-of-its-time experiment in tactical multiplayer shooters for its emphasis on asymmetry and class synergy over pure combat.[11][38][4]Reception and legacy
Critical reviews
Upon its release in 1997, Hexen II received generally positive reviews from critics, with an aggregated score of 84% on GameRankings based on contemporary publications.[39] Reviewers praised the game's innovative class-based system, which allowed players to choose from four distinct characters—Paladin, Crusader, Necromancer, and Assassin—each with unique weapons, spells, and abilities that added RPG depth to the first-person shooter formula.[2] The atmospheric level design, spanning diverse fantasy realms like medieval villages and Egyptian tombs, was highlighted for its immersive gothic aesthetic and detailed environments, with GameSpot calling it "one of the most beautiful games ever made."[40] However, common criticisms focused on frustrating puzzle mechanics, often involving vague clues and excessive backtracking through labyrinthine hubs, which led to tedious exploration without clear progression.[40] PC Gamer awarded it 88 out of 100, commending the fantasy depth and single-player structure, while noting occasional technical glitches like long load times.[2] The 1998 expansion, Portal of Praevus, also garnered favorable but tempered reception, averaging 76% across critic scores.[33] It was lauded for introducing new weapons, such as the Demoness class's ranged starting arm, and additional enemies that refreshed combat variety, while maintaining the core's puzzle-adventure blend.[33] Critics appreciated the engine enhancements and new quest items but pointed out its brevity, with levels feeling like an extension rather than a full sequel, often completable in under ten hours.[41] In retrospective analyses during the 2010s and 2020s, Hexen II has been celebrated for its lasting influence on genre hybrids, particularly through community mods that extended its longevity via the open-source Hammer of Thyrion engine.[4] The multiplayer Siege mod, released in 1998, received particular acclaim in a 2016 PC Gamer feature for its ambitious tactical depth, featuring class-specific abilities and objective-based maps that demanded intricate teamwork, predating modern shooters like Team Fortress.[11] While the single-player campaign's combat and exploration remain engaging, later reviews often critique its dated controls and inventory management, which feel clunky by contemporary standards without modern quality-of-life updates.[4]Commercial performance and modern availability
Hexen II experienced modest commercial success upon its 1997 release, with sales reaching slightly over 30,000 units, as detailed by game producer Erik Bethke in his analysis of the era's development challenges.[42] This figure fell short of expectations amid a booming first-person shooter market led by id Software's Quake II, which sold millions, and Epic Games' Unreal the following year. Despite the underwhelming performance, the game's blend of fantasy RPG mechanics and shooter gameplay fostered a dedicated niche audience, contributing to its enduring appeal among retro gaming enthusiasts. The Portal of Praevus expansion, released in 1998, achieved similarly restrained sales, though specific figures remain undocumented in public records; it extended the game's content with new levels and features but did not significantly boost overall revenue.[33] Today, Hexen II remains widely accessible through digital re-releases and community-driven ports. It launched on Steam in 2007, offering compatibility with modern PCs via updated binaries. GOG.com added a DRM-free version in 2020, preserving the original experience while supporting contemporary hardware.[16] Following id Software's 2000 source code release, the open-source Hammer of Thyrion project provides a free, enhanced engine that runs on Windows 11, Linux, macOS, and other platforms, including widescreen support, improved graphics via OpenGL, and active multiplayer servers for the Siege mode as of 2025.[43] The modding community continues to thrive, with dozens of custom maps, weapon tweaks, and total conversions hosted on ModDB, extending the game's longevity through fan creations.[44]References
- https://strategywiki.org/wiki/Hexen_II/Artifacts
- https://strategywiki.org/wiki/Hexen_II/Items
- https://handwiki.org/wiki/Software:Hexen_II
