A cruel gladiator enters the ring. With eyes tapering in steely attentiveness, he eagerly awaits his chance to use his winding sword for the purpose for which it was shaped. Across from him stands a towering monument to death. The stone golem has no soul within him no human emotion to hold him back from doing the one thing he knows how to do kill. They gradually walk on the way to each other.
The yells from the expectant crowd dull to a sigh as these two goliaths bulk each other up. It is only when the epic fight is under way that the secret shame of these imaginary warriors is revealed: They are fighters in look only. They move with the clumsy grace of a dancing sloth, swing their guns with the precision of a bag of hammers, and exhibit the strategic ability of a cuddly kitten. When the clash mercifully ends, no one feels like a winner.
Tournament of mythology has enough features to make it emerge as if it were an in-depth aggressive game. The 10 fighters are base on classic archetypes, such as a Gorgon-like huge and a Minotaur, and have a variety of skill to appeal to a wide range of fighting preference. After each fight in the single-player event, new weapons are gaping, each with its own power, speed, and reach attribute.
The fighters have four unique individual attacks apiece, including buff spells, melee attacks, and long-range blasts. In adding to your normal collection of flat and straight down hang that you can merge into combos, you can fill your bat with spells that either damage your foe, empower you, or both. When you throw all of these different skin into a 3D fighter that allows you to freely move approximately the arena, it seems as if you have a groundwork for a solid fighting experience.