Showing posts with label Myst. Show all posts
Showing posts with label Myst. Show all posts

Sunday, 4 August 2024

Myst - Final Rating

Written by Vetinari

It's time to input some ratings.

So, we arrived at the end of Myst, and we are left to explore the five worlds contained in this game at our leisure. But is that something that we would want to do? Let's find out with the final rating.

Saturday, 27 July 2024

Myst – Won!

Written by Vetinari

We still have a final age to go, but will there be any other surprises or will this truly be the end of the game?

Yes, it will, you can see it right there in the title of the post.

Channelwood is an interesting locale, different from the other ages in that it is not an island, but instead something more akin to a swamp, or a mangrove forest, or something like that.

Sunday, 21 July 2024

Myst – Our Ancestors

Written by Vetinari

In this installment of the Adventurers' Guild Myst playthrough, we will be visiting our third age, the Stoneship age.

Nice flyover of the island as usual.

We find ourselves at the aft of the sailing ship, which is correlated with the location of the book on Myst island. Strangely enough, however, the room where the book was is now completely submerged by seawater.

Monday, 15 July 2024

Myst - Invisible Cities

Written by Vetinari

So, for this post we are going to explore the spaceship age.

Actually the real name is Selenitic age, you know.
As already seen in the Mechanical age, we arrive in a place which is an exact correspondence of the one that we have just left (in this case the interior of the spaceship) but our surroundings are completely different.
Stepping out on a brand new world.

I expected this place to be a volcanic wasteland, based on Atrus's journal description of it, but instead we are just on another island, with some geothermal vents as the only feature giving away the idea of underground volcanic activity.

Tuesday, 9 July 2024

Myst – The Castle of Crossed Destinies

Written by Vetinari

Last time we were finally ready, after solving most if not all of the puzzles on Myst island, to embark on a journey to a different age.

I've decided to tackle the four tomes in the order that we discovered it, so the first one is the book which was hidden inside the cogwheels.

The flyover animation of the island is very nice.

After the usual sound effect of entering a new book (the same as when we load the game, incidentally) we find ourselves in a very similar environment to what we left, i.e. some opened cogwheels, but with the book gone.

Sunday, 30 June 2024

Myst – The Path to the Spiders' Nests

Written by Vetinari

I am in great difficulty when I have to write something about Myst for this blog, because, let's be honest, nothing much actually happens.

It would be much easier if I could, I don't know, just post some random screenshot and say "Here's another gorgeous view from this game".

Here's another gorgeous view from this game.

Anyway, we had to finish exploring the two buildings which we haven't entered yet, that is the power supply substation and the wood cabin and its environs.

Monday, 24 June 2024

Myst – Under the Jaguar Sun

 Written by Vetinari

Welcome back to Myst.

Interestingly, when loading a saved game, Myst presents you with the image of an open book with the picture taken from whatever world you saved your game into, which is a nice thematic consonance with the fact that you are effectively being transported in the world described inside that book. The entrance in the new world is completed with a sinister sound effect which represents you getting whisked inside the world represented inside the book pages.

Problem is, the first time that I loaded my game, I was presented with the above picture, and I had no idea what I was looking at, and where I would end up when entering this book.

Problem is, I am an idiot.

Tuesday, 18 June 2024

Myst - If on a Winter's Night a Traveler

Written by Vetinari

Previously on The Adventurer's Guild, we were on a dock on a Myst-erious island, and we were preparing to explore our surroundings.

Right at our side when we start, there is a submerged ship that is at the moment unaccessible.

A pirate I was meant to be...
At the end of the dock we find a lever, which we can pull without any apparent effect. On a nearby hill there is a big cogwheel, near which another lever is present. Throwing this also has no effect.

The background music turns ominous here, for no apparent reason...
Continuing towards the interior of this small island, we find some stairs that lead us higher on a gently sloping hill. Right before we arrive at the first building (a sort of circular neo-classical rotunda) we find a letter laying on the grass.