Myth (computer game)
Myth is a series of real-time tactical (not to be confused with real-time strategy) computer games. The games in the series are more...
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Myth (computer game)
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Myth: The Fallen Lords;
Myth II: Soulblighter;
Myth III: The Wolf Age;
Myth II is by far the most popular game in the series (though Myth had better sales during its launch and first few years of life). Most players believe Myth III to be inferior, as the release was rushed and none of the original developers were involved (despite respected map-makers from the Myth Community being part of Mumbo Jumbo). The first two games were developed and self-published by Bungie Software, now a division of Microsoft under the name Bungie Studios. Upon Bungie's sale to Microsoft in 2000, Bungie lost the rights to the Myth franchise to Take 2 Interactive. Take 2 quickly released Myth II: Worlds, a compilation of fan-created content and Green Berets: Powered by Myth II, a total conversion made by the online community. Myth III was developed by Mumbo Jumbo Software and published by Take 2 Interactive.
These games represented a departure from old standards such as Warcraft in that resource retrieval and unit construction were removed in favor of squad-level and single-creature-level tactics. They were also remarkable for depth of free multiplayer support, intense and continuing fan activity on the web (including a wide range of fan-created mods), and simultaneous Macintosh and Windows PC development and release.
Release dates
Myth: The Fallen Lords - approx. November 5, 1997;
Myth II: Soulblighter - December 31, 1998;
Myth II: Chimera - 1999;
Myth: The Total Codex - 1999;
Myth II: Worlds - 2001;
Green Berets - Powered by Myth II - 2001;
Myth III: The Wolf Age - December 2001;
Gameplay
General
Players control small armies made up of diverse units, each with their own strengths, weaknesses, and abilities. If deployed correctly and micromanaged, a weak force can defeat a much more powerful force, and can even accomplish this with few or no casualties, a contrast to the \"meat grinder\" style of some strategy games. This is because, in general, artillery units strongly counter melee units, melee units strongly counter ranged units, and ranged units strongly counter artillery -- though there are exceptions.
Formations are important as well. In order for an army to be effective, it has to be facing the right direction. Ranged units must have a clear line of sight in order to fire, and so must be in front of the army, but they must also have a way to retreat and be protected by melee units if rushed. Flanking maneuvers can be highly damaging, as the enemy will have to reorient while under fire in order to fight effectively. Because healing is a rare ability, units do not regenerate health, and there is no way to construct new units, hit and run skirmishes are effective and unit conservation is essential. Each point of damage is significant.
Read more at Wikipedia.org
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