Techtite's PC Game Reviews! |
"With full freedom of movement, an impressive 3D engine, and very unique and imaginative puzzles, Uru is proof that the Myst universe is back in action. If that isn't "great" news to you; give this game a look. You just may change your mind." ---from the review ----------------- You may also wish to buy: URU: Ages Beyond Myst : Prima's Official Strategy Guide ----------------- Sidebar : ----------------- Not a "revolution" in games, but so what...? It can be snidely remarked, that this game will never be the "revolution" that Myst was. How could it...? When Myst came on the scene in 1993, computer imagery was used almost exclusively for more professional jobs: architecture, television logos, and so forth. Never was it considered to take a high-quality computer graphics program, and make a pure flight of whimsy with it. The concept was a revolution in the way games are made. In order for such a revolution to be seen in games today, there would have to be some sort of revolution in software or hardware. Just because there hasn't been such a revolutiuon --for several years now, actually-- doesn't take away the fact that this is the best adventure game I've played all year, if not the past three. ----------------- Feel free to contribute. As always, review submissions are accepted! ------------------
|
|||||||||||||||||||||||||||||||||||||
|
Uru:Ages Beyond MystClick picture to order this game (PC/windows version) A Techtite Review2003 being the tenth anniversary of the release of Myst, it's only fitting that its next installment is released the same year. However, who would've expected such a sequel to not only be 3D accelerated, though offer full fluid freedom of movement, and ingenious puzzles to boot...? Fans of Myst should be thrilled, and they're not the only ones. Even the most agnostic of PC gamers should give this game a look. You begin the story by choosing every possible aspect of your character; hair, face, "age," shirt, pants, shoes, gender, and even optional gloves. This character then finds him or herself in the middle of the desert, with no recollection of how they got there. A friendly stranger offers helpful hints, in what is basically this game's "tutorial level." Your first stop should be the crevasse nearby; the one with the strange ruins inside... Within the crevasse is a holographic message from a woman you've never met before (and who, as Myst fans already know, is the daughter of the lead characters in the first three Myst games). She tells tales of an an ancient civilization, which will be long forgotten if you don't help her make sure they are not forgotten, by exploring their former worlds and learning all you can. Along the way, you must search for seven magical symbols, "activating" them in any order you wish, in order to proceed through the story. Along the way, feel free to tinker with whatever other items you might find, which are often linked to the cloth symbols somehow. These items are often puzzles of some sort because, as you'd expect, activating all those magic symbols won't be easy. Good luck.
Why did I love this game so...? Because it is a salute to the intellectually-vast gaming days of old; the days when "search for red key to open red door" was not the most "intelligent" puzzle in modern games. Intelligent puzzles is not just a concept forgotten by action games; many adventure games have forgotten this as well. From the old text adventures by Infocom to the golden days of Sierra games, there is an era of gaming here that is, much like the land of Uru, long abandoned and forgotten. If you long for intelligent puzzles as much as an archeologist seeks an ancient mystery, this is the game for you. The real hurdle with any adventure game is in its definitive puzzle; the most challenging puzzle of the game. If such a puzzle is really cool, it might be referred to for years to come, like the infamous "Babel Fish Puzzle" of Hitchhiker's Guide to the Galaxy. If it's too ludicrous, it will be seen with disdain, for just as many years to come (a "puzzle" in 1992's Darkseed comes to mind, where a "hidden" key was actually a mere dot on the floor that you had to sweep your mouse over to find!). It's an art form of sorts, to make puzzles less of the latter, and more of the former. Which brings me to my favorite puzzle in this game. At one point, you must attract a batch of firefly-like critters, for reasons I won't spoil for you here. These fireflies have been programmed with a whole slew of behaviors, that make them react to just about every single element in the nearby world: steam, water, rain, and so on. The trick is in discerning what attracts them, and also what repels them, and make sure your path is clear of any repellants. This is one of the longest puzzles of the game --one that actually spans two "worlds"-- and for adventure gamers it's a real treat. I totally loved this puzzle.
With such graphic power comes a caveat. Simply put, with great graphic power comes the need for a powerful machine to play it in. I didn't have any problems myself, though I must admit, my system specs are quite impressive (by 2003 standards, anyway): Pentium 4 2.53 GHz, 512 MB memory, with a powerful Nvidia Geforce FX 5900 Ultra, 256 MB Vram. Is this game slower on lower specs...? I cannot say. All I know is that people with older systems have had a share of complaints, so be forewarned. Then again, consider what this means; no longer are Myst games confined to a 2D video interface that was first conceived ten years ago. With a 3D engine under its belt, Uru has room to expand. Such expansions are even more likely than you think. The makers of Uru realize that one of the hardest problems with adventure games these days is the lack of replay value; once you solved all puzzles there is nothing left to solve. Uru tries to correct this adventure game flaw with an optional online service called Uru Live. This service not only allows you to enter the worlds of Uru with other players --solving each complex puzzle, as a team-- but it also offers new worlds to download. Nothing is known yet as to how many worlds will be made, although your Rhelto's "book shelf" (the place where you jump to all worlds; one book for each realm) can house a full 36 volumes; only 8 being part of the single-player game. Although Uru Live's complete set of features could not be fully tested as of this review's writing, the concept sounds fascinating.
Not that all is well in paradise. Simply put; you cannot carry anything. This is actually quite odd, when at least one puzzle almost demands it. Yet your character must perform a sort of "kick the can" routine instead, pushing items with their feet. While this can be shrugged off as merely being the rules of the game --"Myst Soccer," anyone...?-- it detracts from the realism elsewhere. Why wouldn't I simply pick something up, and drop it where I needed it? Kicking things around that I'd otherwise pick up isn't very realistic; the only time I felt "unrealism" in this entire game.
|
|||||||||||||||||||||||||||||||||||||