![]() ![]() ![]() You learn to instantly phase back and forth between the two while you undertake your living hero's opening quest line: to wrap up questions lingering from their former life, before they wound up in a tomb and in the ethereal service of the Devourer. They spit caustic dialog that lacks nuance but serves to build character as you're guided through Heretic Kingdoms' unique mechanics. Your chosen hero and the demon bicker, jab, and actively mock one another as the dynamic between them shifts from subservience to reluctant partnership. ![]() Consume the essence of the living as the ghostly Devourer. Your curmudgeonly demon is portrayed as the self-assured protagonist, barking over-delivered Old English lines at its subordinates, but as soon as you wake the dead, Shadows: Heretic Kingdoms sports a truly ensemble cast. As your first agent in the mortal world, you choose to resurrect a soul from the traditional trinity: the legendary archer, the famed warrior, or the deposed princess-mage. Heretic Kingdoms summons for you the Devourer, a soul-consuming demon confined to the nether realm whose ability to possess the bodies of the long-dead and the freshly deceased grants it a foothold in the physical realm. Though Heretic Kingdoms' numerous quirks, undercooked features, and surprise cliffhanger reveal the project to be an episodic work-in-progress, rather than a standalone, self-contained game, it boasts enough intrigue to convince you to overlook its obvious faults. What might not translate in its ambiguous title is a wholly unique hook: twin dimensions in which its hack-and-slash fare unfolds through a revolving door of swappable puppet heroes. As he leaves the realm of Parthoris, he implores Corvus to right the wrongs he committed, so that the lands and peoples therein might recover from the plague and prosper once more.With a name like Shadows: Heretic Kingdoms, this dungeon crawler might prompt you to file it as yet another action role-playing jaunt, embellished with a series of colon-spliced fantasy buzz words. After Corvus restores the Seraph's sanity by replacing Morcalavin's false Tome with the real one, he expresses genuine remorse for the actions he committed while under the influence of his self-induced insanity. Rather, his primary flaw is his hubris, which leads him to arrogantly believe that he is single-handedly capable of returning his race to their former status, a belief which ultimately ends in his downward spiral into madness. In contrast to previous Heretic bosses, Morcalavin is not portrayed as an intrinsically evil individual. Morcalavin himself gains immortality, though his mind is shattered by the process, and he becomes maniacally obsessed with the idea of spreading disease and ruination across the lands of Parthoris. ![]() When he unwittingly uses a false Tome of Power in the ritual, however, his attempt ends in catastrophe. Morcalavin is among the few true Seraphs remaining in the world of Parthoris, and he hopes to restore the primacy of his kind by performing the Ritual of Ascension, which will make them immortal. As their bloodlines thinned, the Seraphs gradually devolved into the Sidhe, an elven race whose control over magic was significantly reduced, though still significant. Though the Seraphs were extremely powerful beings, their culture inexplicably went into decline with the advent of the younger races. He is no demon, as his forebears had been, but rather a Seraph, a member of a once-great race of mages who ruled the lands of Parthoris in times past. Morcalavin is the primary antagonist of Heretic II, and the first main antagonist in the Heretic series (outside of its expansions) who does not count himself as a member of the Serpent Riders. ![]()
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