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Myst (Win3.x)By: The J Man
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I realized today that in the course of my PC reviews, I reference Myst nine times out of ten. This is not a sign of some extreme and deep-seated love I have for the game. It's an acknowledgment that Myst was, for a long time, the best-selling computer game of all time. It also created a style of gaming that became the next standard after the text-based adventure. As its style was copied endlessly after its release, it makes for good comparison. The game itself, however, is nothing to cream your pants over. Anyway, since I talk about the game so damn much, I decided I might as well review it for those who may actually not be familiar with what I'm talking about. Once we got up to about seven floppy disks to install a single game, people started getting a little understandably frustrated. Swapping disks out at a steady pace, and listening to that god-awful crunching and buzzing of the floppy drive for about thirty minutes, is enough to get on anyone's nerves. Enter the CD, with seemingly more storage space than the National Archives. A short time after those settled in, Microsoft was talking about Windows 3.1, and we were confused. Apparently, there was something out there that was EVEN BETTER than VGA, and we were just getting used to our DOS graphics in crisp 640x480.
So what, you ask, was the revolution? Each of the game's six worlds were made up of rendered still images. Depending on where you "stood" in the world, or where you looked, a different image was shown. Now, take a look around the room you're in. 3-D games like Doom attempted to recreate the world in three dimensions, resulting in an infinite number of images and angles as you look around a full 360 degrees. Myst, though it certainly looked better, took the infinite images of a 3-D space and broke it down into, at most, four images, for the north, south, east, and west. Big deal, right? Text-based adventures broke the infinite options of motion into four cardinal directions, and had been doing it for a decade. Nobody complained about that. However, that was based more on simplifying descriptions and commands, and even with only four options, gamers STILL got "lost." Myst, in turn, visualized everything for you, but absolutely prevented you from looking at things in detail, or from a different angle. If you wanted to take a look around the beautiful dock, watch the waves roll in, look up at the sky, or track the birds flying across the horizon, well, tough shit. You're looking at a slideshow, with a few scant bits of Quicktime integrated in to allow certain items to appear to move.
Complaints aside, the game's interface was actually quite user-friendly, and good design decisions kept things from becoming overly complex or confusing. You have no inventory, but you don't need it. There are no on screen indicators of any kind, your interface is simply a cursor that changes shape when you can move, turn, or interact with an object. The strictly visual feedback from the game world was usually clear enough, and if it wasn't, it was probably because you hadn't seen an important part of the puzzle yet. The rendered graphics are primitive by today's standards, but dazzling for the time, and still attractive enough to catch one's eye. Good art design also helped here, making the worlds foreign to you, but still inviting. Coldly beautiful, if you will. The story of Myst centers around a group of people, perhaps in another dimension. who write books about fantastic lands. Their skill is that their vivid descriptions and the books themselves literally make these worlds come alive, and by touching a living image in the back of the book, you will be transported to the world you just read about. The game begins as you find one of these books in a public library and touch the last page - transporting you instantly to the island of Myst, with no apparent means of returning to reality. The island itself is empty except for some fantastical machines, and messages from one of the mythical world-writers named Atrius. The island's library acts as the central hub, giving you books with access to five other worlds, as well as Atrius' two sons, both trapped inside books of their own. By finding pages scattered around the worlds, you can communicate with the warring brothers, try to find out what happened on the island, and eventually choose which one of them to trust.
This is where the main criticism of Myst usually gets leveled - that it's a pretty game where nothing happens. To a point, this is true. Myst's greatest assets are on its surface, with very little substance underneath. It is fun to explore strictly for the sake of exploring, and it makes for a nice, laid-back little game. But if you're jonesing to save the world again, or do something beyond strolling through tall trees and gazing at constellations to solve a door puzzle, you're going to be bored out of your mind here. Myst is a classic, defining adventure game, but more for its high-art visuals and new gameplay style, not for its plot. When I say a game is Myst-like, that's because it uses the same technique of exploring by clicking through still images, not because it recreates the experience of walking through the woods with nothing to do. That's not to say it's a bad game, and it's so completely inoffensive and casual that I can see why so many people bought it. However, some of the puzzles are pretty complicated, and since this game came out before the proliferation of FAQs and walkthroughs on the Internet, I suspect not many people ever finished it. If you're interested and want to check it out, you'll probably find it worth the trouble, but Myst is hardly a must play. -reviewed 7/24/04 - game copyright 1993 Broderbund
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