This is a visually gorgeous remaster of a game from 1993. The original version was an enormous success at the time and became the top selling PC game of '93, '94, '95, and '96 - only to be dethroned by its own sequel, Riven, the best selling PC game of 1997. That success was indicative of the game's merits but its design has also generated a lot of backlash and criticism. Over the years what was a pop culture phenomenon has long divided players. So my recommendation of Myst, or Riven, or the Myst series in any form, is conditional. It's only a game or game series for the sort of player who has a longer attention span, likes puzzle games, is observant and persistent. This is an old adventure game, and as such its pace is glacially slow by modern gaming standards. Its design's barely changed since '93 even as graphics keep getting improved on. The various remakes have often been a case of improving a handful of things but making a step backwards in some specific area. For this remake, the visuals and VR support are major steps forward, the step back was loss of a particular age, Rime, which with the recent free update Rime is added back in and improved on visually as much as any other part of the game. This is the most immersive version of Myst to date, the best version of it overall, and it can be played with or without VR. But it is still Myst. Art direction and visual design always was a core strength of Cyan as a developer, even when the tech of all their older titles is now badly dated the style of it still typically is beautiful, and the music score and sound design underlying their games also still holds up well. This version includes both (somewhat janky) 3d for characters and an option of the original FMV (upscaled with AI) and neither holds up as well as the rest of the game. That's a small fragment of it. Mostly your understanding of the game's story and setting is going to emerge as a result of exploring, examining, fiddling with a lot of mechanisms and things around you until something works. While unsolved, it's frustrating, sometimes feels arbitrary. Usually there is a trick or solution that puts a few things together and it clicks - some puzzles like the first in Channelwood are quite logical, others are confusingly designed in some way. Selenetic, for example - some players resorted to brute forcing the maze. The clues given often are not recognized unless players had been to Mechanical Age first. There are difficult and semi arbitrary puzzles scattered intermittently all over the Myst series in between ones that are better designed, making the experience a mixed bag even for those who LIKE puzzles. So response will vary depending on tolerance for that. There are players who, without any hints or help, have beat Myst for the first time in anywhere from 4 to 16 hours. Usually it's around 10-12 for most, assuming you don't give up in frustration partway through stuck on something for well over an hour. I came along at the right time to love the Myst games. By the mid 2000s I was a legit fan of the series. I even made an old 2004 fangame (Sehv T'devokan) and a few years later established a fansite. That's rare. I think there are only about 20,000 really obsessive fans of the Myst series now. These gather in Myst Online, are active on Cyan's discord, dug in deep enough into this to really get fixated on Cyan's larger Myst story and mythology, which Myst is the most common first entry point to. But this is a game with four sequels, an MMO that flopped twice and then went freeware, and three novels filling in gaps in the canon. Of the Myst content that exists: modern versions of Myst, Riven, and Myst 3 [with upscale mod!] are generally good overall IF you like the genre, other games have more glaring flaws detracting from their stronger elements. Myst's story is a 'what if' about the ability to travel interdimensionally to other worlds, and asking what the implications of such power would be, how it would affect both the travelers and the places traveled to. None of it is obvious initially, the sense of mystery that exists at the outset was central to Myst's early appeal - 'Myst' a truncation of MYSTERY while also a variation of MIST or fog, hazy atmosphere that obscures our ability to see. The game's concept is also partially derived from Jules Verne's 'Mysterious Island' - involving strange anomalies on an island that make sense by the end, a story format Myst builds upon in its own way. As a gaming artifact, Myst hit big in '93 because it was an extremely imaginative and creative work at the time. It was visually artful and graphically impressive despite the constraints of early '90s 3d rendering, the sound felt cinematic and intriguingly subtle in a way few prior games did, the story more or less managed to work through primarily environmental storytelling, with some written text and FMV in scattered spots. Cursive reading may be an issue for today's players. Myst's retrofuturist steampunk design was for most of the public the first example of the steampunk style they'd ever seen. And it fits - this sense lingers in Myst that the D'ni are a culture that's extremely advanced technologically to the point of it feeling like simply magic, from fusion power to holographic interfaces to interdimensional linking panels. Yet they're culturally incredibly conservative and stagnant, with aesthetics and social traditions that have been stuck in place for many centuries, refuse to change, from fixed religious beliefs in 'the Maker' to old clothing and intricate stonework, to entrenched guild structures, monarchic government, archaic social norms, colonialism, slavery, conquest, subjugation of weaker cultures across the 'Great Tree of Possibilities' (the metaverse which they describe as being like a branching tree with universes instead of leaves and a God at the root). And with Atrus's family we see how that ancient society all failed a long time ago and tore itself apart and *yet* even knowing that many of Atrus's family members including his father and two sons, are seduced by the 'glory' of their ancestry and heritage, even though it's pretty clearly toxic. I think it's ironic that Myst, a warning about being stuck in broken traditionalism, stagnation, and nostalgia, in a groundbreaking (in its time) work that tried to warn us about the wrongs of empire and colonialist conquest, is now itself seen as a comforting nostalgic fixture. Yet the Myst canon in its anti-authoritarian, anti-colonialist, anti-imperialist messaging is still as timeless and relevant as ever. Myst was brilliant in some ways, which is why anyone is still discussing it at all. But now isn't '93. Aging puzzle design is not substantially updated or streamlined as it has been with the recent VR remake of Riven and feels even more uneven to modern gamers now with reduced attention spans. Cyan refuses to truly remake this game, weighed down a bit by its legacy as 'classic', choosing instead to place layer after layer of visual overhaul over it without any big additions or changes. But it's still wonderful seeing Myst's ages look this good. I keep rooting for Cyan. I'm almost alone in that. Their fame predated VR, by decades, but it's faded away and now as they finally bring that vision into truly immersive form, and are doing their most breathtaking work ever with technology that finally matches the visual ambition they always had, almost nobody is still around to see it. The world moved on and forgot they existed just as they reached the potential to live up to their promise of realistically detailed yet wildly imaginative worlds players could get truly lost in.
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