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RealMyst

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A Techtite Review

Many people love to flame Myst. Others think that any game that sells like hotcakes must never be insulted, as if that's some kind of unwritten law. These are the two very distant, polarized camps of Myst fans and flames; a game that has sold around 8 million copies, yet has equally become "fashionable to hate." Few dare to speak any differently, one way or another...except perhaps me.

Not to sound like I'm straddling the fence, though I'm somewhere in between. I admit, Myst had one of my choices for Worst Adventure Game Endings of All Time, and the movement was limited, and there was annoyingly no inventory to speak of, and it is visibly absent from my choices of 50 Best Game Classics of all Time. However, it was still a marvel of technology in 1993, and a good preview of the CGI effects yet to come in movies, TV, and games. It's hardly fair to claim that it only sold, as one popular webzine put it, because "bad games sell if they're marketed properly." In fact, when I first bought the game for my Macintosh Centris in '93, I don't think I saw a single commercial advertisement for it at all.

This alludes to something you may not know about the background for Myst; it was originally sold on the Macintosh computer system, not the PC. The two brothers who created Myst formerly made games for their young children, using what at the time was a popular, user-friendly Macintosh programming engine called Hypercard. The resulting two children's games, Manhole and Cosmic Osmo, received rave reviews. They allowed kids to point and click their way through a whole world of interactive objects: fairy tale land objects in Manhole, and outer space gizmos in Osmo. By 1993, they came out with Myst; an apparent answer the plea for an exploration game for adults. Then the game was ported to PC...and the rest is history.

While this is a slightly overdone abbreviation of the background to Myst, it is far more accurate --and in opposition-- to all the negative rumors hovering over Myst in the recent past. It was hardly intended as a "bad" game that was sold to people merely with a clever marketing campaign. It was hardly single-handedly responsible for changing adventure games for the worse. It wasn't even the first "dreaded," mouse-interface adventure game (that honor goes arguably to Sierra's King's Quest V, years before Myst was even a glint in the Ryan brothers' eyes). If anything, this was the game that inspired the dawn of exclusive, CD-ROM-only adventures, like 7th Guest and Jewels of the Oracle...and to me that's a very good thing. It is also a game that, like it or not, should be played by one and all at least once. No joke: at the extreme least, and like it or not, playing Myst is a rite of passage into PC gaming.

Jump ahead 7 years, to a new decade in gaming. "Rail movement" games are dead. People no longer want to be told that you can only go where the game designer wants you to. They have been spoiled by 3D games galore, with full X, Y, and Z freedom of movement. It only makes sense that the makers of Myst would want to upgrade their classic game --a "director's cut," so to speak-- and allow similar maneuverability within the original realms of Myst. In real Myst, they've done just that, and many should be quite pleased. You can walk the full length of all worlds, without a care in the world, and look up, down, and all around, in any area of the lands you choose to go to. There's even an "improved ending," where you get to see a new realm called "Rime," which links the original 1993 game storyline more fluidly with the 1997 sequel, Riven.

However, there is a setback. While the original was a revolution in game design --and arguably the spark that initiated CD-ROM gaming itself-- this game seems to be taking several steps backward, just to keep up with modern technology. The 3D worlds here are identical to the original CGI visions of the 1993 game, and perhaps that's half the problem; modern games have met and exceeded these visuals, via third generation (or even later) graphics accelerator cards. From the majestic ballroom of Vampire: The Masquerade, to even simple video games like Space Channel 5, modern game graphics are several leaps and bounds ahead of what was shown in the original Myst, even when upgraded to modern 3D.

There's a lot of reasons for my final rating of "Small Crater" (i.e. "marginal thumbs up" to newcomers at Techtite.com). On the one hand, the game still stands as a staple of adventure gaming, yet there are other limitations to consider. For one thing, the minimal requirements for the game are silly. Explain them any way you wish, though in layman's terms it will always seem silly that a 3D version of a 7 year old game has requirements more advanced than even Deus Ex or Unreal Tournament. What's more, unlike those two games, the requirements for the Mac version are ridiculous (so ridiculous, the Mac version's release date has yet to even be announced, as of this review's posting). If you ask me, 360 degrees or not, I'd just as soon replay the original version of the game, or the hi-resolution Masterpiece Edition. However, for owners of a powerful PC, this is a great amusement...presuming you're not a member of "hate Myst" fan club.

Final Rating : Small Crater. I'm hardly a member of the "flame Myst and win a prize" bandwagon. However, was another revision of the game needed...?

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All text, Title graphics, and pix not of reviewed product, are created by Techtite, copyright 2000; all rights reserved. Miniature scan of this game's box cover art is used only for the purpose of review, and by no means represent any affiliation with Techtite and the distributors of that product. For further "legalese" & disclaimers, click here...