Has a Diablo/Torchlight like feel to it with 5 different heroes who's each has their own deck of cards for abilities that acts kind of like a cool down timer (play the card, can't play it again until you draw another copy or go thru the whole deck and reshuffle). White, Green and Purple level loot. Different kinds of mobs and traps. When you level up you can switch out some of the cards in your deck for more powerful abilities. Completely co-op, has miniatures for the monsters and heroes, and promises of future expansions along with a bunch of stretch goal additions of course:
Well if your going to copy someone, might as well be someone popular. The art actually reminds me more of Torchlight 2, but of course that was inspired by Diablo too.
They took Blizzard, and DnD, and put them together... to get a DnD style game, played like Diablo, fighting against monster of the Blizzard franchises (for instance... the Hydralisk... seriously the EXACT same shape..but with more arms as if to say "this isnt a hydralisk..look at the arms)
but Orcs and Undead were stolen from other universes/creations of people before them...
so even stealing from blizzard is actually stealing from people multi generations ago...
What I like is the card based power system for each hero with unique mechanics for each, random quests, random treasures, and being completely co-op. Pretty much every fantasy game or movie has similar creatures so that doesn't really matter to me. Being able to play a D&D style game without having to have a dungeon master is nice sometimes.
Not to sound cynical or anything, but mini heavy kick starters like this appeal to me even more because I'm a 4e dm. I mean the game sounds kinda Bleh, and probably has been executed better elsewhere, and I'd almost be willing to accept that gamble for 100 dollars paying for close to 50 painted minis of a cool art scheme (at the higher KS levels) and assorted square battle maps. That was partially my rationale in getting a couple of the Ravenloft board game lines and my group ended up enjoying those too.
Yeah I own Super Dungeon Explore, but it requires a player to play all the monsters. Same with Descent: Journeys in the Dark. Which is fun at times, but the quality of the game depends a whole lot on the skill of the player controlling the monsters.
The Ravenloft/Ashardalon/Drizzt board games are all full co-op, but the monster AI is simpler and the different classes aren't quite as unique in mechanics.
Mage Knight Board Game is the most strategic, but it's also so complicated that it is a bear to teach others and four player just takes too long to play. Even two player is pretty long especially for new players. It does have rules for both co-op and competitive play though.
Is this one of those heavy games that might take a year to finish, or one of those that can be enjoyed with non hardcore gamers over a couple of hours?
A complete game in Myth is called a Story. Each Story is played over three Acts. Acts can be played sequentially, or can be split up over three different game sessions. Each Act lasts 2 hours.
Myth setup offers players the freedom to experiment and create the Story they want. Each Act is created by placing the double-sided World Tiles in any configuration desired, then each tile is populated through random card draws (or by choice). Enemy-types, quests, treasure, merchants, and events are all variables controlled by players. Each Story is unique and breathed to life by the players.
Myth is a fully cooperative game. There is no player controlling the Darkness. The Darkness is governed by a set of rules unique to each Boss Deck. Yet, the Darkness is activated through Hero actions. If the Heroes get overzealous, then the Darkness pushes back by activating Lairs, spawning Captains, and punishing the Heroes with devious Events. If the Heroes take a more subtle approach, then the Darkness reacts by reducing the potential for treasure and rewards. Without the treasures and equipment to upgrade, the Heroes will find each Act more difficult and eventually fail. The dynamic nature of the Darkness really lends a more fluid feel to the Story. Players aren't being driven by properties out of their control, nor are they being shepherded by a person whose skill has a direct impact on the enjoyment of the game.
I must say it looks pretty bad and bland. I really don't like games where you could simply skip it all together, roll a gazillion dice and see who got the best results. Talisman is a great example here, the game is so random that it gets stale pretty quickly, and despite the different board etc. the game is pretty much the same: explore, acquire gear and wealth, improve stats, fight monsters.
It was fun when I was 10, now it's incredibly boring.
the 200k stretch goal just got unlocked earlier today. The kickstarter was initially for 40k, so there is already plenty of extra gear included. They are going to announce further stretch goals today, as the highest once so far is at only 275k. I guess I'm going to pledge in the next couple of days, haven't made up my mind however if I'll go for the 100 or 150 dollar one.
and about the 'dumbed down' part: I think it also has its merit:
a) I love my epic games of Mage Knight and Twilight Imperium, but I play those two with serious gamers, any session is pretty draining, and I need almost two hours afterwards to wind down mentally before I can go to sleep, so something not overly complicated on a Friday evening would be nice for a change.
b) It's co-op AND it's more accessible, so this is something I _might_ be able to get my girlfriend into