Pfhor Fighters

The cannon fodder enemies of the Marathon series, equivalent to Halo's grunts, are the tall, long-limbed, three-eyed, color-coded, masked Pfhor fighters. One can easily imagine that the idea for Grunts started with the Pfhor fighters with their limb length and height drastically reduced, removing the third visible eye, and exchanging the long staff weapon with plasma pistols, needlers, and eventually fuel rod guns. As with Grunts and Elites in Halo, enemy ranks are indicated by colors, with the more rarely occurring colors indicating relative strength.

Bungie announces Myth 2: Soulblighter, Oni

At E3 in 1998, a little over six months after shipping their first Myth game, Bungie announces the sequel.

At the same time, video from the Bungie West project is shown. The game they are working on is Oni, a third-persion action game incorporating martial arts and firearms, with an anime-like visual style and themes very similar to the film Ghost in the Shell.

event start: 
05/23/1998

Myth: The Fallen Lords Released

Less than 12 months after announcing the title, and slightly less than two years after their own last full game release (Marathon 2, for which they created the engine and the scenario in-house) Bungie ships Myth, a completely new game with a new engine, a new story, in a completely different genre. To boot, it marks the company's first cross-platform release, shipping simultaneously for Macs and PCs.

Myth won several awards, not only from Mac game publications but from PC gaming magazines as well.

event start: 
11/05/1997

Bungie Announces Myth: The Fallen Lords

A whopping seven weeks after Marathon Infinity shipped, twelve and a half months after shipping Marathon 2, Bungie announces Myth: The Fallen Lords.

Myth is obviously not a first-person shooter, as Bungie's last three games (the Marathon Trilogy) were, and represent the company's first foray into Real-Time Strategy games, although some hardcore fans remark that the lack of resource management and other features mean they are more accurately called Real-Time Tactical games.

event start: 
12/06/1996

Marathon Infinity Released

Again less than 12 months passes between releases. Admittedly, Bungie only published Marathon Infinity. Double Aught created the scenario, which used the Marathon 2 engine largely unchanged.

Double Aught was headed by Greg Kirkpatrick and Randy Reddig. The group later planned to build a portal-based engine for a game to be called Duality, which was never completed or released.

Kirkpatrick had previously worked at Bungie and founded Double Aught.

event start: 
10/15/1996

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