Michael Bluth
04-24-2003, 06:33 PM
http://www.gamespy.com/previews/april03/mythicapc/logo.jpg
Platform: Windows
Game Type: MMORPG
Developer: Microsoft
Publisher: Microsoft
Release Date: 2004
Imagine an MMORPG where you are already immortal. You died on the battlefield in valor and are whisked away to meet your god. In turn, he sets you on a truly epic quest where you are one of many trying to prevent the final apocalypse. You don't start as a low-level character fighting your way through snakes, bunnies or other woodland creatures that have just as much chance of kicking your ass as you snuffing theirs.
Welcome to Mythica, a new massively multiplayer game from Microsoft that pulls from the rich and epic background of Norse mythology. And we can tell you right now, this game is going to be big ... not just in terms of potential, but also in scale. Imagine you and your pals going toe-to-toe with a giant that stands more than 10 times your size or a creature so large that it encompasses the world. We mean BIG!
Matt Wilson, executive producer on the project, said the game will revolve around a Norse storyline because that mythology is what basically started it all. "I think it is a great basis for what we're all familiar with and what we have enjoyed over the years, be it Dungeons & Dragons or The Lord of the Rings. It is such a rich mythology with a lot of cool stories that have been told before that we can pull from to present inside of our game."
You're in the Army Now!
The story begins with the player -- already a great Viking warrior -- being carried lifeless from a battle by the Valkyries to Asgard and a meeting with Odin, the leader of the gods. With new life, you learn that the final cataclysm of Ragnarok -- the end of the world and the gods at the hands of the dreaded Fire Giants -- has been foretold and Odin wants no part of it. He is calling up an army of immortal heroes to prevent it. You have just been drafted.
"Mythica is all about earning your godhood," said Hal Milton, senior game designer. "Overcoming the challenges of the world, fulfilling the quests from your patron and answering the prayers of mortals, while all the while preparing for the final fight in Muspellheim where strength, stealth, craft and cunning must combine to stop Surt and Sinmora's Fire Giant brood. The important question the players get to have fun with is: What kind of god do you want to become? Loved? Feared? You'll have plenty of opportunities to try out different approaches."
Before you leave Asgard, you must choose from one of 12 patron gods, all based on the Aesir and Vanir gods from Norse mythos. Each god represents a character class and provides you with your power and energy. The classes derive their abilities and skills from four "energies:" Physical, Magical, Order and Chaos. Each class has two energies.
If you are familiar with Norse legends, you may be able to guess the gods that will be making an appearance, but only four classes and gods are being unveiled at this time:
• Berserker: Thor is the patron. This class is all about massive offense. As a berserker gains power, he starts losing armor and gains tattoos and symbols, each with their own inherent power. You'll know berserkers by what they look like and how much armor they wear. Energies are Physical and Order.
• Pyromancer: Holla is the patron. This fire-based class draws on magic and makes for an amazing siege weapon, focusing on area of effect destruction. Spells provide a big area of effect, making it easy to destroy buildings and tear down walls. Energies are Magical and Chaos. "The Pyromancer seeks to master and control fire and heat," Milton said. "They wouldn't be effective against Fire Giants if they just threw flames around. They have a series of abilities focused around using fire against fire."
• StormWright: Frey is the patron. This class is all about controlling the elements. Cold, wind and rain are all available to create huge amounts of "crowd control damage." Energies are Magical and Order. The name was originally the Storm Druid.
• Huntress: Skadi is the patron. This class is all about spells and critical shots. It is derived from stealth and can utilize backstabbing and poisons. In certain areas of the game, experience will be rewarded when classes such as the Huntress find unique ways to solve problems. Energies are Physical and Chaos. "Skadi is the Goddess of Winter and the Winter Hunt," Milton said. "Her form preserved after the IceBlood Gale was unleashed on the Frost Giants 3,000 years earlier. But that's a whole different story."
Wilson said that one of the role-playing aspects of this game involves the energies. Players can combine energies to create greater effects. So a Huntress and StormWright could combine all four of their energies (or four classes could combine one energy each) to create tremendous spells with varying results.
The goal, Wilson said, is to make players feel powerful right away. "We've all gone adventuring where the first three to four hours are spent killing snakes or other small creatures to level up. Now, imagine if Thor is your patron and you get a hammer from him with an Earthquake ability. Slam that hammer to the ground and enemies fall at your feet. That is Power!"
Enter the Realm of Mortals
From Asgard, you will descend to the three mortal realms, which are already under attack by the Fire Giants. After visiting the factions, you must decide on which faction you wish to try to gain worship and following from. "An Immortal's deeds gain them worshipers amongst the mortals. What deeds you perform dictates which mortals love you and which mortals fear you. As more and more mortals worship the immortal, his power grows."
The mortal realms are:
• Midgard
The home of the humans. Known for their skill in combat, the humans are looking for a hero and a god to aid them in their daily lives. The realm is set in a Scandinavian-style countryside with farming and fishing villages. There are also islands to travel to, providing you complete a quest for a magical longship crafted by the Dwarves and patterned after a similar one made for the god Frey. In the western reaches of Midgard, the giants have already begun to corrupt the land.
"The humans excel at physical combat," said Joel Manners, Mythica's lead game designer. "They fear magic, preferring to rely on steel and muscle. As you gain power from amongst the Humans their worship will enable you to perform greater and greater feats of physical combat and raw physical force."
• Vanaheim
The home of the Alfar, or elves. Known for their magical abilities, the elves rely on crystals to channel their power. The realm has been terraformed by the Alfar magic. Most everything there is in organic or fractal like shapes. The Alfar gain their power from the chaos of the natural state. The more untouched and raw an area is, the more the Alfar's power grows. Deep in the heart of the jungles of Vanaheim their power is supreme. The Alfar use the crystals to help them focus this magic, but they are not the source of it. As the Alfar move from the jungles into areas where nature has been tamed or destroyed they need the crystals to help them re-seed the spirit of nature. This is where they need help, for the crystals are formed deep within the earth in the dominion of the Dvergar, and the dwarves make you pay heavy tolls for anything taken from their realm.
"The Alfar are mortal enemies of the humans," Manners said. "Steel is poison to them, and the human's many farmsteads and townships are viewed as a blight that is slowly wiping out the natural way. The Alfar use magic, disguise, and dark stealth to combat the humans' physical might and their steel weapons. They worship those immortals who stem the ravaging of the world, and who disregard the ways of steel for the ways of magic."
"Vanaheim is the former home of the Vanir gods," Milton added. "The Alfar here are refugees from their home, Alfheim. The Fire Giants disrupted the energies connecting the two lands leaving the Alfar stranded. The Alfar need to gain access to their old world while securing their future in the new."
• Nidavellir
The underground home of the Dvergar, or dwarves (but don't ever call them that). Known as the master craftsmen, the dwarves have no gods and are desperate to worship anyone willing to help them. The gods are not recognizing the dwarves. Legend has it that the realm was created when a Fire Giant died and as its corpse rotted, the bile ate away the caves that became the home of the dwarves. They build great cities underground to impress prospective buyers of their goods. They store many of their magical creations in these beautiful cities. They cannot come to the surface in the day time because sunlight turns them to stone.
"The Dvergar are the master craftsmen of the universe," Manners said. "Even the Aesir immortals know that the Dvergar can craft the greatest weapons, structures, and works of art. Because of this, many of the immortals seek to learn the secrets the Dvergar harbor for infusing magical life into their creations. In return, the Dvergar respect and worship immortals who are themselves creators, those that practice the same arts that the Dvergar respect most of all."
"Although formally aligned with the Aesir and Vanir gods," Milton said, "the Dvergar have been known to deal with Hel and her Dead (in the immortal realm of Niflheim). They are least scrupulous with Fire Giants. The Dvergar can't help themselves: they must build the best and profit the most."
Platform: Windows
Game Type: MMORPG
Developer: Microsoft
Publisher: Microsoft
Release Date: 2004
Imagine an MMORPG where you are already immortal. You died on the battlefield in valor and are whisked away to meet your god. In turn, he sets you on a truly epic quest where you are one of many trying to prevent the final apocalypse. You don't start as a low-level character fighting your way through snakes, bunnies or other woodland creatures that have just as much chance of kicking your ass as you snuffing theirs.
Welcome to Mythica, a new massively multiplayer game from Microsoft that pulls from the rich and epic background of Norse mythology. And we can tell you right now, this game is going to be big ... not just in terms of potential, but also in scale. Imagine you and your pals going toe-to-toe with a giant that stands more than 10 times your size or a creature so large that it encompasses the world. We mean BIG!
Matt Wilson, executive producer on the project, said the game will revolve around a Norse storyline because that mythology is what basically started it all. "I think it is a great basis for what we're all familiar with and what we have enjoyed over the years, be it Dungeons & Dragons or The Lord of the Rings. It is such a rich mythology with a lot of cool stories that have been told before that we can pull from to present inside of our game."
You're in the Army Now!
The story begins with the player -- already a great Viking warrior -- being carried lifeless from a battle by the Valkyries to Asgard and a meeting with Odin, the leader of the gods. With new life, you learn that the final cataclysm of Ragnarok -- the end of the world and the gods at the hands of the dreaded Fire Giants -- has been foretold and Odin wants no part of it. He is calling up an army of immortal heroes to prevent it. You have just been drafted.
"Mythica is all about earning your godhood," said Hal Milton, senior game designer. "Overcoming the challenges of the world, fulfilling the quests from your patron and answering the prayers of mortals, while all the while preparing for the final fight in Muspellheim where strength, stealth, craft and cunning must combine to stop Surt and Sinmora's Fire Giant brood. The important question the players get to have fun with is: What kind of god do you want to become? Loved? Feared? You'll have plenty of opportunities to try out different approaches."
Before you leave Asgard, you must choose from one of 12 patron gods, all based on the Aesir and Vanir gods from Norse mythos. Each god represents a character class and provides you with your power and energy. The classes derive their abilities and skills from four "energies:" Physical, Magical, Order and Chaos. Each class has two energies.
If you are familiar with Norse legends, you may be able to guess the gods that will be making an appearance, but only four classes and gods are being unveiled at this time:
• Berserker: Thor is the patron. This class is all about massive offense. As a berserker gains power, he starts losing armor and gains tattoos and symbols, each with their own inherent power. You'll know berserkers by what they look like and how much armor they wear. Energies are Physical and Order.
• Pyromancer: Holla is the patron. This fire-based class draws on magic and makes for an amazing siege weapon, focusing on area of effect destruction. Spells provide a big area of effect, making it easy to destroy buildings and tear down walls. Energies are Magical and Chaos. "The Pyromancer seeks to master and control fire and heat," Milton said. "They wouldn't be effective against Fire Giants if they just threw flames around. They have a series of abilities focused around using fire against fire."
• StormWright: Frey is the patron. This class is all about controlling the elements. Cold, wind and rain are all available to create huge amounts of "crowd control damage." Energies are Magical and Order. The name was originally the Storm Druid.
• Huntress: Skadi is the patron. This class is all about spells and critical shots. It is derived from stealth and can utilize backstabbing and poisons. In certain areas of the game, experience will be rewarded when classes such as the Huntress find unique ways to solve problems. Energies are Physical and Chaos. "Skadi is the Goddess of Winter and the Winter Hunt," Milton said. "Her form preserved after the IceBlood Gale was unleashed on the Frost Giants 3,000 years earlier. But that's a whole different story."
Wilson said that one of the role-playing aspects of this game involves the energies. Players can combine energies to create greater effects. So a Huntress and StormWright could combine all four of their energies (or four classes could combine one energy each) to create tremendous spells with varying results.
The goal, Wilson said, is to make players feel powerful right away. "We've all gone adventuring where the first three to four hours are spent killing snakes or other small creatures to level up. Now, imagine if Thor is your patron and you get a hammer from him with an Earthquake ability. Slam that hammer to the ground and enemies fall at your feet. That is Power!"
Enter the Realm of Mortals
From Asgard, you will descend to the three mortal realms, which are already under attack by the Fire Giants. After visiting the factions, you must decide on which faction you wish to try to gain worship and following from. "An Immortal's deeds gain them worshipers amongst the mortals. What deeds you perform dictates which mortals love you and which mortals fear you. As more and more mortals worship the immortal, his power grows."
The mortal realms are:
• Midgard
The home of the humans. Known for their skill in combat, the humans are looking for a hero and a god to aid them in their daily lives. The realm is set in a Scandinavian-style countryside with farming and fishing villages. There are also islands to travel to, providing you complete a quest for a magical longship crafted by the Dwarves and patterned after a similar one made for the god Frey. In the western reaches of Midgard, the giants have already begun to corrupt the land.
"The humans excel at physical combat," said Joel Manners, Mythica's lead game designer. "They fear magic, preferring to rely on steel and muscle. As you gain power from amongst the Humans their worship will enable you to perform greater and greater feats of physical combat and raw physical force."
• Vanaheim
The home of the Alfar, or elves. Known for their magical abilities, the elves rely on crystals to channel their power. The realm has been terraformed by the Alfar magic. Most everything there is in organic or fractal like shapes. The Alfar gain their power from the chaos of the natural state. The more untouched and raw an area is, the more the Alfar's power grows. Deep in the heart of the jungles of Vanaheim their power is supreme. The Alfar use the crystals to help them focus this magic, but they are not the source of it. As the Alfar move from the jungles into areas where nature has been tamed or destroyed they need the crystals to help them re-seed the spirit of nature. This is where they need help, for the crystals are formed deep within the earth in the dominion of the Dvergar, and the dwarves make you pay heavy tolls for anything taken from their realm.
"The Alfar are mortal enemies of the humans," Manners said. "Steel is poison to them, and the human's many farmsteads and townships are viewed as a blight that is slowly wiping out the natural way. The Alfar use magic, disguise, and dark stealth to combat the humans' physical might and their steel weapons. They worship those immortals who stem the ravaging of the world, and who disregard the ways of steel for the ways of magic."
"Vanaheim is the former home of the Vanir gods," Milton added. "The Alfar here are refugees from their home, Alfheim. The Fire Giants disrupted the energies connecting the two lands leaving the Alfar stranded. The Alfar need to gain access to their old world while securing their future in the new."
• Nidavellir
The underground home of the Dvergar, or dwarves (but don't ever call them that). Known as the master craftsmen, the dwarves have no gods and are desperate to worship anyone willing to help them. The gods are not recognizing the dwarves. Legend has it that the realm was created when a Fire Giant died and as its corpse rotted, the bile ate away the caves that became the home of the dwarves. They build great cities underground to impress prospective buyers of their goods. They store many of their magical creations in these beautiful cities. They cannot come to the surface in the day time because sunlight turns them to stone.
"The Dvergar are the master craftsmen of the universe," Manners said. "Even the Aesir immortals know that the Dvergar can craft the greatest weapons, structures, and works of art. Because of this, many of the immortals seek to learn the secrets the Dvergar harbor for infusing magical life into their creations. In return, the Dvergar respect and worship immortals who are themselves creators, those that practice the same arts that the Dvergar respect most of all."
"Although formally aligned with the Aesir and Vanir gods," Milton said, "the Dvergar have been known to deal with Hel and her Dead (in the immortal realm of Niflheim). They are least scrupulous with Fire Giants. The Dvergar can't help themselves: they must build the best and profit the most."