Hands Of Nigromancy Is So Good It Could Have Been Hexen III

Hands Of Nigromancy Is So Good It Could Have Been Hexen III
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A flaming skeleton attacks while I'm wielding a sword in Hands Of Nigromancy.

Screenshot: Team HON / Kotaku

In the mood for a retro-style FPS, I browsed through the new releases on Steam and poked around a few, without really clicking.. Until, that is, I fsound necromancy handsand so played it All weekend. This is a Hexen-I like it FPS, with huge and extensive maps, a lot of weapons, a variety of enemy types, and some new ideas original to the genre.

In three chapters, as all games of this type should be, the game’s 21 maps are distributed among them through three hubs. Each hub has a collection of portals, which are unlocked by completing tasks in one or the other, and jumping between them while finding keys, new abilities, etc. It gives a little flavor to metroid in the midst of hectic, fast-paced combat and exploration.

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What I really love here is that necromancy hands don’t feel indebted to Heretic Y Hexagonal, but rather inspired by them to later be something of its own. So, unsurprisingly, there’s a mix of ranged and melee combat, with a sword and a fireball in your starting lineup, which then expands as you progress. You find a whirlwind spell that lets you unleash mini tornadoes, which knock enemies back and, if they’re stuck against a wall, actually suck the life out of them. There’s a wand of frozen ice, a scythe of some pretty impressive power, and even a pistol when you get deep enough.

The enemies are an amazing mix, with creepy crawlies, magic-wielding flying wizards, flying bats (which are not impossibly annoying!), and stomping golems. In chapter 2, this same gang is joined by all manner of even deadlier beasts, until the fights can turn into a maddening barrage of color and blood.

A variety of enemies attacking at once in Hands Of Necromancy.

Screenshot: Team HON / Kotaku

Everything is in 2.5D, but with very nice lighting, all built in GZDoom. The pixel art on the creature designs is fantastic, and while the game leans too heavily into gloomy environments, the locations feel detailed and interesting to explore. Most importantly, the level design is top-notch, centered around great locations to explore, packed with underground chambers, labyrinthine crypts, and puzzle-filled towns.

Your character, himself an evil sorcerer, is not a hero, he seeks to expand his range of abilities and fights not to survive, but because he just wants to fight. This obviously doesn’t have much of an impact on the experience, until you remember it when you pick up a powerful weapon and let out an evil laugh.

Oh, and as you progress, you gain the ability to turn into various types of enemies, including the little snake, the blunt golem, and a horned devil-like beast. This can be used to solve puzzles and find secrets, but also to fight in a different way. I don’t think I’ve ever seen an FPS that gives the character the ability to transform into enemies, and it’s such a splendid idea.

A crescent moon rises over a city in Hands Of Nigromancy, as my golem fist strikes.

Screenshot: Team HON / Kotaku

The game estimates a playtime of 7 hours, which is completely insane. I spent almost that much time on my own in the first chapter, exploring every nook and cranny, trying to find secrets, and having a lot of fun. I suppose you could get through it a lot faster, but that would seem like a waste.

This is a tremendous thing, a game that absolutely could have been released alongside Raven Software’s mid-’90s fantasies.and shooters and detainees. (Although the lighting technology would have baffled people.) you can get Hexagonal for a dollar fifty right nowbut chances are you already have. necromancy hands is a welcome addition to that fold, and developers HON Team has become a name continue.

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