: My main problem with Myth II was that just about all new
: units were either not especially interesting (with
: little or no story behind them) or were lame-oh in
: terms of gameplay. Ghast, Stygian Knights, Mauls,
: Myrkridia (large and small), bre'Unor and brigands are
: all units that one might as well do without. The ghast
: and bre'Unor especially, the latter being what seems
: to a rehash of the failed Skrael.
I liked Ghasts, they were a new twist - like a Wight, they do most of their damage through paralysis - except they're faster and can do it multiple times, though they don't explode like Wights.
: Amen, brother. This I could not agree more with. I was
: saying this back in, like, early '98. The Myrkridia
: were NOT something to be just resurrected and put up
: for the display. No way in Hell could anyone have made
: them as frightening as expected. They were a myth and
: should have remained that.
I think the unimplemented (and incomplete) TFL Mahir, in vast hordes literally covering the ground to the horizon, would have made good Myrkridia. Shadow creatures who are impossible to kill and simply drain the very soul out of your units in a screaming frenzy, a pitch black blade swirling around with glowing red eyes and a huge, razor-fanged grin - they were scary. The only way to kill the TFL Mahir was to get a special talismand which forced them to be corporal and, while corporal, immobile - and even they they were DAMN scary looking. Way more than the floppy-eared Krids we know.
: Muirthemne is what mattered to the journeymen.
: Personally, I kinda fail to understand why they didn't
: go back to Muirthemne during the 60 years after the
: Great War, but I guess Alric becoming emperor was of
: great importance. That also makes one wonder how Alric
: suddenly came to know where the Ibis Crown was. Not
: even Balor knew that. But he *did* seem to know a
: thing or two that was few others did in TFL. Hmmm...
He's the Great Hero. How did he know where to get the Eblis Stone he used against Balor? How did the Nine, under Alric's rule, know where to dig up the Head? Remember how the Tain called to Soulblighter and the Deceiver, the "wicked and discontent"? Perhaps Alric has some of that potential discontentedness in him, waiting for the Leveller to unleash it.
: Has no one noticed how Bungie does more less the same
: thing with Myth that they did with Marathon? A rogue
: character returns as the main attraction in both
: sequels, Soulblighter not being as important as
: Durandal, of course, but still. Chimera is clearly
: like Infinity with it's lack of connections with the
: previous games and slightly psychadelic storyline. I
: am dead certain that Chimera would've been packed with
: metaphoric and surreal prose and/or poetry had it been
: a full 24-level solo venture.
Infinity had plenty to do with Marathon 2 - is was, essentially, the direct continuation of M2, taking off immediately after "All Roads Lead To Sol" (though in a slightly different timeline), then going back in time and doing it all over again from various different perspectives until you got it right, ending (albiet in a different timeline) at the end of Marathon 2.
Chimera, OTOH, had no familiar characters (meaning individuals, not races) from TFL or Soulblighter, no connection to previous events other than the mention of the Heron Guard's rebirth, and was generally of poor quality story-wise; Infinity, while very confusing until the 7th time you've played it through, had an excellent storyline.
And while we're on the subject of Marathon Myth, anyone else notice the similarities of the Demon to a W'rkncacnter / the demon from PiD? Read its flavor text, the part about "waiting in between the stars...". And lets not forget the mention of Fenris perhaps later "toting a grenade launcher and shooting aliens" in the interview with the Chimera project leaders.