with "Mumbo Jumbo's Craig Goodman (Santa's Head), Paul Callender
(fisj), and Richard Cowgill (iggy popped) on Myth III: "The Wolf
Welcome Mumbo Jumbo, it is nice to have you with us!
As members of the Mumbo Jumbo team on Myth III: The Wolf Age, what
fascinated you guys the most about the game itself?
Head: Well, to be honest, when
I first heard that I would be PART of the team, I was just excited
to be part of the formation of the new game, because I love Myth,
and everything you can do with the Myth Engine. But now that I'm
here, and have seen the 'unseeable' *8) I can say that this game
excites me as much as the very first time I played "Crow's Bridge"
three years ago.
things we have going on are simply beautiful, and Scott, the project
manager, has a fantastic sense of game and unit balance. I think
fans out there will be really happy with what we've done.
popped: Well definitely the engine is fascinating. It's
not a minor update, it's a complete graphical overhaul.
As part of the Microsoft buyout of Bungie, GoD got the use of the
Halo engine for two possible games. What made the Myth II engine
the choice over this much wanted and anticipated Halo engine for
Head: Two factors really: First,
the Halo engine won't be out for a very long time. Second, Scott
wrote up a proposal for Take 2 to look at and together with Mark
and Ron from Ritual, formed Mumbo Jumbo, which beat out four other
companies for the rites to do "Myth III." The other companies wanted
to do some interesting things, like making Myth III a mostly resource
based game, which may have gotten an 'odd' community response.
popped: Yes. Halo isn't done. The engine is a moving target,
building for Halo would put us back by a considerable amount.
Will most of the old characters from Myth I and II make a return
in Myth III? Will there be major differences in the ones that do
return as well? Could you possibly give us some examples of this?
Head: Yep! Absolutely. Nearly
all the old favorites will make an appearance and I know that many
fans out there are worried about 'date' problems with the existence
of certain units, the Soulless, for example. But I can assure you
that Scott has covered his bases, and the new story will be very
part of the 'age' of the story, certain new characters must come
into play *smile* like: Trow Iron Warriors *grin*. And yes.. they
will be both fun, and balanced.
One of the common complaints in the Myth series was the lack of
offensive and defensive moves available to each character. In Myth
III, will most of the characters have multiple offensive attacks,
and also have a defensive maneuver that will keep the game more
popped: This is one of those
things we can't talk about with the project yet. :=)
Head: Yeah.. Sounds right Iggy, was just thinking that.
Some things about the game will be almost exactly the same, but
some of the parts of the game will have FAR more 'flavor'.
Who will be your main enemies in Myth III, and will there be anyone
allied with your side?
Head: Hmm, wish I could talk
about the story, but we need to keep that sealed as well, sorry.
Many of the races though will be fleshed out a bit, and given an
amount of depth, character wise, that the first two games lacked.
Will the level of gore (exploding bodies) be reduced to keep the
polycount reasonable? Also will body parts remain, or disappear?
Head: They will be persistent,
but may need to fade out to keep performance up for slower machines,
this is still up in the air though.
want to keep the 'blowing up pumpkins' feel of Myth I. It was one
of the things I personally enjoy quite a bit, and we will do whatever
possible to keep it around. We will _not_ hurt gameplay though.
Gameplay is Issue One.
popped: The engine is slated to have a 10,000 polygon budget.
So we can have a lot of detail onscreen at once.
Maybe blowing some parts off of trees?
Head: Maybe. *8) Just WAIT
till you see the trees, Simply amazing.
Will the higher resolutions give a larger viewable field or just
greater detail as in Myth I and II?
Head: Hmm.. part of this is
top secret. But higher resolutions will be supported in some very
nice ways. Remember that what you can 'see' is restricted by where
your units are as well, and we'll need some restrictions to keep
poly count down, like in Myth I & II. So, Higher res folks will
be VERY happy, but they will not have a strategic advantage over
smaller monitor people.
Any plans for animated cutscenes like in the previous games, or
something totally different in mind?
Head: Scotts says that "we
are not doing cartoon cutscenes." *smile* But there WILL be cut
scenes, so.... *smile* Use your imaginations, I know the answer,
but can't talk about it.
have A LOT of time planned for them at the moment, so we should
have some real fun.
popped: We will have cutscenes for the game, and they will
be great. =)
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