: I wholeheartedly agree. I might also add my two biggest
: personal gripes: (1) Myth II took everything hinted at
: in Myth:TFL that left you tingling with anticipation,
: and ruined it. I still have the line "a man not
: yet born who would resurrect the Myrkridia and visit
: on the world horrors without equal in history or
: myth" firmly planted in my brain. What did Myth
: II do? They decided "hmm, let's introduce the
: Myrkridia again. Yeah, that might be cool."
: Horrifying things are better when they are nameless
: and shapeless. When you just throw them into the game
: (e.g. the Myrkridia), they have little to no effect.
: What Myth II should have done was foreshadow meeting
: the Myrks better. Seeing the guards get torn apart by
: Myrks would be nothing compared to a level in which
: you keep slowly advancing to find more and more
: gruesome scenes of carnage, before you finally are
: ambushed by a horde of Myrkridia... instead *bang*
: they just threw them in with no real foreshadowing.
: Ask yourself: would Myth II have been significantly
: changed if the Myrkridia were absent? The answer is
: 'no.' Why? Because they contributed nothing of
: importance to the plot. They were just thrown in
: almost as an afterthought.
I think the original Mahir would make much better Myrkridia (which is how I originally envisioned them). Imagine Gate of Storms opens up this way: camera starts at the ship, and slowly pans toward the plaza, while we hear stifled screams and then the sound of bodies being torn apart by shapeless things. As the camera crosses the plaza, we see it absolutely coated in blood with body parts strewn about, and then the dark shadows all across it disappear off the edges of the screen. Pan back to Alric and co. Begin gameplay.
As you play through the level, small groups of shadows stalk the edges of the screen running from your melee, and then when your back is turned they race up behind your archers and dwarves. An obsidion blade rises out of the shadows and beging screaming bloody murder, spiraling around the units, squeezing blood out of every pore until the units are torn into jibs. The shadows then disappear. Just like the M2 Mahir, you can only attack while they're attacking. Then, toward the end of the level, you're hit with a whole freaking lot of them, and almost everybody dies. Alric and a few others board the ship while Shiver approaches, and the entire docks turn black with shadows.
Later, in order to defeat them in large scale you would have to retrieve the Gleaming Wands of Malagigi, which forces them into corporeal form. In this form they would be like normal M2 Myrkridia, except a lot scarier looking; solid black suits of slendor armor merging seamlessly at the joints, and covered in deadly sharp spikes.
THOSE would be scary Myrkridia.