![]() ![]() The bright desert canyons bathed in a the warm violet glow of an otherworldly sky offer a calming, serene sort of wonder. It's eerie, as one might expect being teleported to an alien planet to be, but not creepy. Set along a starry campsite, your character encounters a floating seed that whisks them away to an alien landscape that resembles a desert ghost town surrounded by clumps of levitating rock. It begins with narration, for one (though it's intentionally unclear if this is spoken by the player character or someone else), and it grounds the story in a more mundane setting: earth. It simply dropped players on a surreal island of monuments - a rocket, a Greek palace, a contemporary lodge - and asked them to have at it until a more recognisable story came into focus.Ĭomparatively, Obduction's intro leaves a little less to the imagination. And it didn't offer much in the way of character interaction. It didn't offer an exposition dump grounding you in its pristine world. It contained no immediate backstory about you being a hero on a quest to save such and such. Much of this was due to Myst's extremely abstruse premise. Shifting more copies than even the almighty Doom, Cyan's enigmatic puzzle game about a series of peculiarly crafted islands stirred up feelings of awe, reverence and curiosity. It's a strange thing to think about now, but there was a time when Myst was the best-selling computer game of all time. Myst's spiritual successor offers a lot of the same delights as its 1993 forbear, but is hampered by litany of technical issues.
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