On Normal difficulty (and lower) this works out great. One of the first interesting areas you’ll encounter is a crossroads of three paths in the center of which is a hill. You have to protect him from the enemy patrols that try to ambush you and kill the civilian. In “Down A Broken Path” you have to escort a slow moving civilian down a path to a nearby town. What’s important to understand is that ranged units are key to Myth strategy and the positioning of your units can alter the outcome of a battle, and adding obstacles reduces the effectiveness of both. However, in the level “Down A Broken Path” you will also have extra obstacles (trees) when you increase difficulty. In Myth 2, increasing the difficulty level increases the number of enemy units and the strength of their attacks. Can you imagine modern Washington Bungie doing something like that? No way, it wouldn’t be PR friendly.)ĪNYWAY, let’s get back to talking about game difficulty. HA HA! Game developers had real spirit back then. On Myth the WACCSMD stands for Warcraft and Command & Conquer, Suck My Dick and on Myth 2 the TATRTSTS stands for Total Annihilation True Real Time Strategy Totally Sucks. (Gaming history sidenote: All Bungie products have acronyms on them that stand for actual phrases fans figured them out and Bungie confirmed them. Friendly fire was “on” for all units and you couldn’t get new units, which forced you to be very tactical and intelligent in how you played the game. In my opinion, they were far superior to their RTS counterparts Warcraft, Total Annihiliation, and Command & Conquer due to Myth’s heavy reliance on quick thinking under extreme pressure. They were real time tactical games (no base building, no resource gathering, just armies) that were ahead of their time with 3D terrain, real physics, and weather effects. Myth 1 & 2 are some of the best games of their kind, of all time. (I know System Shock 2 did some really cool things with custom difficulty settings, but I never got to play it and I certainly can’t play it on the computer I have now.) Which brings me to something that happens in at least one level in Myth 2: Soulblighter, developed by Chicago Bungie. But, I always like it when games designers do something unique and off the beaten path. Most games change their difficulty by making the enemies more numerous or more powerful.
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