There were quite a few people who really tried to play Myst and found it about as entertaining as watching paint dry. However, the game is still very much a Myst game at the core - a pretty slide show with logic puzzles. Very rarely will you have to leave an area in order to get past an obstacle. And unlike Riven, doing something on one side of an island doesn’t affect something on the far side. Each of the Ages contains puzzles that relate to the nature of the Age, and very few of them are completely arbitrary – most times, the puzzle fits in to the concept of the game. The puzzles are hard enough to make you think, but not so impossible that you have to resort to a hint book to get past them. The wonderful rendered screens and videos more than make up for the lack of movement, sporting enough visual detail to surpass Riven.Īs always, Myst is filled with curios gadgets.Ĭertain puzzles require an attention to detail from previous areas, while others simply require mechanical or spatial thinking. It’s not exactly comparable to the freedom you get from a 3D game, but it’s always good to at least feel like you can look around a corner. Rather than display a single postcard, you can move the camera around and examine your newly animated surroundings. The biggest improvement over the previous Myst games is the full 360-degree view of the environment. You enter the fray when some stranger bursts into Atrus’ study, grabs his new Age (Releeshahn), and disappears. They’re the folks who figured out how to write Ages in books in the first place. Atrus, the beleaguered Age-writer from the previous games, welcomes you, the player, to the age of Tomahna, where he’s currently working on a new age for the D’ni, a race of people whose world was destroyed in the novels. The story picks up after the events in Myst, Riven, and the Myst-based novels (The Book of Atrus, The Book of Ti’ana, and The Book of D’ni).
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