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General Info

Sequel to the original hit Heretic, this was Raven's first attempt to create a 3rd person action game. In the beginning, a lot of people doubted it'll be anything better than Lara Croft in a fantasy setting (ie. no fun for hardcore 3D gamers), but Heretic II turned out to be quite something else. While the point of view is 3rd person, most of the time it plays just like any 1st person shooter, thanks to the skillfully programmed camera; but thanks to the 3rd person view, some locations are more immersive than they could ever bee from the 1st person point of view.

The third person camera adds a completely new dimension to the deathmatch experience as well. And the BladeMatch is a multiplayer game type unique to Heretic II.

The story itself begins where Heretic ended (provided you forget about the Shadow of the Serpent Riders add-on for Heretic). But this is not just a remaking of an old game with new technology; while you'll see a couple of items/weapons from the original Heretic, the locations and the enemies are all different, there are also some new spells.

 

General Info
Release Date: 1998 (1999*)
Publisher: Activision
Platform(s): Win9x/NT, Linux*, Mac*
World Type: Fantasy
Game Type: 3D Third Person Shooter
Base Engine: Quake II
Source Code: Not released
System Requirements (PC version)
CPU Pentium 166 MHz (200 MMX)
RAM 32 MB (64 MB)
Graphics 2 MB SVGA (4 MB OpenGL)
Disk Space 360 MB
Sound SoundBlaster & compatibles
CD drive 4x, audio CD capable
OS Win9x/NT/DX6, Linux K.. 2.2.x

 

Credits
Brian Raffel Creative Director
Steve Raffel Creative Director
Brian Pelletier Project Leader, Art Director
Steve Stringer Producer
Jon Zuk Lead Designer
Patrick Lipo Lead Programmer
Jeff Butler Lead 2D Artist
Daniell Freed Project Administrator
Steven Rosenthal Association Producer
Michael Raymond-Judy Designer
Matt Pinkston Designer
Mike Renner Designer
Tom Odell Designer
Jeremy Statz Designer
Tim Jervis Designer
Brian Raffel Designer
Chris Forster Additional Designer
Eric Biessman Additional Designer
Bobby Duncanson Additional Designer
Jake Simpson Assistant Lead Programmer
Patrick Lipo Player, Weapon and Game Programmer
Robert Love Game Programmer and Art Asser Coordinator
Marcus Whitlock Camera, Network and Game Programmer
John Scott Interface, Hardware and Low-Level Programmer
Josh Weier Player, Monster and Game Programmer
Mike Gummelt Monster and Game Programmer
Jake Simpson Low-Level and Game Programmer
Gil Gribb Chief Technologist
Rick Johnson Scripting System and Quake Engine Expert
Josh Heitzman Assistant Technologist
Steve Sengele Additional AI and Special Effect Programmer
Nathan McKenzie Additional Weapons Effect Programmer
James Monroe 3rd Party Supporter and Programmer
Dan Kramer Quake Editor Supporter and Modifier
Rob Gee 2D Artist
Gina Garren 2D Artist
Kim Lathrop 2D Artist
Mark Nelson 2D Artist
Les Dorscheid 2D Artist
Joe Koberstein Additional Artwork
Kevin Long Additional Artwork
Steve Raffel Additional Artwork
Brian Raffel Additional Artwork
Brian Pelletier Additional Artwork
Scott Rice Additional Artwork
Jeff Lampo 3D Artist / Object Modeler
Les Dorscheid Additional Objects
Brian Pelletier Additional Objects
Brian Shubat Animator (Corvus, Plague Elves)
Jeff Dewitt Animator (Plague Spreader, Celestial Watcher, Gorgon, Carthorian Assassin, Trial Beast, Morcalavin, Additonal Corvus and G'krokon animations, cut scene animations)
John Payne Animator (Rat, Myxini, Mutant Ssithra, High Priestess, Overlord, Guard, T'chekrik, cut scene animations)
Eric Turman Animator (Harpy, Plague Ssithra, T'chekrik)
Jarrod Showers Additional Animations (chicken, cut scenes)
Mike Werckle Additional Animations (G'krokon)
Steve Raffel Raven Software Animated Logo
Brom Creature Conceptualization, Box Cover Painting

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