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Introduction
The good news is that Ubisoft has listened to the community and created a game with the Myst fan expressly in mind. The bad news is that Ubisoft has listened to the community and created a game with the Myst fan expressly in mind.
Just two warnings before you run out and buy this game: First, it comes on two DVDs so you will need a DVD player. Second, you will need a highly advanced graphics card to run the game. See the System Requirements section at the end of this review for details. Story
Most people who are reading this review are probably familiar with the original Myst. In it, a man named Atrus and his wife Catherine are able to write fantastic books with the ability to transport people to the worlds they describe, called “ages.” But their two sons are more interested in conquest and plunder then they are in the science of writing. The sons kidnap their own mother as bait to lure their father into a trap. Once caught, the sons are free to wreak havoc on the ages their father wrote. Their genocidal terror was stopped only when their greed caused them to examine the two “special” books their father had written. The books looked like tempting targets, but were actually prisons designed to catch greedy thieves. And this is where Myst begins, with everyone locked away in their own prisons and only you left to figure out who to trust and who to release.
The story is marvelously interwoven with the game. As you explore the prison worlds you learn more about what has happened to the boys through their writings and achievements. You also learn a little more about what happened to people and places from the other Myst games. But most important is the environment. Every hut, every artifact tells its own story as to the ethical health of the son who made it. There are no tricks here, no red herrings. Everything can be taken at face value. What would you say about the boy who made a wind chime from bamboo? What about the one made from bones? It is like C.S.I. for the psychologist. The consistency and attention to detail is refreshing.
Let us say, just for example, that a fire should break out in the house. Your Average Adventure Gamer would then drop everything and search franticly for a fire extinguisher. But a Myst Fan knows that the way to overcome any crisis is to patiently explore each age and solve all the puzzles. I found this disconcerting. I wanted to save the day, but found myself exploring and pondering bizarre machinery. But even if you have never played any of the other Myst games, the stories and subplots in Myst IV are universal. Everyone should be able to relate to the events, even if they don't know the history of the characters. And it even has a fully developed ending. The whole story was obviously scripted from the beginning and the ending was given just as much detail as the intro. If you have played any three adventure games, then I don't have to tell you how unusual this has become. The story is compelling, unfolds during play and holds your interest to the end. I give it an “A-”. Navigation
The engine is 3D slide show. It is a slide show because you jump from specific location to specific location – you can't just go to any pixel you want. It is 3D because at each location you can pan around 360 degrees in all three dimensions. The cursor is a beautifully animated 3D hand that gracefully moves from idle to pointing, to grabbing, to whatever the hotspot would indicate. It is translucent (and you can set just how translucent it is) and normally stays pegged to the center of the screen while the rest of the world pans under it.
But even your idle hand is not idle. In addition to looking and listening, Ubisoft has given you the ability to “tap” on anything close to you. No hotspots needed, just click on anything interesting. Tap on the desk and you get a nice “Thunk, Thunk.” Tap on glass and you get a “Clink, Clink.” Tap on the dragonfly and it flies away. Most people I've spoken with wasted five minutes playing with the first bucket of water they found. The amount of effort put into making each detail correct is just amazing. What is there to criticize? Well, a couple of things. First, slide show engines just aren't appropriate for mazes – there is no way to keep your orientation. One of the ages is set in a jungle atmosphere with twisty little paths running through it (see the screen shots). The whole age amounts to a maze. I kept getting lost and turned around, finally having to map the place with pen and paper just to get through it.
Ubisoft almost nailed the navigation in this one. That in itself would have earned them an A. Adding the innovation of Tapping also puts them in A country. But the frustration of the mis-aligned Grasping Hand dragged their score down. Still, they fully deserve an “A-” for navigation. Puzzles The puzzles lie fully within the Myst tradition. They are all of the Logical variety with no Inventory puzzles to be found. The puzzles are complex and interconnected – you frequently must solve one puzzle before another is activated.
Judging from the discussions on the forums, this is just the level of difficulty preferred by Myst Fans. I am not as sure about the Average Adventure Gamer. But I am sure about me and I personally found many of them too difficult to solve without a walkthrough. This level of difficulty could have been mitigated by an in-game hint system. And Myst IV has one! Too bad it isn't useful. There were two times where I could not figure out what the goal of a certain puzzle was. Just tell me what the pattern is and I'll figure out how to get it there. So I went to the in-game system that offered three hints: 1) There is a clever puzzle here. (no kidding!)
But the puzzles were consistent. I know there is one community of players who will love them. I know there are others who will be totally lost. Averaging it all together using my private arcane algorithm, I give the puzzles a solid “B”. Graphics Myst IV simply has the best graphics ever seen in an Adventure Game to date.
The first thing you will notice is that they have added “Depth of Field.” This says that you can only focus on one thing at a time. Move your cursor over the far mountains and the nearby bushes get fuzzy. Move your cursor over the bushes and the mountains go out of focus. This is more like how your eye works and goes a long way to removing the flat painting effect. You will, however, need the latest graphics card to use this. My gForce4 MX 440 could not handle it, but I was able to play the game with that option turned off. See the System Requirement below. The second thing you will notice is that everything is alive and in motion. Not only are the clouds in motion, but there are multiple layers of clouds making them far more realistic. Vegetation moves and jerks with breezes and gusts. Each leaf moves independently. And the bush on the other side of the canyon is just as active as the bush next to you. The water effects are breathtaking.
Ubisoft has created entire eco-systems and done it better than anyone else in the industry. So, what do you give a developer when they do something that has never been done before and nail it to the wall? It is the only situation I can thing of for awarding an “A+.” Sound
Voice acting is excellent. I loved the personality it brought to the characters. Music was excellent. It set the mood. It fit the environment. It even used pieces from the original Myst on those occasions where you meet up with the sons. When Cyan Worlds got Peter Gabriel to write a piece for Uru, they made a big deal out of it. But the music didn't quite fit the game and they relegated the piece to the radio sitting beside Zandi's trailer. Well, they got Mr. Gabriel to do another piece for Myst IV and this time it is so appropriate that they have given the piece its own music video within the game. We can only hope that Ubisoft will include the entire video when they finally release the soundtrack. Sound gets a well deserved “A.” Immersion/Addiction
I mentioned about the conflict with wanting to face the emergency but having to solve puzzles. There were other places where I would have liked to have done one thing, but the game demanded that I do another. This is not necessarily bad, but it is not excellence. The addictability is undeniable. You want to see what is around the corner. You need to find out what is going on. These conflicts must be resolved. If only you could get past these stupid puzzles... Addictability gets a solid “B.” Conclusion
Yes, I'm giving it a score of “A.” With no reservations. Final Grade: A System Requirements:
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