The
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Tycoon
Discworld
The
Longest Journey
Monkey Island
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Most gamers have heard of Myst and Riven.
If so, you undoubtedly know how Myst broke all kinds of sales records for
computer games, and how Riven didn't do so bad either.
What you may not know is that a new
sequel to Myst and Riven has just been released in the UK (7th September
2001): Myst
III: Exile.
Below is a quick review of each game,
links to cheats and a general overview of the gameplay, graphics and
sounds used in all 3 games.
When
you start on Myst-island you haven't got the slightest idea what you must
do. As you progress in the game, bits of information are given to you. You
discover that the two sons of Atrus have been captured in books that can
be found in the Myst library. Your job is to find books that were written
by Atrus, which will lead you to other worlds. Remember that you came to
Myst by reading a Myst-book and touching the last page and thus be
teleported to Myst-island. In these worlds you'll have to find red and
blue pages, which will free the sons little by little. Maybe, only maybe,
then you can help the man who so desperately wrote the letter...
Riven picks up where Myst left off; in the
company of Atrus, who has another errand for you. Matters are desperate:
his beloved Catherine appears trapped with Gehn (Atrus’s dangerously
unstable father) in the dying age of Riven. Fearing that 30 years of
confinement there hasn’t done much for Gehn’s insane worldview, Atrus
also gives you a “prison book” and instructions to capture him.
You arrive on Riven inside a barred cell
- Gehn apparently has little love for visitors. A masked man soon frees
you, but in the process you also lose Atrus’s book, and with it, your
only means of catching Gehn. With more questions than answers, you must
explore an alien world, find and rescue Catherine, neutralise Gehn, and
then escape to tell the tale.
Riven doesn’t have much of a
developing plot. The game cannot be fundamentally altered by your actions,
and it doesn’t go to any pains to explain itself. Players must instead
work for their story by piecing together diverse clues, finding journals,
and meeting talkative NPCs. Surprisingly, the game keeps up its end of
this deal - everything in the game has a purpose, and a history.
Unfortunately, most revelations seem to come in the final hours of the
game; leaving you guessing for quite some time, and packing an awful lot
of discovery into a small portion of the game.
Myst III: Exile
is set some ten years after Riven. Atrus and Catherine, whom you
rescued in Riven, have moved to a new place called Tomahna and have
a baby daughter, Yeesha. However, their lives will be upset by the arrival
of a man bent on revenge. His home was destroyed by Sirrus and Achenar, Atrus's two sons
whom you stopped in Myst. It will be up to you to learn this man's
history and discover how to stop him.
The
game is a mix of the familiar and new. The game utilizes the same style of
computer-generated images as the first two games, albeit better-rendered
ones. There are five new Ages for you to explore: the Tomahna Age, the
J'nanin Age, the Voltaic Age, the Amateria Age, and the Edanna Age. As in Riven
and Myst you move from fixed point to fixed point in the game
world. New to the series is the ability to pan around through 360° at any
of those points.
The Gameplay
You control the game in the most easiest
way there is. It completely relies on the Windows point-and-click system.
This means that you control your movements with a single click of the
mouse. When you can manipulate an object in the game e.g. move a lever,
take an object etc. the movement-hand changes into a grabbing hand. You
then can use it on the object and depending on the fact that this is the
right time to use it the object will respond. The game is a sequence of
mostly non-moving pictures, so when you want to go forward you hop a
little forward. There are a lot of pictures however so this hopping isn't
irritating. Another feature is that you can change into the next picture
gradually. This means that this picture you're looking at will fade into
the next one. You can also turn and depending on the situation you'll turn
90 or 180 degrees (360 degrees in Exile) thus allowing you to move in any
direction, providing that the program allows it. Sometimes you can also
look up or down to see things that are either above you or on the ground.
The Graphics
All the graphics are rendered pictures.
This means that they look very realistically. The process of making the
pictures is the following: First a wire-frame-model of the object is made
in a 3D-modelling program, then the texture is added to the object and it
is placed in the background which is made exactly the same way. Finally
some light sources are added and the virtual camera is positioned. Then
the picture is rendered.
All the pictures have a natural feeling to them, so you really think that
you are walking in a world that could be real. The creators have paid real
attention to the details of things. Even the smallest objects have been
thought of. This means that you probably won't find any object that was
the wrong colour or misplaced altogether.
The Sound and Music
The sounds of the game were created when
the graphical artists had finished the game. This way the sound-artist
knew exactly what kind of style the graphics were, so that he could make
the sounds that fit with the picture. I think that he has done a good job
in adding to the atmosphere of the game. Some sound-elements are creepy
and this adds to the desolate world in which you play. Others just fit to
the game. This means that you don't really notice them, because they just
sound so natural. A good example is the howling of the wind in some stages
or the sounds of the water.
The music is a whole different story. At first the developers weren't
going to put any music in the game, but when they tried a few song they
thought that it really added to the atmosphere. The music is not
disturbing the game, it just helps you really get the feel of the island
and the other worlds.
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