Units can easily be assigned groups you can quickly select, and you can force units to stop moving, hold their ground, attack at will, etc. Of note, your units also retain their overall kill totals from one map to another, and you can re-name your units as well, which means “Funks McCheese”, survivor of 10 battles, will live on in infamy. If there was something in the game that explains what ranks actually do, it was either missed or tucked away somewhere unintuitive. Non-leader units can ‘rank up’ by getting kills, as well. This makes losing a unit hurt quite badly, as every unit you lose makes it more difficult to rout the enemy or reach the destination goal. If you start a level with Freja, 4 archers, and 8 warriors, those are your units for the stage unless you stumble across some reinforcements as you progress. Unlike RTS games, there’s very little (if any) micromanagement of resources in Nordic Warriors. Nordic Warriors progresses in a strict level structure- you select the mission you’d like to do from the list, receive a bit of voiced dialogue about the tale unfolding, then you take control of your soldiers for that level and fight your way to the objective, to prevent your foes from reaching a specific location, and objectives of similar nature. The story doesn’t seem to be as much of a focus of the game, as it’s largely just a brief bit of exposition before each selected mission you play. The story of Nordic Warriors is delivered in a pretty budget manner as the game mostly details Freja’s tale with text overlaid on the left page of an old book, with imagery on the right page. So is Nordic Warriors worth the journey to Valhalla, or should this game be banished to the frosted depths of Niflheim? Let’s find out. So why bring up Myth so much, you may be wondering? Nordic Warriors is so heavily inspired by Myth that many wondered if it was Myth 4, delivered after a long absence. Myth was a real-time tactics game, distinct from real-time strategy in that it doesn’t require you micromanage resources or some kind of overall economy, unlike Warcraft III, Command & Conquer, and the like. After making Marathon and its two sequels, however, Bungie wanted to try its hand at other genres of games and thus created Myth: The Fallen Lords. Not Marathon Petroleum, but a first person shooter in the mid-90s that introduced the much-beloved rocket jump mechanic. Long, long ago, in the halcyon days of yore, Bungie created Marathon.
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