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thatpinguino

Just posted the first entry in my look at the 33 dreams of Lost Odyssey's Thousand Years of Dreams here http://www.giantbomb.com/f...

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Lost in the Myst: Part 4- Riven Rysing

If you’ve been following the ridiculous contest that @zombiepie and I have been having, you’ll note that I beat Myst last week. My part of the original bargain is done. However, in the spirit of fairness I agreed to add more games from the Myst series to my burden. And so here I am playing Riven: The Sequel to Myst. This should be fun and informative…funformative.

Riven picks up immediately after the good ending from Myst, and I admire Cyan’s dedication to the cold-open. Riven doesn’t bother explaining what happened in Myst, or even the basic building blocks of the world, like where you are, book transportation, or Ages. Heck, if you didn’t get the best ending in Myst, the cold-open doesn’t even make sense! The game opens with an FMV of Atrus (who you easily could have missed) giving you two books and telling you to find Catherine (who you never even meet in the first game) on Riven (a world that doesn’t exist in the first game). He also tells you to capture Gehn (a character that doesn’t exist in the first game). There is an endearing brazenness to making a sequel that openly alienates new players this intensely, this immediately. Yet, like Myst before it, Riven quickly plants you in a completely foreign world where your prior knowledge doesn’t matter.

Riven continues its predecessor’s amazing use of FMV in its opening cutscene. Once I entered the world of Riven, I found myself locked in a cage with a strange man speaking a strange language gawking at me. He stole my entrapment book, opened it, spontaneously seized, died, and was dragged off screen by some kind of low-rent ninja. Low-rent ninja then freed me and absconded with my book. With no other context, I wandered out into the world and began clicking on things.

This was a really cool design decision
This was a really cool design decision

I was warned that Riven would be less intuitive than Myst and that was clear from the first screen. Unlike Myst, with it’s small island full of somewhat recognizable architecture and devices, Riven take place in a giant, original world full of unintuitive puzzles. The rotating tower unlocked all of the puzzles in Myst, but Riven doesn’t seem to have any clear knowledge hub. So with no clear guidance I wandered around the first few screens for about 20 minutes. I found a room full of scarabs with Riven’s version of the Stations of the Cross inside of them. It looks like there is some kind of church, likely created by Gehn, that worships people who control books. It also looks like this church clear-cut a bunch of forests to make more books. I suppose that this is the destabilization that Atrus mentioned in the opening cutscene. The stained glass art inside of mechanical scarabs might be one of the more aesthetically interesting storytelling devices I’ve seen in a while. It evokes Egyptian and Christian theologies, and in combining the two it manages to both show a familiar theology’s iconography co-opted by (likely) the main antagonist and provide this temple with a sense of ancient, romanticized mysticism. It reminds me of the opening of Bioshock Infinite in the way it combines recognizable artstyles and influences to create something awe-inspiring and perverted.

I fumbled around the opening screens a bit more before I noticed a dagger buried in the sand next to a locked door. The Costco ninja jammed a similar knife into the controls that freed me from my initial prison, so I figured that this second knife was a clue. Sure enough, clicking on the knife caused the camera to pan down and reveal a large gap below the locked door. I was able to climb under the locked door, effectively making the lock an annoying Red Herring. Beyond the door I found another odd temple with some snake-like idols, a chair surrounded by a spider-leg looking cage, and dead end. At first I didn’t see any way to proceed, but after circling a few times I noticed that I could rotate the scarab room. Rotating the room opened up a few other passageways and I found some switches that seemed to connect to a rail system running throughout the area. I followed the rotating room thread as far as I could before I noticed a switch in the spider-leg chair room. The switch opened a door in the snake-idol room – I sound like I'm writing about “The Legend of the Hidden Temple” or something – and so I checked out that new door.

Yay bi-rail
Yay bi-rail

Behind the snake-temple door was a cart contraption; I climbed in and set off. At the end of the ride, I found another set of obtuse puzzles and directionless screens. At this point I’m not really sure where to go. I found some people, but they all ran away as soon as I showed up. I found some aquatic dinosaur-like things, but they ran away from me as well. I found a dragonfly-looking tree totem, but it doesn’t do anything. I found a village, but it seems to be abandoned or the citizens won’t open their doors. I found some eyes embedded in walls with symbols on their back sides, but I don’t know where to use the symbols. I found a pool and partially filled it with water, but I don’t know why. In my flailing I did manage to move and enter a submersible mine-cart.

This game freaking loves mine-carts
This game freaking loves mine-carts

I rode the mine cart for a few stops and found another room with switches and no clear indication on how to proceed. At this point I decided to step away from the game. It’s clear that I have a lot more aimless wandering to do. Unlike Myst, I have absolutely no idea how to proceed with any of the multitude of puzzles I’ve found. Playing Myst, I could continue to ruminate on puzzles after I shut the game off since I felt like I had or could easily get all of the information I needed to solve a puzzle. In Riven I can’t even begin to speculate on how to progress since so much of the game world is abstract. I could recognize star-charts and numbers, but eye symbols and runic text are completely foreign to me. This game could have really used some piggybacking. I can see why @zombiepie says this game helped kill PC adventure games. Till next time, I’m lost, but not broken.

18 Comments

18 Comments

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Slag

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Yup that's Riven alright. Have Fun!

And I'm so sorry.

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Zirilius

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@slag said:

Yup that's Riven alright. Have Fun!

And I'm so sorry.

Yep that's Riven. I don't know of a single person that got through that game without a strategy guide.

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thatpinguino

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thatpinguino  Staff
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MillaJ

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Good luck! I had no real familiarity with the Myst games when I tried Riven. I recall getting a little ways into it, but the complete lack of any apparent direction or context made me weary. Put me off going back to Myst, but after reading your blog, I'm reconsidering that.

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deactivated-5b047a335a3c2

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My copy of riven came with the official strategy guide. Pretty sure I used that for most of the game. I was like eleven. The puzzles in that game are way out there. There was one about color or something that was super confusing even with the guide, but I remember that was how I learned about additive and subtractive colors. Edutainment, I guess.

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CByrne

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I beat myst, I couldn't beat riven. My will wasn't strong enough.

I liked the Myst serious you wrote, so I'll be sure to watch this.

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Levio

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Most of the puzzles are easy, and a few of them are tricky, but a few of them are also pretty much impossible.

There's even two puzzles where the information disappears after you see it the first time, so if you don't remember what you saw, then you are screwed.

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Royce_McCutcheon

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We had the version of Riven that came on multiple discs. You had to swap over every time you moved between islands, it was a nightmare.

I think I semi-solved two puzzles, and got no further.

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SubliminalKitteh

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I remember doing this with only my sanity and a journal with notes on EVERY SINGLE THING that could possibly be a clue... Don't worry about endings in this one, they become very clear when you hit the point of no return.

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thatpinguino

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Edited By thatpinguino  Staff

@cbyrne: Thanks. I'm trying to keep my sanity intact playing through Riven. I'm not sure if I'll succeed.

@levio: I am very worried that I've already messed up. I stopped some spinning domes and I'm pretty sure that the symbols that you see before stopping the domes are important. This game is great in so many ways, but those stupid, obtuse adventure game design conventions are the fucking worst.

@maniacmaysin: I think I've stumbled upon the start of the color puzzle. Goodie, I can't wait.

We had the version of Riven that came on multiple discs. You had to swap over every time you moved between islands, it was a nightmare.

I think I semi-solved two puzzles, and got no further.

Switching discs on every island trip sounds like a nightmare and one of the worst design decisions I've ever heard. From my experience, you backtrack between islands all the time. Having to manually swap discs so that the game can load for each of those trips would be a deal breaker for me.

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Humanity

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I think saying Riven killed adventures games is a really terrible and inaccurate thing to say. Adventure games, for the most part, killed themselves with no outside help from any one particular title.

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thatpinguino

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thatpinguino  Staff

@humanity: That's why I didn't say that, @zombiepie said it helped to kill them. It was another in a long line of adventure games that reveled in mystery and suspense at the expense of accessibility and usability. At a certain point the weight of those uninviting design decisions drove away the mainstream playerbase and killed the genre for years.

I'm working on my next blog and let me tell you, if I didn't get one hint from @zombiepie, my next blog would be almost entirely fury. This game takes all of the things I liked about Myst's puzzles and throws them out the window for the sake of immersion. When it works, its great. When it doesn't, it makes me want to uninstall the game and never look back.

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SubliminalKitteh

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@thatpinguino: If it's any consolation, Riven is pretty damn good, but nothing compared to Myst III: Exile, or Myst IV Revelations. I never got around to playing V: End of Ages, but I can say, AVOID any of the Uru games, they suck more than you think Myst or Riven does.

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Humanity

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@thatpinguino: Oh I know YOU didn't say it. I don't know if I would classify Myst as an adventure game really as it doesn't share anything in common with the genre apart from having a story. The puzzles are of an entirely different nature and there is no inventory which is a critical part of traditional adventure games. To me Myst games were always in a very niche category of their own, played by a somewhat niche playerbase.

The reason why I usually try to defend these games as much as I can is because they were incredibly unique at the time. You're complaining now about accessibility and I completely get it, but Riven is pretty dang old and universally known by all fans of the series as the most obtuse of the bunch. To me they were always the purest puzzle games with some really beautiful worlds. All the trolleys, the mine carts, the strange machinery - I thought it was all brilliant world building.

Hopefully you can find some redeeming qualities about Riven, but I honestly wouldn't expect anyone in 2015 to be able to really get into these super old Myst games. They really were products of their time in the same way that Carmageddon was awesome when it was released but maybe it's not really that awesome now..

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thatpinguino

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thatpinguino  Staff

@humanity: That's the rub for me. I love the world! I love most of the puzzles in their obtuse glory! I wouldn't spend paragraphs breaking down the aesthetic and my thinking behind the puzzle solving if I didn't like what was happening. But some of the obtuseness can only be solved by clicking everywhere until you stumble on a solution. That's just not good design in my opinion, despite the fact that it was acceptable. If you read the blog I just posted, I explained why I agree with some of the complaints. I love so much of what these games do, but man some of the choices are bafflingly bad.

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@thatpinguino: Yah some of the puzzles definitely are a bit rough. Even later games sometimes suffered from the classic Myst problem of "oh wow I never knew clicking here would make me go down this path into this area that totally solves all my problems!" There were plenty of moments in Myst III and to a much lesser degree Myst IV where I would be stuck simply because I didn't realize clicking a random vine made me climb up a tree to a whole new area.

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cronus42

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I'm interested to see what the one hint you got was. There is definitely a lot of wandering at the very start of the game, but once you get one puzzle they kind of lead into the next one more than Myst did. I'm really excited for you to get to some of the game's big ones, hopefully they don't get too frustrating.

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thatpinguino

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thatpinguino  Staff

@cronus42: My next blog is up so you too can learn the one hot tip that doctors don't want you to know!