Gez
Why don't I have a custom title by now?!
Posts: 9136
Registered: 07-07 |
Hexen's monster palette isn't that small:
All-purpose:
- Afrit
- Centaur + Slaughtaur
- Ettin
- Dark Bishop
- Chaos Serpent (green and brown)
- Stalker + Stalker Boss
- Reiver
- Wendigo
Bosses:
- Evil player clones (Zedek, Traductus, Menelkir)
- Death Wyvern
- Heresiarch
- Korax
In total, including the "mash" monsters that can be created only with ACS, you have 21 monsters. If you don't count variants separately, it's still 12 monsters. Doom II, in comparison, has a total of 20 monsters (including debatable cases such as the icon of sin, Commander Keen doll, and Wolfenstein SS); and if you cut out variants and easter-eggs, this drops to 13.
What it lacks is monster niches. There's quite a lot of overlap among monster roles (ettin == centaur, dark bishop == reiver, etc.) while the monsters in Doom II are more diverse in their use. Also, for some of the monsters, the distinction is simply that they are annoying: stalkers hide and become invincible, so you have to play whack-a-mole with them (or ignore them entirely); centaurs and slaughtaurs have a stupid fucking shield; the Heresiarch is invulnerable 90% of the time; etc.
Still, I think the limited weapon selection is a larger problem. If they had kept the Tome of Power so as to double each weapon's uses, or maybe added a couple additional non-ultimate weapons for each class, it would have been more entertaining overall. (With separate mana pools. There's nothing more annoying than alternating between ultimate weapon and beginning weapon because the ultimate gobble all your mana you cannot fall back to a mid-strength weapon.)
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