We appreciate the opportunity to write about this amazing series for you… we just wish it had ended on a higher note. And don’t even get us started on Uru. Ironically, this installment of the series actually is available on Steam, even though its superior predecessors are not. It feels like KFC trying to replicate grandma’s home cookin’. Some of you will play it and say, “oh, this is fun,” but it won’t stick with you like the older Myst games will. It sends the series out on a dang, rather than a bang. We have characters whose development is rarely explored, a palette of beautiful but hollow environments, and a radical change in game design that is much more befitting of a sophomore effort than a grand finale. Sure, there’s wonder and majesty in some of the environments we see, but it’s at a lower dose than in previous Myst games. It’s difficult to tell you what to take away from all this. How is dicking around an abandoned resort going to save anyone? In games past, this was crystal clear from the get-go. It’s not that the dialogue is badly written or that we don’t feel some sense of grandeur as we did in previous Myst games, it’s just difficult to keep track of what we’re fighting for. It’s a bit weird to see a game go off its own rails like this. But as we go on, all the reasons why we get the tablets fall away in face of unlocking, brace yourself, the MASTER TABLET, which is even more incredible than our now-pedestrian normal tablets. Ultimately, the goal is the magical tablets. It’s a schism that makes the story hard to follow is this game about the gorilla people hanging out behind us, or the last remnants of a people that we never. You’re supposedly out to save a fallen civilization, but that premise takes less and less precedence over running around in some backwater, drawing symbols on rocks. The biggest problem we faced with Myst V is that its premise and narrative feel completely disconnected from one another. The contrast between Myst’s new style and its old universe is difficult to reconcile. Those D’ni who remained followed Atrus, our esoteric Linking Book writer, in his attempt to rebuild. When their civilization collapsed, few survived to carry on their culture, including the creation of Linking Books. The game starts you off in the ruins of D’ni, the mysterious fallen city that was once home to Atrus’s ancestors. Whether you return as the Stranger is a matter of some ambiguity, especially since it’s been so long, but your character is a silent, first-person protagonist all the same. In stark contrast to previous Myst games, which usually happen within a decade of each other, Myst V takes place many years after the events of Myst IV: Revelation. Whether Myst V manages to end the series on a satisfactory note, however, is a matter of fierce debate. Whether it’s the last Myst game is beyond dispute. Myst V was, in the words of the Miller brothers, the absolute last installment of the Myst series. Save the last remnants of a fallen civilization.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |