I had more fun with PYST.
The humor was way over my head and probably hasn’t aged well, but it was fun at the time.
You can find out if it aged well if you want!
It was written by Peter Bergman of the Firesign Theater. It has its moments because of that.
CD-ROM spoof of Myst (1993) featuring John Goodman, for Windows 3.1 and Macintosh.
I enjoyed it back in the day but it's a different era's game. You have to enjoy throwing yourself against a brick wall for a very long time until you finally crash through the door, and possibly taking notes and making diagrams or maps as you go.
I remember it being lush graphically, for the time, and very satisfying for the puzzles I did crack but I gave up before finishing it. I think it was done kind of blind maze that finally did it.
I didn’t play SS1 and fully enjoyed SS2.
Btw, Bioforge is also amasing!
Same same but very different.
Sort of resident evil 1 camera points, so a bit confusing to move around. But you wake up somewhere with body parts replaced and no memory of anything and you piece it together. Not no FPS.
I loved it and emailed the publishers for a sequel. They confirmed that it was not going to happen😅. I think this was in 1998 or something like that. I got it and played through it in 3 days straight. Loved it.
Make sure to get one of the modernized version of Myst, I think they’re up to about 27 or so revisions/redos. Don’t be afraid to try clues, but in all honesty the puzzles in Myst are pretty solvable by Adventure game standards.
Riven (II) and Exile (III) are both likewise excellent, with Brad Dourif as a bonus in the third. After that, different people took over and things got awful.
Obduction was good. It had some issues, but it’s up there with the classic stuff. Firmament, unfortunately, was not good. Felt more like a walking simulator. There were few puzzles and they were not difficult at all. Not sure what happened. It’s pretty though.
Riven is by far my favorite of the classic series. They are working on a modern remake of that next and I’m pumped!
I found obduction looked amazing, but the puzzles were “follow wire, flip the switch”.
A modern game that really captures the Myst feeling for me was Quern: Undying Thought.
I think some of the original Cyan Games Devs started their own studio for it, and it really captures the Myst feeling.
Puzzles are hard but satisfying. I think there is 1 grindy puzzle that just takes a lot of work, but everything else is mental models of systems, hints and clues, using things in different ways.
And a nice story behind it as well.
I realized the moment I fell into the fissure that the book would not be destroyed as I had planned. It continued falling into that starry expanse of which I had only a fleeting glimpse. I have tried to speculate where it might have landed but I must admit however such conjecture is futile. Still, the question of whose hands might someday hold my Myst book are unsettling to me. I know that my apprehensions might never be allayed, and so I close, realizing that perhaps the ending has not yet been written.
And yes, that was from memory.
And that’s why Boy never shuts the fuck up in GoW Ragnarok.
Player stuck for 30 seconds? Better tell them the answer to keep our completion metrics up…
Moon logic. Puzzles that are hard because they make no damn sense.
“Oh yes, of course I need to combine a fish with a phone book to create a sailboat.”
Yeah, having stuff being obvious is actually incredibly freeing. Without that I waste so much time checking every part of every room, trying to work out which corridor leads to the objective vs which one might have collectibles.
Knowing I can just play a game, fine most stuff, get on with it, and not regret not using a guide is a real gift.
That’s what’s wrong with your generation. You want all of the reward, and none of the work.
In MY day, we had to LOOK for shit goddamit.
Yeah, that’s sometimes really immersion breaking, but it does save time.
One of the recent Tomb Raider games (“Shadow of the” probably, which was otherwise unremarkable) had separate settings for puzzles, combat and exploration, so you could turn puzzle hints off completely. I still kept the exploration setting though, because it’s a nightmare to find the puzzle parts among all the clutter that modern games throw in. Like a wall full of cogwheels, but only two of them are part of the puzzle and the rest is just scenery.
Sometimes it’s like they expect us to take notes while playing the game.
Like I’ve got paper just lying there. What am I, a high schooler?