![]() ![]() Next, the company commissioned a technology demo to ascertain whether or not it was possible to use the Quake II engine to build a third-person game with an intuitive camera. This art helped shape the direction and flavor of the worlds and the creatures that would inhabit them. We’d always intended for it to be an action game - we wanted cool worlds, cool monsters, and exciting ways to hand out death.Īfter the company decided to go ahead with the project, we quickly commissioned the fantasy artist Brom to create some conceptual art. After seeing what Core had done with Tomb Raider, we decided to see what we could do with that original idea and id’s Quake II engine. So we shelved the idea until it could be done right. It had actually been proposed a while back here at Raven, but at the time, the technology to do it convincingly just wasn’t there. We designed Heretic II as a third-person action game from the word go.
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