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	<title>heretic &#8211; NewRetroWave &#8211; Stay Retro! | Live The 80&#039;s Dream!</title>
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	<title>heretic &#8211; NewRetroWave &#8211; Stay Retro! | Live The 80&#039;s Dream!</title>
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		<title>Heretic (Raven Software, 1994)</title>
		<link>https://newretrowave.com/2017/10/06/heretic-raven-software-1994/</link>
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		<dc:creator><![CDATA[bryan.eddy@newretrowave.com]]></dc:creator>
		<pubDate>Fri, 06 Oct 2017 13:14:53 +0000</pubDate>
				<category><![CDATA[Uncategorised]]></category>
		<category><![CDATA[1994]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[doom engine]]></category>
		<category><![CDATA[DOS]]></category>
		<category><![CDATA[heretic]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Raven Software]]></category>
		<guid isPermaLink="false">http://new-retro-wave.com/2017/10/06/2017106heretic-raven-software-1994/</guid>

					<description><![CDATA[<p>A dark world of magic and mayhem awaits as Bryan reviews 1994's <em>Heretic</em>! Tune in!</p>]]></description>
										<content:encoded><![CDATA[<p><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d7980046c3c4ba940cc0ae/1507301392248/logo.jpg" alt=""/></p>
<p>It&#8217;s October, and I believe I promised you RetroFiends some spooky shit. Well, let&#8217;s ease into it, since it&#8217;s so early on in the month&#8230; we&#8217;ll start with one of the creepiest FPS games of the 1990s, one that took good advantage of the legendary <em>Doom</em> Engine – a tale of magic, evil, destruction, and revenge.</p>
<div style="width: 939px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d7981fe3df282e4e7282da/1507301416132/heretic-1994-brom.jpg" alt="Here's the absolutely sick-nasty box art by Gerald Brom again... Corvus's eyes are mad with rage as he hurls ruin into some trick-ass skeletons in the dark. Everything Gerald Brom draws looks like it's channeled right out of Robert E. Howard's id. I love it."/><p class="wp-caption-text">Here&#8217;s the absolutely sick-nasty box art by Gerald Brom again&#8230; Corvus&#8217;s eyes are mad with rage as he hurls ruin into some trick-ass skeletons in the dark. Everything Gerald Brom draws looks like it&#8217;s channeled right out of Robert E. Howard&#8217;s id. I love it.</p></div>
<p><em>Heretic</em> was first released in December of 1994, and was published by id Software through GT Interactive. The game used a modified (one could say “expanded”) version of the <em>Doom</em> engine, featuring advances such as ambient sound, an inventory system, and the ability to tilt the player&#8217;s view up and down. Though they published <em>Heretic</em>, id didn&#8217;t make it&#8230; that credit falls to Raven Software.</p>
<p>Raven has become a big name in modern gaming, having worked on games for Marvel as well as the <em>Call of Duty</em> series. Their first title, an RPG called <em>Black Crypt</em>, was released in 1992. Raven garnered more attention with the following year&#8217;s <em>ShadowCaster</em>, a first-person adventure game that utilized an engine somewhere between <em>Wolfenstein 3D</em>&#8216;s and <em>Doom</em>&#8216;s in terms of capability. John Carmack of id wrote the engine and licensed it to Raven, establishing a working rapport that led to the production of <em>Heretic</em> a year later.</p>
<div style="width: 810px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d79783c534a520dad2830e/1507301258467/32488-black-crypt-amiga-front-cover.jpg" alt="1992's Black Crypt, Raven's first game. I've never played it, but this is making me want to. It looks metal as fuck, just like Heretic and Hexen. Nothing wrong with sticking to a formula."/><p class="wp-caption-text">1992&#8217;s Black Crypt, Raven&#8217;s first game. I&#8217;ve never played it, but this is making me want to. It looks metal as fuck, just like Heretic and Hexen. Nothing wrong with sticking to a formula.</p></div>
<p><em>Heretic</em> tells the story of a doomed world called Parthoris. Three entities called the Serpent Riders have possessed the kings of this world and corrupted its people. Only a clan of elves known as the Sidhe have dared to stand against the Riders, who have retaliated by declaring the entire race “<em>heretic</em>s” and waging brutal war on them. In the end, the Serpent Riders&#8217; grip on Parthoris is weakened&#8230; but at the cost of many elf lives. The Sidhe retreat, but one remains, intent on vengeance – Corvus, the character controlled by the player. Corvus is intent on destroying D&#8217;Sparil, the weakest of the Riders who has stayed behind to rule Parthoris. To reach the evil overlord, Corvus must make his way through three episodes (plus two in the expansion) of fantastic horror. Lucky for him, he&#8217;s not some soft-ass Keebler bitch. Forget all you know about the stereotype&#8230; this elf is a streetwalkin&#8217; cheetah with a heart full of napalm, to quote one of the world&#8217;s purest poems.</p>
<div style="width: 1930px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d79459c027d86c3dd7f483/1507300448261/puffbals.jpg" alt="The "barrels" in Heretic grow back when you destroy them, crowding tight areas and presenting just as much of a hazard to Corvus as they do to anything else. One upside to them is that you can move them around by pushing them, if you're willing to risk a stray shot ruining your day."/><p class="wp-caption-text">The &#8220;barrels&#8221; in Heretic grow back when you destroy them, crowding tight areas and presenting just as much of a hazard to Corvus as they do to anything else. One upside to them is that you can move them around by pushing them, if you&#8217;re willing to risk a stray shot ruining your day.</p></div>
<p>While gameplay is very similar to <em>Doom</em> at the ground level, <em>Heretic</em> boasts additional capabilities not present in the original game format. You can fly, look all around, and save powerups for careful use when needed. <em>Heretic</em> has an extra layer of play that is a solid improvement on an already legendary engine. Instead of boomsticks and rocket launchers, Corvus blasts his way through the evil armies of D&#8217;Sparil with potent spells and relics. You start out in a dockyard with nothing but a simple wand and the butt of your staff to defend yourself, but do not despair – enchanted crossbows, jolting gauntlets, and fireball-hurling staves can be found and used to wreak havoc on the enemy. Most of these implements are noticeable analogs of their <em>Doom</em> counterparts; for instance, the electrifying gauntlets behave very much like <em>Doom</em>&#8216;s chainsaw, while the Phoenix Rod is clearly a rocket-launcher wearing a different skin. Corvus also picks up items along the way that he can carry with him and activate later on, as inventory. These tools include wings for flight, masks that render the wearer temporarily hazy and near-invisible, and even rings that give you a few moments of indestructible invulnerability. Learning to conserve these relics and not waste them is a key part of the game&#8217;s strategy&#8230; and strategy you will need.</p>
<div style="width: 650px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d793592994cab5e108692b/1507300192577/heretic05.png" alt="Beatdown in Spookytown. Unlike you, the forces of evil never run out of ammo. These guys in particular hit unreasonably hard... who am I kidding? Everything hits hard in Heretic."/><p class="wp-caption-text">Beatdown in Spookytown. Unlike you, the forces of evil never run out of ammo. These guys in particular hit unreasonably hard&#8230; who am I kidding? Everything hits hard in Heretic.</p></div>
<p>The rank and file monsters you encounter range from the bizarre to the downright terrifying. Mummies, skeletal warriors, scorpion-men, mutant reptiles, and ghostly enemy warlocks hound your every step. Not only are these creatures visually impressive, but the sound effects for <em>Heretic</em> bring them to ghastly life as they shriek and howl for your blood. The <strong><a target="_blank" href="https://www.youtube.com/watch?v=lTTiQiEKjwU&amp;list=PLFFA9A564103330CE&amp;index=2">soundtrack</a></strong> is pretty middle-of-the-line, but E1M1&#8217;s music stands out, as well as the tracks for the boss fight levels.&nbsp;The boss-type monsters are also impressive; perhaps the most visually striking are the Iron Liches (hovering steel skulls bedecked in grand helmets, spitting elemental ruin from their mouths) and the Maulotaurs (think minotaurs, but fucking huge and armed with hammers capable of launching flame). Even the environment itself will work against you – not just in the familiar ways (lava, etc), either. In <em>Heretic</em>, you take damage from falling too far, and rushing water and push you into such chasms as well. The walls can crush you in new ways, and gaseous puffballs the size of a human being fill certain areas (behaving much like <em>Doom</em>&#8216;s barrels but respawning rapidly after their destruction). Parthoris is not a safe world, not in the clutches of D&#8217;Sparil.</p>
<p>   <iframe width="560" height="315" src="https://www.youtube.com/embed/sX4t0v847cE" frameborder="0" allowfullscreen></iframe></p>
<div class="image-gallery-wrapper">
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d79231b1ffb66a98a7ae3b/1507299890438/17_1.jpg" /></p>
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d7923118b27dee1a9d8cc2/1507299889716/apps.30789.9007199267166298.ed26161c-7337-4873-800b-566157170372.jpg.9007199267166298.ed26161c-7337-4873-800b-566157170372.jpg?format=original" /></p>
</div>
<h3 class="text-align-center"><strong>The Maulotaur and an Iron Lich. In true video game tradition, the huge terrible asshole boss monsters become regulars after their first climactic appearance. Happy Birthday. (click to enlarge.)</strong></h3>
<p>An expansion, <em>Shadow of the Serpent Riders</em>, was released in 1996, the game&#8217;s first actual retail release (the original full version was available only by mail after registering the shareware demo). The expansion adds two more episodes as an epic epilogue to the defeat of D&#8217;Sparil, packed with even more peril and adventure. The game&#8217;s formal sequel, <em>Hexen</em>, was released in 1995. <em>Hexen</em> features non-linear gameplay and in-depth puzzle solving as well as multiple player-character choices. Both of these titles would receive numerical sequels in the latter part of the 1990s, more conventionally 3D with polygon-based graphics running in an engine based off of <em>Quake II</em>&#8216;s.</p>
<p>I give <em>Heretic</em> a solid <strong>8 out of 10</strong>. It&#8217;s a solid improvement on a game engine that had already shocked the world, its dark fantasy theme is a novel flavor for an FPS, and it packs an addictive challenge. If you&#8217;re into classic FPS games and you&#8217;ve never played it, please treat yourself.</p>
<p>      <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59d7975049fc2b6facbd98f7/1507301227999/ironliches.jpg" alt=""/></p>
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		<title>Classic Video Game Art vol. I</title>
		<link>https://newretrowave.com/2017/09/07/classic-video-game-art-vol-i/</link>
					<comments>https://newretrowave.com/2017/09/07/classic-video-game-art-vol-i/#respond</comments>
		
		<dc:creator><![CDATA[bryan.eddy@newretrowave.com]]></dc:creator>
		<pubDate>Thu, 07 Sep 2017 15:33:12 +0000</pubDate>
				<category><![CDATA[Uncategorised]]></category>
		<category><![CDATA[1980s]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[80s]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[castlevania]]></category>
		<category><![CDATA[exile]]></category>
		<category><![CDATA[heretic]]></category>
		<category><![CDATA[rygar]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[wolfenstein 3d]]></category>
		<guid isPermaLink="false">http://new-retro-wave.com/2017/09/07/201797classic-video-game-art-vol-i/</guid>

					<description><![CDATA[<p>Have a look as Bryan runs his mouth about five images from classic gaming that stand out as pieces of fantastic art!</p>]]></description>
										<content:encoded><![CDATA[<p>Nowadays, you can go online and find a choking quagmire of opinions and reviews regarding just about anything. Video games are far from an exception, and with the DIY self-publishing nature of social media and YouTube, it&#8217;s exponentially more vast. The very idea is a quagmire now, an abyssal ocean trench filled with people who think they&#8217;re the next PewDiePie or Markiplier or whoever the hell is “on top” right now. My point is, what did we have before this, to help us decide what cartridge or disc to blow upwards of $40 on? Well, in the mid-to-late 90s, we saw the birth of magazines like GamePro, predated slightly by the admittedly brand-centric Nintendo Power. This was the source of peoples&#8217; cloned opinions for a good decade or so&#8230; but what about before that?</p>
<p>Well, you had three options. The first was talking to your dumb-ass friends about it. This has varying appeal, depending on who your “friends” are and how lousy their taste is. You could also check out grainy, tiny screenshots in ads, or on the game&#8217;s back cover. The problem here was, a lot of what ends up there is subject to change, as the ad copy and dressing is usually done in advance of the release.</p>
<p>Then there&#8217;s the real knee-jerk way, the “intuitive” lie we&#8217;ve all told ourselves before: judging the book (video game) by its cover.</p>
<p>Regardless of the quality of any given game, there was an era in the 80s and 90s where box art could make or break counter sales of a game. No punches were pulled. The phenomenon produced some real horrible shit, but we also saw some undoubted masterpieces. I&#8217;ve chosen five of them to look at this time over, and will probably do this again in the future&#8230; it was hard to narrow it down, so I chose five that impacted me as a young man that still hold a striking presence now, to the adult me.</p>
<p>I would like to note that the order is not a ranking. I would not dare to do that with raw visual art; each piece should really stand or fall on its own merit. I should also note that, while I made an attempt to credit individual artists, that information can sometimes be tricky to get ahold of. If you see a mistake or missing information, feel free to contact me or message our Facebook page. I have also not strictly grabbed the art as it is off the box; if I found a higher resolution or better version of that same art in a flyer, ad, or elsewhere, then I have used that.</p>
<p> </p>
<h3 class="text-align-center">Argus no Senshi/Rygar</h3>
<h3 class="text-align-center">Year: 1986</h3>
<h3 class="text-align-center">Artist: Unknown; if you know, please contact me</h3>
<div style="width: 1196px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59b17314d7bdce0ff5fb39e5/1504801577804//img.png" alt="Click to enlarge!"/><p class="wp-caption-text">Click to enlarge!</p></div>
<p> </p>
<p>Not one single bit of anything happening here is soft, gentle, kind, or anything less than a testament to divinely-inspired violence. There is a gigantic, demonic lion-person leering and reaching from the heavens. Rygar, having just decapitated some manner of ogre-beast in his endless quest for monster blood, holds up his trophy to the sky-lion and roars back in defiance. The bodies of other unthinkable creatures lie submissive and vanquished before him. Rygar will not bow to any being&#8230; no god, lion, or demon. If you would have Rygar, then descend from your sickly-green heaven and come take him! He will add your ridiculous head to his collection.</p>
<p>Seriously, there is nothing truly lacking here, except that Rygar&#8217;s weaponry is a bit dishonestly represented. I can&#8217;t even fault it, though, because it&#8217;s under-represented, leaving the pleasant and brutal surprise for when you play the game.</p>
<p> </p>
<h3 class="text-align-center">Exile: Wicked Phenomenon</h3>
<h3 class="text-align-center">Year: 1992</h3>
<h3 class="text-align-center">Artist: Vic Ireland</h3>
<div style="width: 1290px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59b1735d49fc2b50d0661a8f/1504801639879/exilewickedphenomenon+1992+vicireland.jpg" alt="Click to Enlarge (it's pretty big)."/><p class="wp-caption-text">Click to Enlarge (it&#8217;s pretty big).</p></div>
<p>This one probably took a lot of time and talent, and it shows&#8230; this art is sufficiently dream-haunting that for a while I set that face as the image to show when my phone alarm went off. That way, I heard loud noise, picked up my phone, saw THAT, and was jolted awake by two senses instead of just one.</p>
<p>I hazard to say that the art is better than the game, which is okay if not a little slow-moving and unnecessarily inflated in terms of storyline. The game is immaterial. From the floor-fog to the lighting to the soulless, predatory eyes of the face in the wall, you know a dark story lies inside that game box.</p>
<p> </p>
<h3 class="text-align-center">Heretic</h3>
<h3 class="text-align-center">Year: 1994</h3>
<h3 class="text-align-center">Artist: Gerald Brom</h3>
<div style="width: 939px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59b1738ec534a5e094ea3c61/1504801684936/heretic-1994-brom.jpg" alt="Click to Enlarge!"/><p class="wp-caption-text">Click to Enlarge!</p></div>
<p>Brom has gotten the nod for tons of art any gamer or fantasy fan has doubtless seen; just google “gerald brom art” and toodle around for a while. You&#8217;ll recognize plenty. I have always loved this particular work of his, for several reasons. Firstly, it accurately depicts the world of <em>Heretic</em> as a dark, dying realm where little hope exists. The only strong light source in the picture is the mage&#8217;s spell ripping into one of the undead warriors. Secondly, the mage&#8217;s face is perfect. It&#8217;s this exact blend of grim hardness, sheer terror, and arcane focus. I also love how the focal point of the image is twofold: the mage himself and the bolt of magical energy he is casting. It all seems initially off-balance to one side, but the dynamic movement implied in the figures present makes everything seem to fit right where it is. Lastly, something about these skeletons just looks punk rock as fuck to me. I&#8217;m into the undead as antagonists in any medium or genre; it&#8217;s even better when they look like extras from <em>Return of the Living Dead.</em></p>
<p> </p>
<h3 class="text-align-center">Wolfenstein 3D</h3>
<h3 class="text-align-center">Year: 1992</h3>
<h3 class="text-align-center">Artist: Ken Rieger</h3>
<div style="width: 804px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59b17401be42d62214240842/1504801798552/ken+rieger+1992+wolf3d.jpg" alt="Click to Enlarge!"/><p class="wp-caption-text">Click to Enlarge!</p></div>
<p>I&#8217;ve mentioned this one before. This is an image that transcends what it is meant to depict and shows us a glimpse of what lies in one single moment of violence. A Nazi guard is sprawled on the floor, his vividly red blood spattered across the cobblestones as he gasps his last “mein lieben.” BJ Blazkowicz roars in brute triumph as he unleashes the full power of an impossibly huge chaingun on out-of-frame foes who are likely in the throes of Biblical-level terror. Nazi imprisonment has not weakened any part of the animal that is BJ; his instincts, supernatural physique, and bloodlust are every bit as powerful as they were when the Krauts lucked out and caught him. Now he&#8217;s going to singlehandedly send each one of them to the mockery of Valhalla reserved for such villains.</p>
<p>When you sit down to craft a piece like this, it&#8217;s ballsy to take the perspective of “sort-of underneath the guy.” You could end up with an image framing a crotch, or one that&#8217;s just unappealing. Rieger nailed this. He knew he had to show BJ Blazkowicz the way most mortals should see him: as if looking up into the stratosphere, to see where the divine scream of vengeance was coming from.</p>
<p> </p>
<h3 class="text-align-center">Castlevania/Akumajo Dracula/Vampire Killer</h3>
<h3 class="text-align-center">Year: 1986-87</h3>
<h3 class="text-align-center">Artist: surprisingly, I could not find this information.</h3>
<div style="width: 860px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/59b1743ce5dd5b465684e5b5/1504801856935/vampire+killer-castlevania+1986-87+konami.jpg" alt="IF YOU CLICK IT, IT GETS BIGGER"/><p class="wp-caption-text">IF YOU CLICK IT, IT GETS BIGGER</p></div>
<p>Looming above everything else, above and beyond the decrepit castle on the cliff, sneering arrogantly at the young man with a whip, we see Dracula. The Prince of Undeath. An ancient, horribly potent, and unsinkable evil. Standing defiantly below, we see Simon Belmont: the man who has come not only to kick Dracula&#8217;s shit in, but to do it with a whip.</p>
<p>There&#8217;s not a lot I can say here&#8230; this image has become iconic as a symbol of the protagonist/antagonist struggle that defines most platform games of the era. The player is presented with the bold but intangible outline of a villain supposedly beyond defeat, and given control of a modestly-depicted hero to get the job done. In the end, it turns out that legends die hard&#8230; but they can die. Even the vibrant streak of sky-hues across the middle of the picture doesn&#8217;t clash; it fits in and even adds to the tone of grey struggle. With eyes that sparkle like a cat&#8217;s, Dracula taunts not only Simon, but the potential player. As with its music, the art of the <em>Castlevania</em> franchise is consistently top-notch. This image set the standard.</p>
<p>I hope you&#8217;ve enjoyed this look at some of the indelible images that played a part in our hobby&#8217;s history. I will be back with more. Thank you so much for reading.</p>
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