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* StoneWall: On difficulties less than HarderThanHard, the Maulotaur is surprisingly low on aggression, but has 3,000 HitPoints, just short of both D'Sparil and his Chaos Serpent. Play on HarderThanHard, and Maulotaurs (like all monsters) become LightningBruisers thanks to their "Nightmare" aggression and a BullCharge.

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* StoneWall: On difficulties less than HarderThanHard, the Maulotaur is surprisingly low on aggression, but has 3,000 HitPoints, just short of both D'Sparil and his Chaos Serpent. Play on HarderThanHard, and Maulotaurs (like all monsters) become LightningBruisers [[LightningBruiser Lightning Bruisers]] thanks to their "Nightmare" "Nightmare!" aggression and their higher chance of using a BullCharge.BullRush.
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* StoneWall: On difficulties less than HarderThanHard, the Maulotaur is surprisingly low on aggression, but has 3,000 HitPoints, just short of both D'Sparil and his Chaos Serpent. Play on HarderThanHard, and Maulotaurs (like all monsters) become LightningBruisers thanks to their "Nightmare" aggression and a BullCharge.
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** The Ethereal Crossbow is gain almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game. The weapon is also very ammo efficient, making hard to run out.

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** The Ethereal Crossbow is gain gained almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game. The weapon is also very ammo efficient, making hard to run out.
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** The Elven Wand that you start with has its own exclusive ammo (unlike Doom's pistol / chaingun), so it can be use to finish off weakened enemies in order to save ammo for your more powerful weapons. Power it up with a [[QuadDamage Tome Of Power]], and it can be used like an automatic shotgun, with best results at close range thanks to all of the shots landing and causing a CycleOfHurting for most monsters. Because it is a magical weapons, the wand is 100% effective against ghosts.

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** The Elven Wand that you start with has its own exclusive ammo (unlike Doom's pistol / chaingun), so it can be use to finish off weakened enemies in order to save ammo for your more powerful weapons. Power it up with a [[QuadDamage Tome Of Power]], and it can be used like an automatic shotgun, with best results at close range thanks to all of the shots landing and causing a CycleOfHurting for most monsters. Because it is a totally magical weapons, weapon, the wand is 100% effective against ghosts.
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** The Ethereal Crossbow is gain almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game. Depending on who you ask, it may in fact be SimpleYetAwesome.

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** The Ethereal Crossbow is gain almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game. Depending on who you ask, it may in fact be SimpleYetAwesome.The weapon is also very ammo efficient, making hard to run out.
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** The Ethereal Crossbow is gain almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game.

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** The Ethereal Crossbow is gain almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game. Depending on who you ask, it may in fact be SimpleYetAwesome.
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* BoringButPractical:
** The Elven Wand that you start with has its own exclusive ammo (unlike Doom's pistol / chaingun), so it can be use to finish off weakened enemies in order to save ammo for your more powerful weapons. Power it up with a [[QuadDamage Tome Of Power]], and it can be used like an automatic shotgun, with best results at close range thanks to all of the shots landing and causing a CycleOfHurting for most monsters. Because it is a magical weapons, the wand is 100% effective against ghosts.
** The Ethereal Crossbow is gain almost immediately upon starting an episode, and acts as Heretic's [[ShotgunsAreJustBetter Shotgun / Super Shotgun]]. With plentiful ammo and Tomes of Power being quite common, this weapon can be your close-range workhorse for the entire game.
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* NoFairCheating: More savvy players might be tempted to try ''Doom'' cheats, since this game runs on the same engine. ...Only to discover they usually do the opposite of what you expected (e.g. Using the GodMode cheat instantly kills you).

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* NoFairCheating: More savvy players might be tempted to try ''Doom'' cheats, since this game runs on the same engine. ...Only to discover they usually do the opposite of what you expected (e.g. Using the Doom's GodMode cheat instantly kills you).you, while using the cheat that gives you all weapons instead takes away all your weapons and leaves you with just the staff).
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* DevelopmentGag: As [[http://pixelships.com/adg/ep0158.html this video]] points out (~9:30), the Firemace functions similar to how the original ''Doom'' BFG was ''supposed'' to work, but couldn't due to the limitations of PC hardware at the time.
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* DamnYouMuscleMemory: In ''Doom'', the Rocket Launcher is placed in slot 5 while the Plasma Rifle is placed in slot 6. However, ''Heretic'' places the Phoenix Rod (its equivalent to the Rocket Launcher) in slot 6, while the Hellstaff (its equivalent to the Plasma Rifle) is placed in slot 5. Just try and ''not'' get mixed up after playing ''Doom'', especially since the Phoenix Rod can still cause SplashDamage to yourself.

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* DamnYouMuscleMemory: In ''Doom'', the Rocket Launcher is placed in slot 5 while the Plasma Rifle is placed in slot 6. However, ''Heretic'' places the Phoenix Rod (its equivalent to the Rocket Launcher) in slot 6, while the Hellstaff (its equivalent to the Plasma Rifle) is placed in slot 5. Just try and to ''not'' get them mixed up after playing ''Doom'', especially since the Phoenix Rod can still cause SplashDamage to yourself.
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* SequentialBoss: The final boss uses the same idea: D'Sparil starts out riding a fire-breathing serpent, then after you kill the mount he falls off and starts teleporting around, summoning monsters, and shooting stuff.

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* BFG: None present, although as [[http://pixelships.com/adg/ep0158.html this video]] points out (~9:30), the Firemace functions similar to [[DevelopmentGag how the original ''Doom'' BFG was supposed to work]].


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* DevelopmentGag: As [[http://pixelships.com/adg/ep0158.html this video]] points out (~9:30), the Firemace functions similar to how the original ''Doom'' BFG was ''supposed'' to work, but couldn't due to the limitations of PC hardware at the time.
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None

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* BFG: None present, although as [[http://pixelships.com/adg/ep0158.html this video]] points out (~9:30), the Firemace functions similar to [[DevelopmentGag how the original ''Doom'' BFG was supposed to work]].
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* DamnYouMuscleMemory: In ''Doom'', the Rocket Launcher is placed in slot 5 while the Plasma Rifle is placed in slot 6. However, ''Heretic'' places the Phoenix Rod (its equivalent to the Rocket Launcher) in slot 6, while the Hellstaff (its equivalent to the Plasma Rifle) is placed in slot 5. Just try and ''not'' get mixed up after playing ''Doom'', especially since the Phoenix Rod can still cause SplashDamage to yourself.
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* LudicrousGibs: An unusual variation: aside from one single exception, ''every enemy'' gets shredded on the kill shot, no matter how much damage is done or what weapon is used. The exception is the Weredragon, who falls to the ground bleeding profusely from several holes, and even then it can be gibbed if dealt enough overkill damage. The Gargoyle, TheGoomba for the game, gibs in two ways: if killed normally, it falls to the ground and breaks apart with a slick "splorch" sound, and if killed with excessive force, it'll get ripped apart into smaller pieces ''before'' falling silently to the floor.

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* BalefulPolymorph: The Morph Ovum, Porkelator and Seal of the Ovinomancer items in the first three games of the series.
** In the multiplayer for Heretic II, the Morph Ovum can be used on players. Using the Tome of Power after you've been turned into a chicken will turn you into a ''giant chicken''. This doesn't work in Heretic I.

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* BalefulPolymorph: The Morph Ovum, Porkelator Porkalator and Seal of the Ovinomancer items in the first three games of the series.
**
series. In the multiplayer for Heretic II, ''Heretic II'', the Morph Ovum can be used on players. Using the Tome of Power after you've been turned into a chicken will turn you into a ''giant chicken''. This doesn't work in Heretic I.the first game, where the tome just turns you back to normal.



* ColorCodedForYourConvenience: An unusual example in the keys. The yellow key is the first you collect, followed by the green, and the blue one afterwards to get to the end of the level, ''in all levels '''without a single exception'''''.

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* ColorCodedForYourConvenience: An unusual example in the keys. The yellow key is the first you collect, followed by the green, and the blue one afterwards to get to the end of the level, ''in all levels '''without a single exception'''''. By this point, it's such a firmly-rooted tradition that you'd be hard-pressed to find a custom map on any fan-made WAD that has the keys in a different order.

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* ColorCodedMultiplayer: The players are red, yellow, green, and blue.

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* ColorCodedForYourConvenience: An unusual example in the keys. The yellow key is the first you collect, followed by the green, and the blue one afterwards to get to the end of the level, ''in all levels '''without a single exception'''''.
**
ColorCodedMultiplayer: The players are red, yellow, green, and blue.

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** In Heretic II, a powerup finally allows leaving a tornado countermeasure, also in Hexen II the Crusader's third weapon can create tornadoes with the aid of the Tome of Power.



** In Heretic II, a powerup finally allows leaving a tornado countermeasure, also in Hexen II the Crusader's third weapon can create tornadoes with the aid of the Tome of Power.
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* TragicVillain: Morcalavin. Although his intentions (turning his entire race into immortal [[PhysicalGod physical gods]]) were born of arrogance, and thus not entirely pure, he only failed due to something entirely beyond his control. The Spell of Ascension could only be cast using the seven [[AmplifierArtifact Tomes of Power]]. Unfortunately, Corvus possessed one of them. More unfortunately, Corvus' defeat of D'Sparil ended with him getting exiled to the outer worlds, so Morcalavin had to make do with a duplicate Tome he made himself. This had [[WithGreatPowerComesGreatInsanity unintended]] and [[ThePlague disastrous]] consequences.
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* GoneHorriblyWrong: Turns out that when you're using a series of seven [[AmplifierArtifact Amplifier Artifacts]] to turn your entire race into [[PhysicalGod physical gods]], you really want to use the original item, not a duplicate. Morcalavin, the [[spoiler:FinalBoss]] of ''Heretic II'', finds this out the hard way.

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* GoneHorriblyWrong: Turns out that when you're using a series of seven [[AmplifierArtifact Amplifier Artifacts]] to turn cast a spell turning your entire race into [[PhysicalGod physical gods]], you really want to use the original item, not and one of those seven artifacts has gone missing, a duplicate.duplicate will ''not'' suffice. Morcalavin, the [[spoiler:FinalBoss]] of ''Heretic II'', finds this out the hard way.
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* GoneHorriblyWrong: Turns out that when you're using a series of seven [[AmplifierArtifact Amplifier Artifacts]] to turn your entire race into [[PhysicalGod physical gods]], you really want to use the original item, not a duplicate. Morcalavin, the [[spoiler:FinalBoss]] of ''Heretic II'', finds this out the hard way.
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* CoversAlwaysLie: Sure, you can use magic wands to kill off your enemies here, but you will see neither the glowing-blue crystal wand nor the skeletons past the title screen. And the game's packaging, too.



* ExplodingBarrels: Takes the form of strange plant pods. For even more fun, some clusters grow back.

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* ExplodingBarrels: Takes the form of strange plant pods.pods (or, as they're called officialy, gasbags). For even more fun, some clusters grow back.
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* NoFairCheating: More savvy players might be tempted to try ''Doom'' cheats, since this game runs on the same engine. ...Only to discover they usually do the opposite of what you expected (e.g. Using the GodMode cheat instantly kills you).
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[[http://store.steampowered.com/app/2390/ Available on Steam for use with DOSBox.]]
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* CherryTapping: ''Heretic II'' lets you use Morph Ovum against other players in multiplayer, but a good player can still get in your face and peck you apart even then. Helped by the chicken form being small and hard to hit.
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* WalkingShirtlessScene: Corvus in ''Heretic II'', who is very fit. At least one reviewer compared him favorably to [[ThirdPersonSeductress Lara]] [[VideoGame/TombRaider Croft]], considering his butt [[FemaleGaze not too unwelcoming to look at]].
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** Staff = Weak melee attack / [[{{Doom}} Berserker Punch]]

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** Staff = Weak melee attack / [[{{Doom}} [[{{VideoGame/Doom}} Berserker Punch]]

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More cleaning up.


* DyingCurse: D'Sparil utters one upon his death at the end of the original ''Heretic''. It turns out to be the reason for the following two episodes in ''Shadow of the Serpent Riders,'' though we don't learn about it until ''Heretic II''.

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* DyingCurse: D'Sparil utters one upon his death at the end of the original ''Heretic''. It turns out to be the reason for the following two episodes in ''Shadow of the Serpent Riders,'' though we don't learn about it until ''Heretic and its full effect is seen at the beginning of Heretic II''.



* HumanoidAbomination: D'Sparil.

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* HumanoidAbomination: D'Sparil.D'Sparil, though this isn't fully explained until VideoGame/{{Hexen}} II.



* LastOfHisKind: Corvus

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* LastOfHisKind: CorvusCorvus isn't ''quite'' the last of his kind, but the remaining Sidhe elves have all gone into hiding.






* NonIndicativeName: [=E4M6=] is "[[http://doom.wikia.com/wiki/E4M6:_Halls_of_the_Apostate_%28Heretic%29 Halls of the Apostate]]" -- rather strange, given that ''you'' (the player) are the Heretic and hence the Apostate, and any halls you might have are millions of miles away on another planet.
* NoOntologicalInertia: After D'Sparil's death his entire army kicks the bucket... except for those remaining in his home plane, hence the ExpansionPack.

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* NonIndicativeName: [=E4M6=] is "[[http://doom.wikia.com/wiki/E4M6:_Halls_of_the_Apostate_%28Heretic%29 Halls of the Apostate]]" -- rather strange, given that ''you'' (the player) are the Heretic and hence the Apostate, and any halls you might have are either millions of miles away on another planet.
planet, or in another dimension.
* NoOntologicalInertia: After D'Sparil's death his entire army kicks the bucket... except for those remaining in his home own plane, hence the ExpansionPack.



* OneManArmy: The player, surely.
* PowerupLetdown: Like ''VideoGame/{{Doom}}'', the Shadowsphere causes enemies to fire shots wildly. While useful if you stand still, it actually makes projectiles harder to dodge, especially in large groups.
** The Shadowsphere is still very useful when dealing with groups of Undead Warriors, because the magical axes they throw (including the bloody ones that pack a real wallop) fly right through you as long as the sphere is active. The Shadowsphere makes matter, non-magical weapons fly through the ethereal player, therefore granting immunity to regular weapons.

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* OneManArmy: The player, surely.
Corvus marches through hordes of D'Sparil's minions, through hell and back to get at D'Sparil, and then through the rest of D'sparil's army trying to find his way home.
* PowerupLetdown: Like ''VideoGame/{{Doom}}'', the Shadowsphere causes enemies to fire shots wildly. While useful if you stand still, it actually makes projectiles harder to dodge, especially in large groups.
** The Shadowsphere
groups. One advantage it does have is still very useful when dealing with groups of Undead Warriors, because the magical axes they throw (including the bloody ones that pack a real wallop) fly certain physical attacks (Like the undead warrior's axes) will pass right through you as long as the sphere is active. The Shadowsphere makes matter, non-magical weapons fly through the ethereal player, therefore granting immunity to regular weapons.you.



* QuadDamage: Tome of Power.
** As an added bonus, many of the weapons [[SecondaryFire gain other effects besides a simple increase in damage.]] As mentioned below, the Gauntlets of the Necromancer gain the ability to drain health.
** Actually it's more the other way around - Heretic preceded Quake, and also had John Romero as gameplay producer, hence the Quad Damage is more of a plain Tome of Power with no secondary fire effects.
* {{Retcon}}: The protagonist of Heretic was unnamed until Heretic II, which also established that there were a total of seven Tomes of Power in existence (despite being able to carry up to sixteen in the first game) and that Corvus really had only one of them.
** Could be justified by saying that the Tome items Corvus was collecting were really just additional Phlebotinum for the Tome he had on him.
*** Heretic II explains this by stating there were fake tomes that had power, but weren't the real thing. Morcalavin used one in his original ascension ritual to replace the one in Corvus' possession and it corrupted the effect and drove him crazy instead.
*** Doesn't explain how Tomes of Power appeared thousands of years later on a different planet in Hexen II though.
*** It's a different world, different Tomes, why should there be any explanation?
* {{Shareware}}

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* QuadDamage: The Tome of Power.
**
Power, which came out before [[VideoGame/{{Quake}} Quake's]] namesake. As an added bonus, many of the weapons gain either a buff, or [[SecondaryFire gain other effects besides a simple increase work in damage.]] As mentioned below, the Gauntlets of the Necromancer gain the ability to drain health.
** Actually it's more the other way around - Heretic preceded Quake, and also had John Romero as gameplay producer, hence the Quad Damage is more of a plain Tome of Power with no secondary fire effects.
brand-new]] (And very devastating) ways.
* {{Retcon}}: The protagonist of Heretic was unnamed until Heretic II, which also established that there were a total of seven true Tomes of Power in existence (despite being able to carry up to sixteen existence, (At least, his existence, since they reappear in the first game) VideoGame/{{Hexen}} II) and that Corvus really had only one of them.
** Could be justified by saying that the Tome items Corvus was collecting were really just additional Phlebotinum for the Tome
them. The ones he had on him.
*** Heretic II explains this by stating there
picked up in much larger quantities in his first adventures were fake tomes that had power, but weren't tomes.
* {{Shareware}}: Much like doom,
the real thing. Morcalavin used one in his original ascension ritual to replace the one in Corvus' possession and it corrupted the effect and drove him crazy instead.
*** Doesn't explain how Tomes of Power appeared thousands of years later on a different planet in Hexen II though.
*** It's a different world, different Tomes, why should there be any explanation?
* {{Shareware}}
first episode was shareware.

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More editing. Not quite Lethal Joke Item, Moving to discussion \'till I find a good place for it. Baleful Polymorph, perhaps?


* HealingPotion: Crystal vials, quartz flasks, mystic urns.

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* HealingPotion: Crystal vials, quartz flasks, mystic urns. The latter two you can carry with you.



** Being turned into a chicken counts. You have next to no durability, but if you can manage to get close enough to an enemy to peck them, you can one-hit kill them. There is a special humiliating message for getting killed this way in multiplayer. Also, chickens are small, can run very fast, and can glide, which lets you jump through windows you normally couldn't to run away.
** Getting turned into a chicken also carries a one-in-ten chance of getting turned into a gigantic, uber-powerful demonic chicken.

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** Being turned into a chicken counts. You have next to no durability, but if you can manage to get close enough to an enemy to peck them, you can one-hit kill them. There is a special humiliating message for getting killed this way in multiplayer. Also, chickens are small, can run very fast, and can glide, which lets you jump through windows you normally couldn't to run away.
** Getting turned into a chicken also carries a one-in-ten chance of getting turned into a gigantic, uber-powerful demonic chicken.

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Bit of cleanup. Moving one example to discussion


** In the multiplayer for Heretic II, the Morph Ovum can be used on players. Using the Tome of Power after you've been turned into a chicken will turn you into a ''giant chicken''.
** However, in Heretic I, using Tome of Power while turned into a chicken just turned you back to normal.

to:

** In the multiplayer for Heretic II, the Morph Ovum can be used on players. Using the Tome of Power after you've been turned into a chicken will turn you into a ''giant chicken''.
** However,
chicken''. This doesn't work in Heretic I, using Tome of Power while turned into a chicken just turned you back to normal.I.



* DegradedBoss: Iron Liches and Maulotaurs.
* DescendingCeiling

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* DegradedBoss: Iron Liches and Maulotaurs.
Maulotaurs are met in regular gameplay after their boss introduction. So after Episode 3 (Where you fought D'Sparil), bosses are ''large groups'' of them.
* DescendingCeilingDescendingCeiling: A frequent trap. Like VideoGame/{{Doom}}, instead of being caught in a room with a descending ceiling, there's crushing traps lining certain walls or rooms.



* DyingCurse: D'Sparil utters one upon his death at the end of the original ''Heretic'', though we don't learn what it actually did until ''Heretic II''.

to:

* DyingCurse: D'Sparil utters one upon his death at the end of the original ''Heretic'', ''Heretic''. It turns out to be the reason for the following two episodes in ''Shadow of the Serpent Riders,'' though we don't learn what about it actually did until ''Heretic II''.



* FlunkyBoss: One of the main things that distinguishes D'Sparil from Korax and Eidolon is that he constantly teleports away while summoning mooks to help him, instead of just straight up trying to tank you like the later Serpent Riders do.
** Not quite: Korax also teleports. D'Sparil only starts summoning disciples after losing some health.

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* FlunkyBoss: One of the main things that distinguishes D'Sparil from Korax and Eidolon is that he constantly teleports away while summoning mooks to help him, instead of just straight up trying to tank you like the later Serpent Riders do.
** Not quite:
do. Korax also teleports. does this to a lesser degree, where he only teleports away once and opens doors to {{Monster Closet}}s, but D'Sparil only starts summoning disciples after losing some health.is much more annoying in this regard.



* GuideDangIt: [=E3M2=] - The Cesspool. Figuring out how to lower the bars in front of the blue door to the exit room. [[LetsPlay LP'er]] WickyDoo had to run around the level a couple times after clearing everything else out, speeding up the video on that point.
** However, it makes sense for the switch to be somewhere close to the exit, or at least somewhere in the area that was only accessible through the green doors, and not randomly placed in the level as WickyDoo seems to have thought in his mad search.

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