Subject: Thoth reviews... Myst and Riven
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Posted on: 2019-07-16 23:39:00 UTC

In 1993, a game was released upon an unsuspecting public that would change the vourse of gaming for the rest of the decade. It was a demonstration of impressive technology and craftsmanship, and it immediately shot to the top of the sales charts. Loved by some for its elegance and artistic nature, reviled by others who see it as obtuse and difficult to navigate, it remains a classic that was, for thousands of people, their first computer game.

And that game wasn't Doom. It was Myst.

Myst is a method of convincing people to buy expensive CD-ROM drives first-person point-and-click adventure game developed by Cyan Worlds, a company which is still alive and kicking today. If you were around in the 90s, you may remember it. For the rest of you, the game starts when you touch a book that transports you onto the island of Myst, where you find a note from a man named Atrus to his wife. Apparently, something terrible has happened and it in some way involves his sons. Said sons you will soon discover in the library, where they are apparently trapped inside books which have had their pages scattered through not only the island but all the various worlds contained within books there. Unfortunately, all the books containing worlds have been hidden away by Atrus—well, all the ones that weren't mysteriously burnt during whatever happened. To further complicate things, you need to figure out which son to trust, because each says the other was responsible for what happened.

Myst looks incredibly primitive by modern standards: the pre-renders are grainy and low-resolution, and I don't have the Masterpiece Edition, which upgraded the visuals quite a lot. However, the world still drew me in because the designs were creative and everything just felt so... surreal. At the same time, if you've read the journals in the library (and honestly, you need to because they contain clues, so do that), you know all about what happened in all of these worlds in the further past, and you can see that history in front of you as you go through these worlds. Even though the two brothers don't talk to you that much, you still get a sense of their personalities as you come across their lodgings in various worlds. And the three endings... well, I won't spoil them.

A lot of people have said this game is obtuse, but I think they may have confused it with 7th Guest, a considerably worse game. I'm terrible at adventure games and was all prepared to go through the walkthrough for this one, but I found myself solving 90% of the game unaided, because... well, it just wasn't that hard.

However, there are a few annoyances. Firstly, there's a lot of walking very long distances between places. Thankfully, you can move extremely fast, especially if you adjust your transition speed. The "zip mode" that lets you move more quickly through places you've already been also helps with this. It's not perfect, but it works. Still, if only the game would let you carry more than one page at a time.

Another annoyance is not knowing where ypu can go. There were a few puzzles that I wasn't able to solve simply because I didn't realize that there was a path somewhere so that I could go there. Had I been able to realize this, the actual puzzle would have been easy.

And finally, there are two puzzles in particular that are just flat-out bad: the railcar in the sound age (if you play the game, you'll know the one) and the compass in the Stoneship age are the primary offenders. The railcar might have been good, but there are lengthy prerendered animations of travelling that make it painful to be wrong. The compass, by contrast, is one of the few puzzles in Myst that makes no logical sense, something the game usually avoids quite well. Feel no shame in looking something up.

Some tips:

-Check everything

-Look for secret passages if you don't know where the pages are. Remember, each is hidden in a manner linked to the brother it pertains to.

-Pay close attention to your surroundings.

-Read everything. Take notes. When I played, I had a collection of pictures I took of drawings from notebooks on screen. This isn't required, but it does help.

Riven, Myst's sequel, is arguably an even better game. If Myst's worlds had a sense of atmosphere and history, Riven is practically drenched in the stuff. Even if you don't read the associated novel (I haven't). It delves into the history of the world, explaining how you got the Myst book and came to the island in the first place, even as you explore the decaying age belonging to Atrus's (allegedly) mad father, Gehn, and learn not only of him, his past, and the culture where the ability to make these magical books originated, but also of the native inhabitants of Riven and their history.

There are less puzzles this time around. Way less. Like, there are two puzzles total? Everything else is just getting to the point where you have enough information to solve them. And oh boy, what a doozy that is. You'll have to observe things carefully at the right angles to uncover secret codes hidden by factions, read through journals written by strange people. You'll need to learn about other numerical systems, about symbols and cultural associations, about how Gehn's mechanisms operate... and that's just the start! They're hard, yes, feel no shame looking up help, but they're also very fair and satisfying. I never felt like the puzzles didn't make sense.

However, some of the annoyances from Myst prevail. The world is bigger, and walking everywhere is still an issue. And the problem of not noticing a key switch or not realizing a path that is essential to your progress exists is still a real issue. Click everything. If you can't see a device to do something you know you need to do, you might have missed it. Click off the beaten path, too. And I mean that literally. Most of the tips for Myst still apply here, although there is less reading this time around. A little bit.

Overall, Myst and Riven make me want to play more Myst games. Even the ones that Cyan contracted out in the late 90s and early 2000s. Because even if they're not as good, I'll still learn more about this fascinating, incredibly absorbing world. And I want to. I want to hear more about the D'ni, see more ages, and learn more about the history of these worlds. I guess that's why they made tie-in books.

Myst is also a great series for writing fanfic. I wonder if there are any good ones....

Both Myst: Masterpiece Edition (the version I suggest, as it's availble onlinr and doesn't look like a Youtube video played at 144p) and Riven are available from Steam or GoG, at your leasure. Until recently, they were rather a pain to get running, being 90s windows games. However, for Myst's recent 25th Anniversary, Cyan updated every Myst game so that it runs properly on even the very latest Mac and Windows systems (Linux folks, go grab ScummVM for Myst and Riven and point it at your install directories for each. ResidueVM covers Myst 3, Wine for the rest). They're about $6 each if you're interested.

This concludes my review.

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