
Forgotten Myths is a free to play online collectible card game that incorporates deck building, card collection and strategic gameplay in a fantastic historical background incorporating several civilizations, myths and legends in the same universe!
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Languages: English**languages with full audio support
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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I'm a huge fan of Magic: The Gathering, and own most of the duels games they have put out, but the last few entries have been pretty disapointing. Thus, when I see new CCG games come out I rush to give them a try. Forgotten Myths is one such game and I really wanted to like it, as it seems to have a pretty good combat system and during my play time was bug free, but I found one huge thorn in the otherwise level playing field that forced me to give this game a not-recommended rating. Pros: Solid CCG, has what seems to be quite a few cards, factions (colors), and game modes. Good graphics, smooth animations for the most part, though watching my energy (mana) card animations got old fast. No game breaker bugs found like crashes, dissconects, etc. Cons: Really only one, and that is the huge paywall that is rather transparent at first but once you start trying to earn coins (the grindable free currency) and diamonds (the much less grindable real money currency) it becomes apparent. Your energy cards come in 3 rarities and add 1, 2, or 3 to your pool when played. You start with all 1 energy cards, but the computer controlled starting quest enemies soon start throwing down 2 and 3 energy cards, forcing you to play against someone with 2-3 times the resources very quickly. This is especially apparent because you can be unlucky and not draw an energy card to use every turn. You computer controlled enemies do not seem have this drawback, as in roughly 50 games I never saw an AI opponent not have an energy card to play untill it had exausted its hand at turn 5-6. They also seemed to have a 2 energy card (if it was in their deck) about 1/3 of the time in their starting hand. The ONLY way to get 2 and 3 energy cards is to use diamonds (you dont have enough at the start to even afford one) to buy "energy card" booster packs. Yup, they shoot you in the foot before you even get started. TL;DR: This particular free to play game is sadly not free to play.
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What FM does right: + Offers plenty of rewards for active players. + Offers an incentive to play and do well in ranked (Gems are awarded at the end of the month based on rank.) + Offers strategic lane-based gameplay that is very interesting. + Allows both players play the game simultaneously with alternating phases and initiative changes every round. + Allows players to buy Common/Uncommon singles of all factions and to sell unwanted cards. + Functioning Auction House. What FM does wrong: - Offers exclusive promo cards behind a paywall (which you can't buy with Gems earned for free unless you make an initial purchase of Gems.) - Tiers newer faction boosters (Green, Blue, Forgers) behind a level restriction (6, 8, and 10 respectively), unless you buy them for Gems, which is a bit much and can easily be misconstrued as P2W. Overall, Forgotten Myths is still very much a diamond in the rough, but if you give it a chance, you will find it to be a very rewarding and enjoyable experience. =)
Забытые Мифы ККИ — тот случай когда название более чем подходящее. Перебирая тут вяленько свою библиотеку Стима, иной раз нахожу такое. ККИшку эту я запускал ажно в середине 2016 года, и уже тогда игрушка была ничем не примечательна, да и были проблемы со входом и сервером. Судя по форуму окончательно отмерла она примерно через год. Но скачать её до сих пор можно. Это прекрасно! ;) Как итог: помянем. Или нет. http://steamcommunity.com/sharedfiles/filedetails/?id=1126193393 [i]P.s: если этот обзор был для Вас полезен ставьте лайк, а также добавляйтесь в друзья и подписывайтесь на меня как куратора - [url=http://store.steampowered.com/curator/28776273/] Обзоры онлайн [/url][/i]
Hi, Don't judge a book by it's cover! I say this because originally I didnt like this game. Like some of the other reviewers here, I spent very little time in the game and formed an opinion after seeing just the surface. I admit that the tutorial needs some work and there are some gameplay mechanics that aren't obvious. I've chatted and emailed with devs and have seen them make changes and fix issues pretty much immediately. There are still things to fix however they know about them and are working on it. So, to the game review! This is somewhat similar to other CCG games where you create your deck with cards and then play against an opponent (2v2 and guild wars coming soon). You start with one of three starter decks and quickly get a booster pack. I was very frustrated in my first hour because I was struggling in the single player missions (there are a LOT of them). That being said, as soon as I leveled up a few times I gained +2 energy cards which made a HUGE difference. Coins (the free in game currency) come fast enough that I was buying extra booster packs and even individual cards to strenghten my deck. One interesting aspect of this that is different from MtG and Hearthstone is Fortifications. They are back-row units that offer bonuses and can garison some other units for added firepower. Community is very good, I haven't seen a single troll in game and only 2 spammers (which get shut down right away due to the anti-spam feature of the chat). I suggest you give this game a try and have patience enough to get past the first few levels, it really opens up after that. The game has a referral system which confused me at first. Basically when you start it asks for a referral code which is the case-sensitive username of another player. As soon as you put in a code, you are rewarded with 2000 coins and some free cards (no need to purchase, just make sure you put in a real referral code). If you end up buying emeralds then the person you entered as referral gets a bonus just on your first purchase. If you put in my referral code: Deimos I will give you free cards if you end up buying any emeralds as a thank you. Please note that you need to reach level 10 to access the auction house which is how we can trade cards back and forth. Even if you don't purchase anything or even use my referral code, feel free to chat me up in game and ask any questions or even play a game against me. Hope to see you in game! tldr: Game gets much better once you get past the tutorial and gain a few levels. use referral code: Deimos in order to get 2000 coins and free cards, I'll also give you more cards if you end up buying emeralds as a bonus
I am enjoying this game, though i will admit it took me quite a few attempts to pass the first few missions, but once you have an understanding of the mechanics it is actually pretty good. Try it and stick with it until you have finished the tutorial and i am sure you will fall for the game like me. Hopefully i will not be the only one to do one of the tutorial missions 7 times to pass it :)
Look, I'm sorry, I [i]tried[/i] to like this game. I really did. The seeds of a good game are here and I did my best to stick with it as long as I could. But I honestly just couldn't like this game because, well, it's really, [i]really[/i] badly-made. That's it in a nutshell: the game's mechanics are decent, but the overall package is just the most amateurish thing I think I've ever seen in a digital CCG. From the horrible-looking and awfully unwieldy full 3D rotational main menu, low-rez card art and crude-looking Unity assets, to the appallingly clunky in-game interface and impenetrable gameplay stemming from the [i]godawful[/i] tutorial and complete lack of tooltips, the game just looks like a student project, or an early alpha. Never have I seen a game this carelessly user-unfriendly- after playing dozens of games, I [i]still[/i] had absolutely no idea what half the mechanics did because they weren't explained in the tutorial, the game completely lacks tooltips to explain them (I never realised how vital these are until I actually played a game that lacks them) and there's no in-game documentation explaining them either. I questioned a few people in the chat channel and managed to get a few answers (ones COMPLETELY different to my best guess, which shows how unintuitive these mechanics are) and was basically told that I should have looked up the rulebook on the developers' website. Now why the hell isn't there actually anything [i]in the game itself[/i] telling me that? Why should I even [i]have[/i] to do something so clunky and counterintuitive just to [i]learn how to play the game?[/i] That aside, the mechanics really are rather simplistic. You play Energy cards to increase, well, your Energy pool then use them to throw creatures down onto your attack line, structures down behind them, or play actions in your actions phase. You can't move or dismiss your own creatures once you've played them and who goes first in each phase toggles each turn, so a lot of important strategic decisions have to be made basically blind, reducing a lot of the gameplay to guesswork. The Energy system really bites hard- Energy comes in +1, +2 and ultra-rare +3 variants and, while you get a number of +2 Energy cards as you level up your account, the only other way to get them is by buying expensive Energy Boosters, packs that contain nothing but Energy cards. This system is painfully crude, the game is borderline unplayable until you get enough +2 Energys to replace you starting mess of useless +1s, and you're very prone to getting Energy screwed. The player who draws more energy will usually just win outright. The system is far cruder than Magic's Land system, and far less elegant than Spellweaver's Shrine system (which contains MULTIPLE mechanics to prevent you from getting Shrine screwed) and it's a serious flaw in the game. While the array of cards available for you to use are interesting, there's big problems with a lot of them. The game uses the same 5 colours of card as Magic, black, white, blue, green and red, as well as a neutral faction. Deck construction is limited solely by which colours are willing to work together- you can put black and red cards in a deck, for example, but not black and white. While I didn't experiment enormously with deck design (since the interface for deck construction is atrocious even by the standards of the rest of the game), there don't seem to be any limitations to how you build your deck. The problem is there are WAY too many card interdependancies. A LOT of cards gain bonuses from being played not only with specific [i]classes[/i] of card, but even specific [i]cards[/i] themselves! This means if you don't actually [i]own[/i] the card that provides the synergy, the card is more or less useless, or at least drastically underpowered. There's way too much of this sort of thing in the card set, and the difficulty of acquiring new cards makes it even worse. I need to give special mention to the tutorial as absolutely the [i]worst[/i] I have ever suffered through. It didn't so much handhold me as hand[i]cuff[/i] me, giving me my starter deck and forcing me to play through a number of boring mini-matches to learn basic mechanics in the most excrutiating way possible, every single action restricted to the letter, even if I could see an obviously better one available. After that, I was forced to play through the first 5 missions of the game's [i]absurdly[/i] expansive PvE campaign before I was even given access to the rest of the menu options, including my Inventory or the Store- that's right, I couldn't even [i]see[/i] my own deck until I'd beaten the first leg of the campaign! And these weren't simple formality cakewalk opponents either, my starting deck was so rubbish that some of them were actually quite difficult because they simply had better decks! It was so terrible I almost quit before I even cleared the tutorial. Apparently the devs heard the massive outcry about this and improved it quickly, but I can't speak about that since you can never replay the tutorial, so I have no idea what it's like now. You might see a number of other reviewers rubbishing the idea that the game is "Pay to Win". Now firstly, don't be absurd, ALL CCGs since the invention of Magic: the Gathering have been, by definition, P2W, or at least pay to get better cards which will increase your odds of winning. But I do have to contradict anyone who calls this game "generous" by CCG standards. To be honest, the game is EXTREMELY stingy. Packs are extremely expensive (3-4k gold when you get only couple of hundred for winning a game) and initially the all-important Energy Boosters were Emerald (real money currency) exclusive! Fortunately the devs realised what a [i]terrible[/i] idea this was and made them simply cost more gold than normal boosters, but it still stings. You [i]can[/i] earn Emeralds by doing a few daily missions as well as a couple when you level up, but they trickle in at a pittance. I've played a LOT of F2P CCGs and I've compared the free stuff they give you, and Forgotten Myths is definitely among the stingiest of the lot- where games like Spellweaver or Infinity Wars will regularly give you free [i]boosters,[/i] Forgotten Myths will toss you a few Emeralds and tell you to appreciate it. Oh, and there are special promo cards that can only be bought individually with Emeralds, playable in all modes. And you can't buy them until you've spent real money at least once. The devs justify this with "they're not especially OP". Um, that's called "selling power" guys, that IS P2W and it's inexcusable. Technically the game is ugly as sin. The 3D 1st person rotational main menu is just plain annoying (you don't have to go out of your way to be special, guys) and the rest of the interface really shows its Unity base. Some of the card art is pretty good, but even on maximum settings it's jarringly blurry and low-resolution. There are almost no sound effects and in-game animations are extremely sparse. The music is initially OK, but rapidly becomes irritating in its intrusiveness until you want to turn it off. Oh and the PvP is so counterintuitive I was barely able to play a single match. There doesn't appear to be any matchmaking system [i]at all,[/i] you have to host a game and wait for someone to challenge you, or challenge someone who's hosting. Maybe there's more to it than that, but once again, absolutely [i]nothing[/i] was explained at all and I was sick of messing around with trial and error. Like I said at the start, I [i]wanted[/i] to like this game. The devs seem to be trying and I can see the core of a decent game here. Unfortunately the game wrapped around that core is just really shoddy. I'm sorry to post such a negative review, but I can't be anything other than honest, and Forgotten Myths is just one of the least-impressive free CCGs I've ever tried.
Forgotten Myths is a free to play online collectible card game that incorporates deck building, card collection and strategic gameplay in a fantastic historical background incorporating several civilizations, myths and legends in the same storyline. Features Free to Play – You can acquire every card in-game by buying booster packs using earned currency, as long as you can devote more time in the game. This is the good free to play, no "energy gates" or "exclusive to buying with real world cash" cards. Doma City, 3D Starting Zone – Players will be immersed in this 3D environment where they will be able to access main game features. RPG Style Level and Rank Progression – You will be able to advance in levels and ranks to unlock special content and rewards, and compete in monthly leader boards. Guilds – Form your guild, gather your friends and challenge other guilds to reach the top! Work as a team, wage guild wars, and unlock special guild cards. Tournaments – We are designing Draft, and Sealed tournament modes, where you can enter, defeat your opponents, and win special rewards! "Duel" Mode – A hard core duel match mode, where players will be able to bet cards from their collections against other players in a "winner takes all" duel. "Multiplayer Co-op" Mode – We are designing a special game mode where you will fight against dreadful monsters and sinister characters in a co-op mode with groups of 2 or 4. Immersing 3D Effects – Majority of the cards in Forgotten Myths have a specially designed 3D effect associated with an action or an ability; this is the true evolution of Trading Card Games to Digital. Simultaneous Gameplay – Each attack turn is taken at the same time allowing for constant interaction and positioning tactics. Remote Turn-Based Multiplayer – Play games with anyone in the world, from anywhere with internet access. Hardcore Strategy – Most digital trading card games have oversimplified and gone all mainstream with their game mechanics. We've done the opposite and increased strategic depth by including positioning, and allowing different card types on the field. Comprehensive Ever Changing Single Player Campaign – We have in depth Single Player Campaigns, that will have new maps, AIs and new quests added to it frequently. Transformable Battlefields – The default 3D Battlefield can be changed by unlocking quest rewards that allows you to completely change or customize the table top battlefield. 10 из 10
While the game is literally stacked against you, that doesn't actually make it more challenging or interesting. The basic mechanics are familiar to anyone who has played a TCG before. This particular game uses the "stationary blockers" approach, where you play units that will attack whatever unit is in front of them, or the player if they are unopposed. There is no mulligan and you are entirely at the mercy of the energy cards you draw (slightly mitigated by the fact you can discard a card to draw a replacement each turn). The UI is weak. Aside from the popup display settings when you start the game, all you can do is adjust the volume. You can only click to view cards when it is your turn to act, which means you may not know what the opponent actually did to cause something to happen. Also, viewing cards tend to get stuck on the screen until blind clicking eventually closes them. A lot of game information could be better displayed, as well as including tooltips to say what given abilities do. I only played for four days, each day running through one pass of the first single player mission set "Humble Beginnings" each day. "Humble Beginnings" consists of five opponents and you have to play them 4 times to unlock the next mission set. This wouldn't be a problem except for how bland the opponent decks are, and the only difference that I noticed as the difficulty increased was how much life they start with, and how much energy. As you increase in stars, you face a bigger and bigger disadvantage, but as long as you can survive until the field is full, more than likely you will win in the end. I'm a fan of grinding, but this game grinds my patience to thin. Its definitely worth skipping.
Can't connect to server type of experience. :(
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