Myth II: Soulblighter is a
real-time tactics game; unlike
real-time strategy games, the player does not have to engage in resource
micromanagement or economic
macromanagement, does not have to construct a base or buildings, and does not have to gradually build up their army by acquiring resources and researching new technologies. Instead, each
level begins with the player's army already assembled and ready for combat. During the game, the player controls forces of various sizes made up of a number of different units, each possessing their own strengths and weaknesses. In
single-player mode, only Light units are playable, but in
online multiplayer mode, the player can control both Light and Dark units. in
Soulblighter, showing the selection of a single unit. The player has selected a bowman named Hadrian (the unit surrounded by a yellow rectangle). The image also shows unselected warriors, who are currently attacking enemy units. At the top of the screen is the Status Bar. The
mini-map of the battlefield is just below on the right. At the bottom of the screen is the Control Bar. Basic gameplay involves the player selecting and commanding units. To select an individual unit, the player clicks on that unit. Once selected, the unit is surrounded by a yellow rectangle, beside which is a
health meter, which diminishes as the unit takes damage. Units capable of utilising
magic also have a mana meter in addition to their health meter. As they use magic, this meter diminishes, and then slowly regenerates over time. Units do not regenerate health, however, and there is no way to construct new units (although in some single-player missions, reinforcements are automatically received at predetermined points). To select all nearby units of a given type, the player
double-clicks on any individual unit of that type. To select multiple units of different types, the player can either "shift click" (hold down the
shift key and click on each individual unit) or use "band-selection" (click and hold the
mouse button on a piece of ground, then drag the
cursor across the screen. This causes a yellow box to appear, which grows and shrinks as it follows the cursor's movement. When the player releases the button, any units within the box are selected). The player can instantly select all units on screen, irrespective of type, by pressing the
enter key. The player can also assign manually selected unit groupings to a specific key on the
keyboard, and when that key is pressed, it instantly selects the desired group of units. Once one or more units have been selected, the player can click on the ground to make them walk to the selected spot, or click on an enemy to make them attack. Units with projectile weapons, such as
archers and
dwarves can also be ordered to attack a specific spot on the ground, rather than an enemy. It is also important that the player have their units facing in the right direction. This is accomplished by pressing the left or the right arrow key or moving the mouse to rotate the direction of the units as they move to the selected location. Facing the correct direction is especially important when using
formations, of which there are nine available. After selecting a group of units, the player must press the corresponding formation button on the keyboard, and then click on the ground where they want the units to form. The player can also order all selected units to scatter and to retreat. When a single unit is selected, information about that unit appears in the "Status Bar" at the top of the
HUD; the unit's name, a brief biography, how many kills he has, how many battles he has survived, and (if he is capable of carrying items) his inventory. When multiple units are selected, the names, types, and quantity of units will appear, but there will be no biography or information on their kills or previous battles. The HUD also features a transparent overhead
mini-map, which displays information about the current battlefield; the player's field of vision is indicated by a yellow
trapezoid, enemy units appear as red dots, friendly
non-playable units as blue dots, and the player's army as green dots. The player can click anywhere on the mini-map to instantly jump to that location. The mini-map does not initially display the entire battlefield; the player must explore the area for it to become fully mapped. The player can also order troops to move to any location on the mapped area of the battlefield by right-clicking on that area in the mini-map. The player has full control over the
camera throughout the game, and can move it backwards and forwards, left and right, orbit left and right (keeps the camera focused on a single spot while making a 360 degree circle around that spot),
rotate left and right (the camera remains in the same spot but the player's point of view moves from side to side), and zoom in and out. All movements can be carried out via the keyboard and mouse. Using the mouse to move backwards, forwards, left and right is accomplished by moving the cursor to the top, bottom, left or right of the screen, respectively. The player can also select preferences to allow them to control rotation and orbiting via the mouse, by moving the cursor to the top and bottom corners of the screen, respectively. Zooming can be controlled by either the keyboard or
mouse wheel. Like in the original game, selecting and commanding units forms the basic gameplay of
Soulblighter. The battles are more complex than simply commanding units to attack the enemy, with strategy and awareness of the conditions of the battlefield, and even the weather, also playing important roles. For example, due to the game's
physics engine, objects react with one another, with units, and with the terrain. This can manifest itself simply in a severed head bouncing off one of the player's units and changing direction, but it can also have more serious consequences. For example, a dwarf could throw a
molotov cocktail at an enemy on a hillside and miss, with the projectile rolling back down the hill towards the player's own units. Projectiles in general, both those used by the player and the enemy, have no guarantee of hitting anything; they are merely propelled in the direction instructed by the physics engine.
Arrows, for example, may miss their intended target due to a small degree of simulated aiming error that becomes more significant at long range, or the target may move out of the way, or behind a tree or building. The weather is also something the player must always bear in mind. For example, rain or snow can put out explosive-based attacks. It is also much easier for projectile units to hit enemies below them rather than above them, and as such, positioning of the player's units is an important aspect of the game. The focus of the single-player campaign is on a smaller force defeating a much larger enemy force; in every mission, the Light units are outnumbered by enemies, often vastly, and so the player must use the terrain, employ the specific skills of their individual units, and gradually decrease the enemy force, or attempt to avoid it altogether. Units in the single-player campaign acquire experience with each kill. Experience increases attack rate, accuracy, and defence, and any unit that survives a battle will carry over to the next battle with their accumulated experience (assuming the next battle features units of that type). In multiplayer, the player starts with an army, and can customize it by trading units with other players, using point values that approximate the value of the units being traded. Multiplayer games include "Assassin" (each team has a "target unit", with the winner being the team who kills the opponents' target first), "Choke the Chicken" (identical to Assassin, except the target unit assigned to each team is a non-playable chicken), "Balls On Parade" (each team has a ball; the object is to capture as many of the opponents' balls as possible, with winner being the team in possession of the most balls at the end of the game), "Captures" (a number of balls are on the battlefield, with the winner being the player who is in possession of the most balls at the end of the match), "Flag Rally" (a number of flags are on the battlefield, with the winner being the first player to touch them all), "Hunting" (each team must kill as much wildlife as possible; each animal has a point value, and the winner is the team with the most points at the end of the game), "Last Man On The Hill" (a hill on the map is marked with a flag; whichever player owns the hill when time runs out is the winner), "Scavenger Hunt" (a number of balls are on the battlefield, with the winner being the first player to touch them all), "Stampede!" (each team starts with a herd of animals and a number of flags; the object is to shepherd the herd to the enemy flags, with each successfully herded animal earning the team one point. The winner is the team with the most points at the end of the game), "Steal The Bacon" (somewhere on the battlefield is a ball; the object is to get the ball and keep it away from the opponents, with the winner being the last team to touch the ball), "
Territories" (a number of flags are on the battlefield, with the winner being the team to capture and hold the most flags), "Body Count" (
team deathmatch), and "
King Of The Hill" (a hill on the map is marked with a flag, with the hill captured when one or more of a team's units move within a certain range of the flag and eliminate any enemy units in the same area; the winner is the team who controls the hill for the longest amount of time). ==Plot==