I never finished, and I'm not going back.
I never finished, and I'm not going back.
Trams, stones and then the school and books.
I had to lookup the solution for the book. It’s maddeningly difficult.
The game doesn’t pull any punches that’s for sure. Felt like I was failing a Mensa pre-application qualification test
Riven is unique among point and click games, some things it does very well, and others not so much.
I played Riven before I played Myst, and little of what Atrus says at the beginning makes sense, then there’s a guy who speaks two languages to you that you don’t speak, then you’re left to your own devices. You wander around, with basically no goal, with a lot of things to interact with, and no reason to interact with them that you are conscious of. Because unlike every other adventure game including Myst, it isn’t a series of smaller challenges, But it really consists of two very BIG puzzles that require inter-relating information about numbers, sounds, colors, animals, the shape of the game world itself and the locations of items in it, much of this information is given to you in awkward and incomplete ways requiring at least some interpolation.
You’re supposed to spend the first third of the game taking in the environmental storytelling and learning about the lore of this place including a base 25 number system, the middle third solving the puzzle to get to the Moiety’s world, another middle third reading Catherine’s lengthy journal written in the worst handwriting ever digitized, and the last third of the game getting to Gehn and trapping him.
A lot of players spent the first third of the game wandering around not knowing what the hell is going on, the middle third failing to complete certain pixel hunts and failure to find a couple paths that are hidden behind open doors (You open a door to walk through it, and the path is hidden behind the door you just walked through), and the last third failing to recognize puzzle elements as puzzle elements because the signal to noise ratio in this game is very low.
Yeah, that was my conclusion as well, Myst was easy because the puzzles were limited in area, Riven was on another scale because it spanned multiple huge islands.
It would have flopped completely if released now, there were perks to having limited access to new games, instead of giving up when it was hard, I kept coming back because what else was I going to play.
Cant wait for the remake to see if I still remember everything. I think my mom might still have all my notes.
The ambiance of this game just cannot be duplicated.
music starts
“I knew the moment that I fell into the fissure, that the books would not be destroyed as I had planned…”
I have played it through a few times, allways with a walkthrough, the keyboard puzzle SUCKS, but a good walkthrough will explain how to count the notes on the sliders.
Riven is brilliant, but still need a walkthrough to finnish it, I have the official guide book to Riven, and it has damn well helped me a lot.
Myst III was never made by Cyan, but by Presto, and while very similar to the original games, it has a different feel.
Myst IV was made by Cyan, and in terms of story I find it lacking, especially the spirit puzzle was a mistake, there is also too much live action for my taste, but the environments are beautiful and the visual quallity of the game is fantastic.
Myst V is a major departure from the rest of the games, both in terms of story and visual quallity. The story is about the end of Dn’i, and setting a slave race free, I never got into it, the visual design is made in a full 3D engine and looses the gorgeous visuals of the last game.
URU was a side project where Cyan tried to make a Myst themed MMORPG, where you travel to the cleft and start your own Myst adventure, the idea was that people would meet up and go to adventures together, but it never got off the ground.
Myst Online is an effort by the fan community and Cyan to make the URU live portion work, and is currently free to play.
Myst 2021 is a complete remake of Myst in the Unreal engine, the game looks fantastic and can even be played on iOS and in VR with the Quest.
Cyan has had a few other large impact releases:
Obduction: a sci-fi adventure puzzle game where you are abducted into an alien world and have to solve a mystery with a lot of puzzles, fantastic graphics.
Firmament: another sci-fi adventure puzzle game, where you explore worlds with weird technology, I don’t know that much about it despite having played it on release last year.
Fun fact since Myst has been released so many times over the years it has a huge list of supported platforms:
Mac OS
Sega Saturn
Sony Playstation
3DO
Microsoft Windows
Atari Jaguar CD
Philips CD-i
AmigaOS
Pocket PC
Playstation Portable
Nintendo DS
iOS
3DS
Android
Oculus Quest
Quest 2
Nintendo Switch
Xbox One
Xbox Series X/S
Myst IV was made by Ubisoft Montreal. They had some heavy hitters on the team, Mary De Marle is an excellent writer and went on to do amazing things! Jack Wall, the composer that did Myst iii became a very productive video game composter.
URU wasn’t a side project, it was cyan’s big bet that nearly tanked the company. They had other side projects like a third party QA and testing department that kept them afloat. URU got cancelled before launching properly.
Myst V wasn’t meant to exist. After losing so much money on URU, Ubisoft pressured Cyan to put their unused assets from URU into a game that would sell. So they slapped it together with the Myst name that was more recognizable. The game plays and feels just like you’d expect.
Obduction was their big comeback and return to form. Myst-like game without the baggage of the old franchise.
You are absolutely right that URU wasn’t a side project, I am sorry for calling it that, I ment it like a different series in the same universe.
As for Myst V, this makes soo much sense, I never felt it belonged to the series.
You don’t need to be sorry, it was still a great post ☺️
URU turned into a side project and still is one now and has been one longer than it was a main effort so technically you’re right 😅
Haha
I never got past the start bit because it never occurred to me that sound patterns could be used and relevant in a game.
One of my first video games was this Diablo-like, and my brother and I would play it a lot, but always struggle, always getting swarmed by enemies.
After a few years, we got a new monitor. The R in RGB had always been terrible on the old monitor.
Well, guess what we spotted for the first time: The minimap had red dots showing enemy positions long before they came onto screen, making it really easy to avoid groups and bait enemies individually.
Worst part was that you could’ve spotted these dots on the old monitor, but we never did in our hundreds of hours played, because they were basically dark red on brown.
There’s a combination lock puzzle where you have to hold the mouse button down so it rotates 3 numbers instead of 2 with just a click. Nothing in the game indicates how this is supposed to work. There’s a line between being spoon-fed and being obtuse.
Edit: after looking around a bit, I think some of the later editions fixed that particular puzzle. You might have played a tweaked version that tightens up the puzzles.
I played several versions, including the first one on an iMac.
You’re right it’s not intuitive, but the whole game was intentionally hard and required the player to explore and try.
The re-release is actually good. They fixed a few of the worst-offending puzzles design-wise and it is absolutely worth playing. It makes me want them to give the same treatment to Riven and Exile.
Yeah, you have to read some of the books to figure out some of it. I like that the puzzles take some work.
This was a fun parody, although way too short.
It’s on the Internet Archive if you want to check it out.
CD-ROM spoof of Myst (1993) featuring John Goodman, for Windows 3.1 and Macintosh.