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The biggest audience that will get something out of this game is probably newcomers to the franchise who would be put off by the technical limitations of the original. These quality of life improvements are definitely welcome. On the welcome side of things, the game has a sprinting/running option so backtracking is less annoying than previous games, you can grab blue and red pages freely without having to clear each Age twice (a huge timesaver over the originals) and you can enable a text-based sound puzzle descriptor which will make some of the puzzles much more manageable for people who don't have a great ear. It's a minor frustration that I ran into fairly frequently, along with the difficulty in grabbing some targets with a controller, where it would have been fine with VR or a more precise mouse cursor. Here, you need to use the d-pad to interact with the puzzle interface, and the slightest movement of the joysticks will kick you out of the puzzle and you'll need to interact with it again. The other complaint I have is with the presentation of certain puzzles, where you are snapped to a distinct view. In some ways the worlds of Myst don't feel more dynamic than they did when they were 8-bit stills, and that's a shame.
#MYST VR REVIEW SERIES#
Also missing is the dynamic weather modes and day/night cycle of previous realMyst versions, and really especially given that the game has raytracing support on Series X, the lack of dynamism to the game's objects (partially a result of having to work within the technical limits of VR headsets) feels like a large missed opportunity. The original Myst used live-action footage for Atrus and the human characters, which definitely looked rough after all these years (standard-def footage just isn't going to look good mated with high-definition graphics.) The choice Cyan made was to switch to 3D models, which I think is the overall better choice, but the models themselves are pretty bad and can take you out of it. While the graphics are definitely a step up from previous versions, there are some rough edges. Some of the game's achievements require you to play the game this way. It's not a huge change, but it does force you to remember the underlying principles of the puzzles rather than brute-force them. Whereas in previous versions if the solutions to puzzles was ingrained in your psyche after a childhood of playing them you could waltz through much of the game half-asleep, the randomization of codes and even the location of the red and blue pages you need to add to the brothers' books in the Myst Library are tweaked.
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The other major change this go-around is puzzle randomization. Given that this originally released for VR, there's some subtle differences beyond the usual advancement in graphics with this version, which might throw some longtime players familiar with it-certain toggles now have levers or switches that make it more obvious you interact with them, for instance, while the shape of certain puzzles or spyglasses is totally different. Unlike realMyst, there's no pseudo-"classic" version that allows you to return to the node-by-node movement of the original, which is a bit of a shame. Like the previous couple of iterations, Myst is a free-roaming, 3D version of the original point-and-click classic. In Myst's libraries are two books with the brothers trapped in each one, and you have to travel to the remaining Ages, finding pages that will slowly reveal more of the circumstances of what's happened, and decide who to trust.
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Myst was home to Atrus, his wife, and his sons, but everyone's missing, and it sounds like Atrus suspects his children have been roaming through his library, linking to other Ages and plundering them. In case you don't know anything about Myst, it's a story of you, the unnamed character, landing on Myst Island through a magical linking book that serves as a portal to the worlds or Ages described.
#MYST VR REVIEW PLUS#
And for console fans who laugh every time they hear about Skyrim getting a re-release, Todd Howard and Bethesda ain't got nothing on Cyan, who have re-released or re-created Myst at least three major times before now ( Myst: Masterpiece Edition, realMyst, realMyst Masterpiece Edition, plus various bespoke handheld versions over the years.) Now, we get the fourth-ish attempt, Myst (just Myst), the console/PC port of the version of Myst made for virtual reality systems.
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#MYST VR REVIEW PC#
It was a tremendous success, spawning ports to pretty much every game system of the day and becoming the best-selling PC game of all time until The Sims came along to dethrone it roughly a decade later. Myst came out in 1993 on the Apple Macintosh, built using a marriage of multimedia video, prerendered graphics, and the Hypercard stack.
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