بازی Myth III: The Wolf Age یک سی دی
When Bungie's Myth: The Fallen Lords came out at the end of 1997, it represented a radical new direction for real-time strategy games. The game was purely tactical, excluding resource gathering and production and instead emphasizing the importance of each unit and of carefully maneuvering troop formations. Rolling 3D terrain, a detailed physics engine, and graphic special effects made for intense fast-paced combat with real depth and intricacy. What tied it all together was a strong epic storyline in the single-player campaign and a lively multiplayer community revolving around
Bungie.net, Bungie's gaming service. Myth III: The Wolf Age follows directly in the footsteps of the two games preceding it and adds 3D character models and many new units. Despite some rough edges in the multiplayer launch and compatibility problems with Windows XP, Myth III's single-player game represents the best the Myth series has to offer. Featuring great graphics, a memorable story, and plenty of diverse missions, Myth III's campaign will present a welcome challenge for veterans and newcomers alike
Myth III is the first full game in the series to appear since Take-Two acquired the franchise as a part of that sent Bungie from its native Chicago to finish up its shooter Halo at the Microsoft campus in Redmond, Wash. Mumbo Jumbo, the new Myth developer, was founded by former members of Ritual, the studio responsible for Heavy Metal F.A.K.K. 2 and Sin. Myth III was developed extremely quickly--in about 10 months total--since the team used as much of the Myth II code as possible and grafted on the parts necessary for the new 3D models and higher-detail environments. The result is a significant graphical update that generally looks excellent. The units look quite good when the camera is zoomed in for a close-up look, but even at the furthest zoom position, the new engine makes for much smoother unit movement and larger, more varied unit models.
Myth III pulls together familiar pieces from the high fantasy tradition--you'll find dwarven smiths, fierce barbarians, legions of undead, and ancient relics of power--and mines nearly all the first games' back story to create a what would be a page-turning epic if it were in book form. The Fallen Lords, introduced in the first game as fallen heroes risen to lead the forces of darkness, have always been an intriguing cast of characters with a surprising amount of personality, including personal ambitions and old vendettas among themselves. Myth III takes place 1,000 years before the previous games, in the time when some of the Fallen Lords were actually heroes for the forces of good. Veterans of the series will quickly recognize the Fallen Lords Balor, Soulblighter, Shiver, and the Deceiver in Myth III as the heroes Connacht, Damas, Ravanna, and Myrdred, respectively. These characters have new lives all their own, and most of the game's missions include one of them to help you. Because of the power these heroes bring to your side, the forces of light prove much more interesting and well equipped than before. But that's not to say that the forces of darkness are at a disadvantage. Moagim, the faceless one, serves as a suitably terrible and formidable opponent throughout the game.
True to its early promises, Mumbo Jumbo has changed almost nothing about Myth's core gameplay, only adding new units, maps, and missions. This is good news that means the existing game balance remains intact. Nonetheless, the Myth games have a gameplay style so different from that of other real-time strategy games that it takes some getting used to for players who haven't experienced the series before. The story-based missions give you a set group of troops--typically some mix of melee, ranged, and spell units--to use against the computer-controlled forces that are scripted to attack at particular times or places. But while the number and starting places of your undead opponents remains the same between different tries at a given mission, the artificial intelligence is scripted to generally react well to the changing threat you pose. Only occasionally do missions give you reinforcements to cover your troop losses mid-mission, so even if you win a given engagement, you might need to change tactics and replay it to get more of your troops to their final objective. Coordinating formations of different units is an important key to victory, and the single-player game can be slowed down to half-speed to make it easier to micromanage the fast-paced battles. At the lowest level of difficulty, the 25 missions are still quite involved. The challenge rises considerably at the medium "mighty" setting and the nearly impossible "legendary" setting, so at least the most interesting missions are worth replaying, either by yourself or online, with the co-op multiplayer option.
There are more new units in Myth III than were added in Myth II. Instead of the different good-aligned races contributing just one unit type to a ragtag horde, most races are now well represented by two or three unit types. This helps the missions make more sense. A band of Molotov-cocktail-throwing dwarves can now be supported by surly dwarven axemen and even stocky flamethrower-wielding troops. The unit diversity helps the missions focus on dealing with individual factions of the dark horde, such as the swift myrkridia--now with their own giant units and lightning-bolt-casting mages. The trow, walking mountains that they are, come in new forms as well. The move to 3D units has also allowed Mumbo Jumbo to make the trow just as huge and imposing onscreen as you'd expect them to be.
Myth III's minimal interface is nearly identical to that of Myth II. The short tutorial--unfortunately somewhat hidden in the missions list rather than readily apparent on the main menu--provides a quick way to get familiar with how Myth's interface differs from that of other strategy games. One thing that still takes some getting used to in the Myth games is the 3D camera control. While all actions are available onscreen for mouse-only control, the game is really meant to be played with a combination of mouse and keyboard, much like a first-person shooter, with the keyboard hand constantly adjusting the camera to keep the action in view. Yet, some will still be frustrated with the relatively close-in camera perspective that often doesn't let you completely see both the enemy and your own troops. This isn't a real problem after a bit of practice--you'll learn to keep a watchful eye on the overhead map to warn you of incoming enemy forces. However, the camera gives a particularly unsatisfying view during a couple of isolated single-player missions with high-elevation maps, since the maximum camera distance is pinned to the lowest point of the map and isn't relative to the current elevation