![]() I will confess that I beat the game by accident the first time I played it, choosing to look in the green book thinking it would be bad just to sate my curiosity before finishing the game. It turns out this book is where their father Atrus resides, and finding him is the only good ending of the game. However, they are both adamant that you must not touch a third green book that is hidden on the island. The two brothers Sirrus and Achenar have been trapped in the blue and red books for a reason, and the more you learn about them, the less trustworthy they seem. The whole gimmick with the ending (uh, spoiler alert, I guess) is that both options presented to you are bad. You're trading restricted movement for a much more visually detailed world, which suits the gameplay wonderfully and really adds to the sense of awe and wonder you get from playing. This means that the entire island is composed of pre-rendered images. Clicking on something in your view will move you forward either as a way to navigate the island or to zoom in so you can interact with specific elements. Unlike other first-person games where you move around freely in the environment, Myst is presented more like a series of still photographs that you flip between. The aesthetic is vaguely steampunky-well before we'd all burned out on steampunk-and the game interface focuses on the artful presentation of the world. Every turn has you stumbling into something that wasn't supposed to be found. The Ages of Myst all feel like they were recently abandoned. ![]() Of course, the puzzling was only half of the appeal. This in turn opens up more of the map so you can find a red page, a blue page, and the exit. In order to navigate Channelwood, for example, you have to hook up the pipes that allow water pressure to power the lifts and bridges. Once you figured out how to access that Age, you then had to do a lot of exploration and trial-and-error to uncover the mechanics at the heart of how each world works. There were four main areas that you needed to complete, each one locked behind a puzzle on the main island of Myst that serves as the game's hub. The whole narrative gimmick is that books will transport you to other worlds-I mean that's not even subtext, that's the literal text! There was no combat, just some really satisfying and layered puzzling. Myst was a quieter and thinkier game that felt like it was deliberately targeting bookish, nerdy types as its audience. This felt like a game for smart people-especially when you compare it to the other runaway PC gaming success of 1993, which was Doom, the game the popularized first-person shooters. Which one should you free? How I Remember It. These books appear to be holding people inside them, each one swearing that the other cannot be trusted. In each of these realms you collect blue and red pages that can be used to complete books in Myst's central library. In it, you explore an island whose various locations contain books that double as portals to other realms called "Ages". Its success helped drive CD-ROM as a format for gaming and PC entertainment. It was a surprise runaway hit, becoming the best-selling PC in the world and holding onto that title until 2002. Myst was a point-and-click puzzle/adventure game published in 1993 by Broderbund and developed for PC by Cyan. ![]()
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