The Myth series is one of the few that I still keep returning to every few years to enjoy again, and lament that it somehow did not lead to a new sub-genre of RTS, or at least a long-running series of games.
After playing Warcraft and Command & Conquer as 2D, sprite-based, grid-based games, Myth was absolutely mind-blowing for its dedication to take away all the abstraction of RTS and drop you right in the middle of bloody, brutal, messy, chaotic battle. Fully simulated physics of a 3D engine meant archers got more range when placed atop hills, and bombs and blood would roll down hills. Simulated weather meant wind blew projectiles off course, and rain and water extinguished flames. You can't build more units during a battle, so losses were hard-felt. Scrambling to give orders to retreat or intercept flanking units added to the feeling of a tense, high-stakes, chaotic battlefield. Every skirmish ends in a mess of blood, severed limbs, and broken shields and arrows littering the ground. The gameplay combined with the excellent story, narration, music, art style, and overall tone added up to a uniquely grounded, realistic-feeling fantasy world.
Imagine going from that back to simple, abstract RTS games like Warcraft! Myth felt like a glimpse of the future of RTS. It seemed inevitable that more realistic and complex simulations that impact your tactics would be the direction of the RTS genre.
To this day, it is still the most viscerally satisfying RTS I've played: Every impact felt brutal and gory.
And it had full campaign co-op!
An under-appreciated, highly-ambitious, innovative, polished, and incredibly fun game (although often brutally difficult in the campaign - play on easy!). The Myth series deserves to live forever: The Total Codex edition, including all three main games with the expansion Chimera and all the extra maps and plugins bundled in.