


I also suspect they will get more people after this release, which should help. It will be a very strong game once a little more time has passed and once they had time to think it all over. There are a few things in that regard that are just amateurish (apparently you're punished for trying to use cheats, and cheat commands have their Hexen 1 names instead of the more familiar Doom 3 ones, the novelty of that wears off quickly enough), but these can be fixed easily enough.

#HEXEN MODS RPG MOD#
A weak point of the mod is player feedback (which key have I picked up again? what was that for again?), leading the player through the game (weird and deadly puzzles, instadeaths, having to read the journal), and user friendliness (this ranges from the lack of health items to the devs' willingness or lack thereof to support older Linux systems and to support skill settings AT ALL). The swamp / swamp city are pretty nice imo. Overall the concept is quite neat (it's quite comparable to Thief) and I respect the work that went into it. Yes, the first level has some boxy architecture and weird doors. Hub 1 (Blackmarsh) is the best IMO.Ībout EoC, it is well done for a fan mod, it is a labour of love. And the level design in episode 2 just isn't hugely interesting. Those werepanthers etc were a little unfairly hard. Try Portal of Praevus, it is to Hexen 2 a little like what RoE is to Doom 3. I agree that the weird keys in Hexen 2 are a bit overdone. Especially in Hexen 2, where they get different special skills, gain different AC from different armour, and have widely different weapons (especially counting the Tome of Power effects). I don't see how having more than one player class actually distracts from the game, I think of those as bonuses and they increase replay value imo. Most of the powerups aren't actually needed though.

The powerups are pretty easy to figure out by just using them (or sometimes just having them in your inventory, like the mystic urn). Hexen and Hexen 2 level design can't really be compared. If they change bugger all then I don't see the point :( I suppose what I'm getting at is that a mod based on Hexen would be a cool idea providing it isn't just trying to out and out clone the original games but with a new engine. It's 'puzzles' are actually incredibly simple but because it gives you practically no clues or hints as to what you're doing means that the simplest puzzles become utter frustration. Hexen is a masterclass in infuriating level design. The Fighter class hits some button in my head that makes me enjoy cleaving through hordes of stuff with a Hammer that fires other, exploding, hammers, it has some pretty cool uses of the engine, and personally I quite liked Heretic and reckon that in the glut of realism shooters we have these days, some fantasy ones would be quite fresh. If it had a more suitable RPG interface (ie a log and a proper inventory where you could actually mouse over and see what stuff is and does) and it combined all it's classes into one, Hexen would be a great game imo, and stand quite well against Doom.
