Myth II: Soulblighter
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In Myth II destruction reigns supreme. Castle walls will crumble under a barrage of Dwarven mortar fire. Drawbridges will lower before your besieging army. Flaming arrows will rain down from battlements, lighting the ground beneath you. Dark wizards will hurl deadly sorceries at your ranks, scattering even your bravest warriors.
Myth II: Soulblighter is a unique strategy game, set in a 3D world of dangerous alliances and ancient evil, where all beings tremble before the wrath of Soulblighter, cruelest and most cunning of the evil Fallen Lords.
Myth II: Soulblighter is a real-time tactics computer game for the PC and Macintosh developed and published by Bungie Software on November 30, 1998. It is a sequel to Myth: The Fallen Lords and second game in the Myth series. Myth II features include an improved graphics engine, new multiplayer maps and units, along with an all new story and campaign. On November 15, 1999, the game was later included in Myth: The Total Codex, which an expansion entitled Myth II: Chimera and Myth: TFL. Myth II was later ported to Linux by Loki Software.[1] An additional game entitled Green Berets: Powered by Myth II set during the Vietnam War was powered by the Myth II engine in 2001.
The game was followed three years later with Myth III: The Wolf Age.
Myth II: Soulblighter is a real-time tactics computer game for the PC and Macintosh developed and published by Bungie Software on November 30, 1998. It is a sequel to Myth: The Fallen Lords and second game in the Myth series. Myth II features include an improved graphics engine, new multiplayer maps and units, along with an all new story and campaign. On November 15, 1999, the game was later included in Myth: The Total Codex, which an expansion entitled Myth II: Chimera and Myth: TFL. Myth II was later ported to Linux by Loki Software.[1] An additional game entitled Green Berets: Powered by Myth II set during the Vietnam War was powered by the Myth II engine in 2001.
The game was followed three years later with Myth III: The Wolf Age.
It’s 10.00am. Chicago. We have invaded Bungie Software. No other word can really describe it. Around 20 journalists from across Europe have been invited to swarm into their offices to have a look at Myth II: Soulblighter, the sequel to Bungie’s hit strategy game of last year. I say Cswarm’; Cstumble’ is a more appropriate word. We’re zombies. Getting us all here to Chicago has involved long flights from most of the countries in Western Europe. The Dutch girl from PC ZONE Benelux has been sitting next to a crying baby for nine hours. The red rims around her eyes tell more of a story than her words ever could. The Spanish, Italian and Swedish contingent are furiously puffing on cigarettes by the elevators, the only smoking area in the building. The French are huddled quietly in a corner keeping to themselves.
Someone in a baseball cap – we suspect he’s American, and therefore our guide – suggests a tour of the office. We dutifully stagger off after him. Thankfully he starts with the kitchen area, and 20 pairs of hands are instantly scrambling for the coffee and doughnuts lying on the table. We move on, taking in such wonders as the marketing manager’s desk (empty), the tech support department (empty) and the press officer’s cubicle (empty). Something tells me they knew we were coming. The German trio are photographing everything in sight with an almost giddy fervour.
10.30am. The presentation proper begins with the Bungie guys giving us a demonstration of the first Myth game for those who don’t know anything about it. It’s obvious that they’re uncomfortable with us. It’s equally obvious that we’re just as uncomfortable with them. The journalists are also uncomfortable with each other. But everyone’s trying to be professional, despite the average age in the room being about 23.1 position myself at the back and switch on my tape recorder. 10.35am. Five minutes is apparently enough to cover Myth. We’re now being told about Myth Il’s exciting new features: new units, magic spells, improved graphics, ambient life, realistic fire, interior locations. Every tiny little option is being scrutinised, prodded and poked by an enthusiastic German guy and a French woman. 10.43am. The very confusing storyline is being explained. I haven’t followed a word.
10.45am. The game has started reminding me of Commandos, at least in terms of the mission structure. There’s now more to each new level than just killing things. One mission, for example, requires your troops to capture an enemy officer before he escapes from his mansion through a secret tunnel. Another sees you defending an ancient library while your shaman ransacks its books. Thankfully there’s still loads of blood.
Game For A Laugh
10.55am. A moment of great hilarity. A dwarf blows up a chicken on-screen. This provides the Bungie guys with about five minutes of stand-up material and becomes a running joke for the rest of the day. French Woman seems worryingly obsessed with it. 11.02am. Do that in Diablo! Bungie Guy #1 is showing off the impressive new interior locations -something that was lacking in Myth 1. The improved formation handling is also being shown, along with the units’ improved pathfinding ability. A line of soldiers is being rotated onscreen by using the cursor keys. It may look like Riverdance with weapons, but it seems to work pretty well.
11.12am. The context-sensitive music demo isn’t working. Bungie Guy #2 is under the desk messing with wires, but it proves fruitless. In the meantime, French Woman and German Guy have started arguing about 3D accelerator cards. Things are looking grim. Bungie Guy #1 offers to hum along to the demo. We decline.
11.20am. Lots of talk about Bungie.net. The Bungie Guys are discussing how popular Internet play proved in the first game and how they want to retain that appeal here. There is talk of setting up individual online Crooms’ for different countries. I look at French Woman and German Guy and can’t help but feel it’ll lead to war.
11.27am. German Guy suddenly makes a good point. Bungie Guy #2 was talking a lot earlier about how important the formation handling was, yet whenever he’s been showing the levels to us he hasn’t bothered using them, preferring the more traditional playground bundle tactic. Bungie Guy #3 explains that this is because Bungie Guy #2 is rubbish. Seems like a fair point.
11.30am. Bungie Guys explain how they’ve improved the combat Al to take positioning into account, meaning your units no longer wander around aimlessly looking for someone to kill, but do their best to take the landscape into account. French Woman is still obsessed with killing chickens, and whoops with delight as another one goes up in flames. From nowhere, German Guy insults the developers by claiming all Americans are fixated with hunting deer. Bungie Guy #1 just smiles politely and moves on. Plainly this isn’t the way he wanted to spend his day.
11.35am. French Woman and German Guy are arguing about 3D cards again. French Woman insists that the Voodoo phenomenon is all but over. This has incensed German Guy. Order is clearly breaking down. Bungie Guy #2 is talking about the two development tools, Fear and Loathing. Both are being included with the game enabling techhead players to pretty much create the entire game themselves. Fear deals with all the small details in the game, such as unit appearance, stats and so on. Loathing takes care of the maps and Al scripting. Suddenly the front row starts applauding. No idea why, since French Woman’s head is blocking the monitor as she continues to go at it with German Guy.
11.53am. Weather effects. Someone asks about snow, and Bungie Guy #1 tries – to find some. He loads a distinctly snowless desert level by mistake. French Woman exclaims with all seriousness that the snow looks great. She is clearly mad.
11.58am. Lunch approaches, so the presentation ends and the Q&A begins. As always there is an uncomfortable silence, as no one wants to go first. I try to help out by asking about the Al and whether units have any degree of self-preservation. Apparently they do indeed try to avoid enemy fire without prompting..
We discuss Bungie’s continuing support for the Macintosh, their faith in their new partnership with GT Interactive, the pressures of getting the game out by Christmas, and how Eidos’ Braveheart isn’t really much of a competitor. French Woman has obviously cracked under the pressure and asks if you can smoke in Chicago. Bungie Guy #1 ignores her and calmly announces that it’s time to eat. We all slowly file out, agreeing that on the whole it looks pretty damn good. Except for the Swede, who is complaining about his arse.
WHAT’S NEW IN VERSION 1.7.2
Version 1.7.2:
- Massive OpenGL optimizations, especially with detail textures (2x – 5x as fast on modern hardware)!
- New DirectX10/11 rendering backend!
- New event-based input system that guarantees every character typed will be registered.
- New preference to automatically save multiplayer films.
- Elimination of up to two ticks of baked-in latency in the Myth net code.
- Overhead map zoom level will now be saved between games.
- Fix for the endless “Waiting for other players…” dialog.
- Type-to-seek functionality for the new game, recordings and saved game lists.
- Restored custom plugin images in the single-player new game dialog.
- Optimized gameplay code, resulting in 30% faster save game loads.
- Added new high resolution icons.