
A Myth inspired tactics focused RTS with spells, loot, gear, progression, difficulty levels and tiering similar to ARPG's like Diablo. No base building, you just get right into the action. A 16 mission campaign is in development. Supports up to 4 COOP players, and up to 8 players in Multiplayer.
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I tend to stay away from Early Access games, but the thought of playing a game so similar to Myth was too hard to pass up. While there is tons more for the developers to do with this game, the current build is incredibly fun. It feels very much like Myth, yet it is clear that this is a new game with several new elements. Some of these elements are very interesting, while others will take some time to get used to. Pros: + immediately scratches the Myth itch + enough modes to satisfy for early adopters + level design is good. + characters instantly feel familiar and designed well + UI and lobby is very stream lined and easy to use + kicking a sapper across the map + game is unique. Neutral = spells feel a bit weird. Perhaps I'll get used to them, but spells feel a bit too powerful. Cons - Character voice lines and personality pale in comparison to Myth. Those were characters from my childhood, and were brilliant, so it feels harsh to compare...but nevertheless, the characters are designed well, but lack the personality of the characters from Myth - steep-ish learning curve If you were a fan of Myth, this is a no brainer. If you weren't a fan of Myth, this is still worth a look. Unique gameplay, compettive and cooperative modes, and a lots of laughs and memorable moments!
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Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
tl;dr if you like Myth, you’ll love this game (even in its Early Access incarnation) It’s been a long time… since I was so excited for a game! Yes, it is quite a bit like the Myth I and Myth II games (and that’s a good thing) but Deadhold is its own animal. Deadhold adds some finely tuned 3-D goodness, ’splodey physics, a healthy portion of 21st C thinking/game play along with some new ideas about how spells and items could enhance different gaming styles. The single solo map is short but showcases some of the game’s potential. For me the real fun lies in modes like coop Horde or multiplayer FFA or team play. MP is fast and frenetic, the strategies enlivened by skillful use of spells and a very limited amount of healing (1 dose). Get on with a couple buddies - or grab a few players from the MP lobbies - and enjoy blasting the undead or each other to bits, lots and lots of gory gibs and bits. The devs are engaged and cranking on the app and new maps, modes, units and items are in the works. For example we haven’t met the Frost Giant in solo, but on some MP maps you can play with up to two Frost Giants. It is an Early Access game so it is a long way from finished, but game play is smooth even on my middling 2015 iMac. No show stopping bugs, no weird glitches, no goofiness, just carnage and RTS game play. Horde has yet to play the same way twice and if you experiment with your units and load out of spells, runes and gems you can tune the game to your play style and explore other avenues (can I win with nothing but ranged units? how about nothing but melee? two Sappers and the rest Rangers?) The spells and extras are limited at first as you learn the ropes, but if you nab a dev or higher level player and play coop the game scales your level to more closely match theirs, giving you a taste of the more powerful spells and abilities. Great start! For carnage apply Deadhold to the forehead. This game goes to 11.
Una pena que cancelaran el desarrollo, porque es lo más parecido que había a la saga Myth. Cuando lo jugué, en acceso anticipado, aún estaba verde y tenía muchas cosas por pulir, pero ya era divertido y rezumaba Myth por todos lados. Ahora nada, esperar que retomen el proyecto (difícil), liberen el código o que Nordic Warriors, otro que recuerda a Myth, incluya multijugador competitivo y cooperativo.
Deadhold is a remake of Bungie's classic Myth series, the grandfather of real-time tactical games. There's no base-building here, instead, points are allocated pre-mission to spend on units. For people who have only played the Total War games, battle tactics here are similar, though instead of large squads, units are singular. The way units support and counter each other, places heavy emphasis on formations/spacing, facing, and micro - through the use of well-timed tactics, a small force can take down armies, or just as easily destroy itself in an instant with friendly fire. Every casualty is felt through buckets of blood and gibs. On top of its Myth core, Deadhold has integrated a levelling/loot/customization/unlock layer to coop PVE. So now it's an RTT/RPG. Finding new loot to try new builds with makes replaying missions and challenge modes more fun, where more risk=more reward. Don't worry though, PVP remains a "pure" Myth experience with an even playing field. Updates are slow, glacially slow, though this could be attributed to the fact that the devs have day jobs. Apparently the game's already been in development for several years prior to early-access; they're in this for the long haul. Total War, World in Conflict, Ground Control - all these games share similarities as they exist in the RTT genre, but Myth's combat remains a unique, bloody, visceral experience, and nothing's come as close to matching it as Deadhold. Solid investment. //update: Development halted. No communication, no updates, up until the bombshell dropped. Sigh. Despite that, I'm leaving the review positive, 'cus Myth.
I remember talking to the head devs and asking about vanilla unit balance. Their line of thinking was "we aren't going to balance the vanilla units until after we balance the spells. Totally ass-backwards way of balancing a game. The very fact this game was approached with this philosophy was a ___HUGE___ red flag. Vanilla balance comes before extra mechanic balance. Especially the hamfisted DOTA clone style powers that were added. It's not rocket science. You can't know if your deity spells are balanced if the base units aren't balanced. It's like building a house on a slanted foundation. You're going to be fixing your own problems forever in a sideways fashion instead of doing it right the first time. If perfecting vanilla balance isn't your overarching goal ABOVE EVERYTHING ELSE, you are not engaged in making a spiritual successor to myth, full stop.
A great example of what scam is. "Developers" shut the development off only after a few months after EA release.
So far so good! Just had time to get through the tutorial and it feel like I am playing Myth 2. Can't wait to get into the campaign and multiplayer.
found it enjoyable no major deal breakers great foundation. going forward though id love to be able to see some in depth unit tactic/logic adjustments for example rangers hang behind warriors and volley over. or hang behind and rush out barrage and retreat. or shield wall and phalanx tactics. even if it wasnt a user controlled metric but a generated group modifer based on composition. those are just examples ould really go as far as you wanted in that realm nextly unit veterancy and non player controlled equipment drops that units will auto grab and equip as battle progresses to sort of push for mid and end match gameplay tactical shifts(on that note even environmental and global events would be something) thirdly heros and epic units(high tier version of base unit) available to bring in would be a great way to increase depth and scope. i want to play as the undead badly idk its good try it out. wish there was a demo i might have waited to buy but still definitely would have ended up buying completed title
Hope you did something useful with my money.
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