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A: Thank you for your support over the years! We are not giving out free upgrades to previous purchasers of the original Myst. We put a lot of effort into making this new version of Myst and would appreciate your financial support again!

Q: Does this version of Myst support VR? A: This version of Myst does not support VR, as the platform itself does not support it. Q: I want to play Myst, but am concerned about my computer not meeting the minimum requirements. What should I do? As for his biggest achievement, he cites the stories the pair got from people saying that they felt like they were really there, that it began to feel like a real place.

That's what I'm most proud of, because I still remember Robyn and I both talking about doing everything we could to try and make it feel like you were really there when you were working out how to solve a puzzle or what to do next. The fact that we got letters from people saying I turned down the lights, I put up the sound and I felt like I was exploring this place' was really satisfying. Unsurprisingly, the sequels followed, beginning with Riven, which Rand claims was one of the best things the duo ever did.

However, he's big enough to admit that it was also too tricky and the puzzles too hard. The gameplay in Myst was actually better than in Riven.

A different - specifically online -approach was taken for the ill-fated Uru: Ages Of Myst, of which Rand wistfully muses: It's almost a spin-off - it was very different from all the Myst games.

We wanted to change the world, but primarily for resource reasons, we didn't get a chance to see what it could do. There was some amazing potential there. Bringing the series up-to-date, Rand reckons Revelation is an amazing piece of work: It opens up the story and does things we've always wanted to do. Given the amazing success of the series, it's remarkable how few Myst clones there have actually been.

As Rand comments: That really surprises me. There's a genre of games that are based on stories and exploration, typically they're called adventure games, but it's a dying breed in some regard. Because of Myst's success, we thought there'd be a whole huge evolution of those games, people pushing it further and further and further. However, I don't think we've gotten there.

Contrary to many people's belief that adventure games are a dead genre, Rand believes that they're actually the final frontier in interactive gaming right now: The gameplay systems we're working with now are all very well known, we're just doing them better now.

There's nothing wrong with that, but to me the last vestige is this one, the adventure game, and I think it's waiting for someone to make another innovation. So does Rand reckon that he'll be the one to revolutionise the genre in the future?

I don't know that it'll be us, but it'll be done by someone who brings innovation to storytelling. It needs someone to base a game on exploring and storytelling that will then bring in a whole new generation of people, making them say, 'I felt like I was really there'.

I hope it happens - that some game somewhere touches that nerve again. There's so much potential there, it feels like it's still the infancy of that part of the industry. There's something inherent in human nature, the desire to explore.

I think we touched on that a little bit in the Myst series.. Myst is yet another cd game that has had rave reviews for the Apple Mac version and, consequently, been given a new lease of life on the pc. As cd adventures go, it's closer in style to what you would expect from a normal adventure game than most of the others. Titere's no hanging about watching endless video clips only to click the mouse a few times at the end of them.

In Myst, interaction is the name of the game. Jolly good! So what about the rest of it? Well, it all begins when you stumble across a tatty old book. According to the intro, you have just found a book entitled Myst.

As you flick through the pages, you read about a distant island world. Just as you lay your hand on the last page, your own world dissolves into blackness and you find yourself in the island world described in the book. With nothing else to do, off you go to explore the island. Er, that's about it for the plot really. You see the world of Myst from a first-person perspective viewpoint. Before you get all excited and start imagining super-smooth, 7th Guest type, multi-directional scrolling, I think there's something we should get straight from the start.

Myst uses the static flick screen scrolling more common in rpgs than the freedom of movement you would expect from your average adventure game. If you want to move somewhere, you click the mouse where you want to go and, just like magic, you are instantly transported to a completely new screen.

You don't really feel as though you've moved at all. It's just like blinking and opening your eyes to discover you are somewhere totally different.

As you can imagine, this doesn't do much for the game in the way of realism. As for the game itself, you spend your whole time wandering around the island solving lots of puzzles and unravelling the plot with the help of all the clues left lying about everywhere.

There are numerous switches to be activated and lots of loose pages with helpful info to be read. You have to work out pretty quickly what all the clues mean and start making progress or you'll just get hopelessly stuck and, as a result, bored to tears.

The main reason you'll get bored is because there isn't anyone to talk to. Zipping about trying to work out how what you do in one place affects what happens in another is all very well, but it would really help the flow of the game if you could converse and interact with other characters. You sometimes feel like giving the game a good kicking just to liven it up. It says something about the game that the most interesting location in it is probably the library.

Hidden maps and switches are all over the place. There are also several books to read - if you have the patience. When you click on one of the books in the bookcase it opens up for you to read. You will find several accounts of the island's history in these and much clue-gathering can be done here. There is also a secret passage to be discovered which leads you to the tower. One of the objects in the library can be manipulated to affect the position of the tower.

You then find yourself running back and forth, trying different things out and checking out what effect they've had on the tower. This is typical of the trial and error puzzle solving in Myst. It's not particularly irritating, it's just downright, bloody boring.

The one thing I read about in the library that got me marginally excited was the existence of'monkey' people and an ancient old man. There are other things which threaten to capture your attention too. There's a smart-looking black leather chair that looks as though it doubles up as a time machine and a passage that leads to a rather decrepit-looking space ship. I'm sure I got the clues to make both of these work but they wouldn't.

Magically transported into the world described in the book, he needs to explore Myst Island and solve its mysteries. The game is presented as a series of static scenes where the player acts with the environment by clicking and manipulating objects. There are no enemies and it is not possible to die. Through Myst Island, the game is further divided into mini-worlds set in different ages accessed through different books.

The game's interface is reduced to a single cursor for navigation and interaction. Rather than collecting items and using them to solve puzzles, the player must gather subtly placed clues and manipulate complex mechanical devices in order to advance in the game.



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