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Storyline.
- The forces of Dark and Light
- Characterisation
- The Light - (The good guys)
- The Dark - (the bad guys!)
- Weapons:
- Magic:
Technology.
- 3D Terrain
- Multimetric Camera
- Detailed physics and object permanence.
- Character Sprites
- Network Play
Gameplay Interface
- Manoeuvre scripts
- Pick-ups
Storyline.
The myth of the story centres around a deity which appears in this world in
cycles of a thousand years, at the arrival of a comet. During one cycle the
deity will appear as a Saviour; in the next, as a Destroyer.
At the beginning of Myth, The Fallen Lords, the Dark deity has returned in the
guise of "Ashfear" The Leveler. This Destroyer has brought with him six others
who became known as the "Fallen Lords", a group of resurrected and powerful
generals. Three of the Fallen Lords were from the distant past, Soulblighter,
The Voiceless One and Bahl'al and the others, Bonespliter, The Deceiver and the
Faceless Man were turned from The Light by Ashfear.
These beings and their legions of undid and spirit forces rise up to destroy
the living beings of this world, while the player controls the living and tries
to stop the onslaught.
Forces of the Fallen include zombie-like Thrall with axes, shadowy Menhir with
poisoned daggers and nimble Ghols, who lope around the battlefield carrying
huge cleavers. Forces of the living include Fir'bolg archers, doughty Warriors
and the indomitable Dwarf, who throws explosive Molotov cocktails and can drop
mine-like satchel charges.
The Forces of Dark and Light
One of the most interesting aspects of Myth is that almost every character that
you control in the game (except for some of the mindless cannon fodder) will
have some kind of history.
The Light - (The good guys)
| Warriors
These guys used to be in armies better trained and equipped than yours. Then the Fallen Lords decimated their forces, and the ones who weren't destroyed joined you. Unlike the unarmed
Berserks, these men wear light ring mail and carry metal shields
capable of stopping the barbed javelins of the Soulless. |
| Journeymen (Herons)
Don't be fooled by their appearance; the Journeyman can and does crack skulls when he swings his shovel. But the real power of this unit lies in his knowledge of lore, and his ability to heal freindly units - and wither the undead opposition. |
| fir'Bolg
This race of archers is relatively frail, so they avoid hand-to-hand combat whenever possible, opting instead to destroy their enemies from a distance by sending arrows through their chests. A well-placed team of archers can wipe out more powerful units in a disturbingly brief amount of time. |
| Berserks (Baer Serce)
These fearless, shieldless humans wield giant claymores and live
only to return the undead to the uneasy slumber that comes from
being hacked into a hundred wiggling pieces. They streak across a battlefield at incredible speed, and yet they're never too tired to annihilate whatever's waiting for them. Half a dozen Berseks can destroy just about anything, and often do. |
| Dwarves
Like the archers, the Dwarf works best at long range - and preferably from high ground. He flings molotov cocktails that blow huge holes in enemy formations, and he can also drop satchel charges for an extra surprise. Just don't tell him to fire uphill.
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Avatara (Warlocks).
Balloon - Used for scouting, transport and occasionally air support.
Berserks - Fearless, shield-less humans wielding giant Claymore
swords.
Dwarves - Used for their ability to carry powerful, if unstable
explosives into battle. Molotov cocktails thrown at short range a
speciality.
Ents - Giant wooden dwellers of the forest heart. Can only be completely
destroyed by fire.
Skroel - Dwellers of the deep marshes, the Skroel are indispensable in
this terrain. Fierce fighters and excellent slingers.
Fir'Bolg - Famed bow-men of great skill.
Griffins - Intelligent flying predators. Do not usually get involved
with the affairs of land dwellers but are ties to the fir'Bolg, who can call
them to battle with horns. Will attack Vampyrs remorselessly and with no fear
for their own lives.
Journeymen (Herons) - Fighters of the Eastern desert, Ferocious but
few.
Warriors - Wear light ring mail and carry metal shields.
The Dark - (the bad guys!)
| Thrall (Children of Bahl'al)
Given fleeting unlife through enchantment, these walking dead
are the least intelligent but most numerous minions of the dark.
Too slow and clumsy to wield a large sword effectively, the Fallen
Lords inevitably give the Thrall axes. They are slow and stupid, but they take a lot of damage. A wall of thrall heading toward you is definitely a reason for concern.. |
| Trow
Massive in stature and seemingly oblivious to pain, the Trow doesn't really need to plan his attacks. He just hurls himself into the melee and begins a rigorous regimen of pummelling his enemies until their stomachs split open. Watch out. |
| Myrmidons (The Kithless)
Their decayed bodies are held together by bandages and a ravenous desire to slaughter. They have had many, many years to practice their craft, and many years to hone their fearful knives. |
| Ghôls
The Ghôls are a race of gibbering, loping beasts - quick on their feet and skilled at hacking their enemies into chunks with their crude cleavers. More than one dwarf has met his end at the clawed hands of these drooling degenerates. They're also known for picking up battlefield detritus - especially stuff that can explode - and whipping it at anyone who isn't paying attention. |
| Soulless (Hollow Men)
Floating slowly across the landscape, these undead missile units will wipe out your entire force unless you kill them quickly. The Soulless'
weapon of choice is a barbed spear anointed with a venom which
causes excruciating pain but is not itself fatal. They carry bundles
of these weapons which they can throw or use at close range.
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Ghols - Sworn enemies of the dwarves, the Ghols carry giant cleavers
into battle and lope and gibber around the battlefield collecting the heads and
hands of their enemies.
Mahir - Shadow warriors.
Myrmidons - Since changing allegiance to the Dark side, these once vain
warriors with their wickedly sharp knives have decayed in body and mind. Though
their rotting flesh is held on by bandages, they are still strong. Collect the
shrunken heads of their victims.
Shades - Reanimated corpses of dead wizards, used by their masters as
conduits for their evil magic. Able to project a sphere of darkness inside
which no other enchantment save their own can exist.
Soulless (Hollow men) - Once human minions of the dark. Carry bundles of
barbed spears anointed with venom.
Thrall - The least intelligent but most numerous of the dark legions,
the thrall are too clumsy to carry swords and hence wield giant axes.
Trow - Giant ancestors of the common troll, the Trow are incredibly
strong and turn to stone at the moment of death, a state from which they will
eventually recover.
Undid Dirigible - Balloons with baskets suspended below made out of the
buoyant, bloated corpses of dead men, animated by the evil will of a shade.
Vampyrs - Unable to resist their insatiable appetite for human
flesh, the Vampyrs can be called in to battle by the Ghol shamans.
Wights - Mindless carriers of disease and plague that rupture their
bodies in enemy formations, releasing clouds of foul disease.
Weapons:
Molotov cocktails, swords, spears, arrows, meat cleavers, explosions, the
terrain, kicks, bites, poison.
Magic:
Healing
Lightening attack
Teleportation
Fire
Technology.
The genre's first fully 3D terrain. Not just a series of stepped elevations,
Myth, The Fallen Lord's terrain is truly rolling, smooth, and realistic: hills
and valleys, riverbanks sloping into the water, sheer rock faces, polygonal
structures, bushes and rocks of varying heights. Terrain has never been so
tangibly 3D before.
The free roaming multimetric camera can rotate, zoom, pan and fly over the
action. If you send one of your units behind a tree or a hill, you can rotate
around to see it on the other side. If one of your units is hacking away in a
knot of enemies, you can zoom in to see the action better, and zoom out to view
larger sections of battlefield.
Body parts, scraps of armour and weapons project radically from a blast, follow
correct trajectories, fall to earth trailing blood which stains the grass, and
then remain as permanent objects which can be picked up by another unit or
scattered by another blast. Body parts continue to bleed even when being
carried by other units.
The objects remain permanently on the battlefield and continue to interact with
the surroundings. For example a sword that was blown away from a unit in an
explosion and lays on the ground can then be subsequently blown into the air
again, following a realistic trajectory and cause damage to another unit!
Whilst the units in the game are not polygons, they are currently detailed from
16 angles with plans for more in the final version.
Myth, The Fallen Lords will support any kind of networking the player wants:
LAN, direct-modem, direct Internet connection, Internet via gaming services or
Internet via Bungie's own in-house server. The server will hook people up into
games, sorted by skill or latency or any other criterion, and will host areas
for modified game files, demos, chatting, etc. A variety of net-games will
include games of Assassin, Capture the Flag and the split-second action of
Steal the Bacon.
Manoeuvre scripts
There will be a detailed list of orders and manoeuvres that you can apply to
your troops, such as patrolling an area, a frontal attack or a pincer movement
etc. However, in Myth, the player will also be able to write his own scripts
and then apply them to a group of troops in battle.
Pick-Ups
There are numerous pick-ups throughout the missions that give the finder
specific power:
- Fever Stone - A ward against sickness
- Speed Token
- Aconite - A poison for arrow tips
- Deep Fen boots - Allows walking over water or marsh.
- Gleaming wand - Forces the Mahir (Shadow Warriors) to become corporeal.
- Heaven Stones - Protect from malign influences and wicked spirits.
- Mandrake - Narcotic with healing effect.
- Nepenthe - Effects death and hence drives away care and thoughts of trouble.
- Tarnkappe - A cape that renders the wearer almost invisible.
- Tathlam - These are the severed heads of enemies, made by the Ents. Explode violently when thrown.
- Wards- Various talismans fashioned by fir'Bolg wise men as protection against physical blows.
Warriors, Berserks, Avatara and Shades can also use magic swords with
extra powers that have become enchanted by their association with heroes.
There are also enchanted Quivers that can be found and used by Archers
and cause great damage.
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