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To Infinity - And Beyond?The age of Myst and Uru has passed. In its wake, online gaminghas really taken hold. And yet, the largely solitary exploration spectacle that Myst and its various offspring provided will always leave an urgent tingle in the mouse-clicking fingers of those who machete'd their way through its digital jungles, solved mind-bending puzzles, translated every last D'ni character into English, only to go hurtling - blissfully - down some star-filled fissure in the end. So I leave this and related pages up here, if for nothing other than nostalgic reasons. All together now: "Atrus, where are you?"
Uru was trumpeted as an Online Game, which to many Mysties broke with tradition and pitched the game at a different, dare I say 'class' of player - you know, the destructive kind that aren't content until every last foe is dismembered, every last enemy building blasted to smithereens. Apart from the social prejudice, the word 'Online' hinted strongly at fast internet connections, and the resulting hickups and frustrations. Early 2004, Cyan, Myst-smiths and makers of Uru, announced that Uru Online would be scrapped for lack of subscriptions. Could us 'traditional gamers' have been right all along? Whatever the verdict, the offhand way in which Cyan had dropped the multi-player option seemed to point at a lot more substance in the core game than previously expected. Time, therefore, to check it out.
We were sceptical, let's be clear about that. A full, immersive 3D
environment?
How could the image quality possibly stand up to previous classics such
as Riven and Myst Exile? Spirits
were
further dampened when we were faced with a black screen after an
admittedly
painless installation. The graphics requirements were said to be
demanding,
so we had almost expected this. As good a pretext as any to upgrade the
ailing 32 MB GeForce2 card to a (very reasonably priced) Gainward
FX5200
256 MB GeForce4. |
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of Blue Flux, |
Screenshots
Wallpaper (1280 x 960)
Update
1 - Uru
- To D'ni / The Path of the Shell
Almost three months have passed by since first setting mouse cursor on Uru pixels, and the writing of the initial field report above. Advancing at a fairly leisurely pace, it took around five weeks to finish the first game (or Uru Prime, as real insiders refer to it). None of the (lavish) praise above needs retracting - the excellent quality of the game prevailed throughout our journey, in fact was surpassed at certain stages. When it came, the ending, as usual, came too fast - IOHO, anyway.
However, this time (unlike with the Myst trilogy), the parting was sweet and brief, as the first expansion pack - 'To D'ni' - was already beckoning from our hard drive. Once installed (painless, though time-consuming as it seemed to re-install Uru Prime as well) it took a few minutes to realise what had actually changed. Not much, it appeared at first (other than some new snazzy rags to clothe your avatar in). But it soon transpired that previously locked doors now swung wide open, to grant access to a number of brand new worlds - just as exquisit and stunning as the others. Also the plot, with a many threads left wafting after the first game, now made every effort to resolve itself. It was a bit frustrating having to revisit most previously explored worlds to search for the new clues planted by the expansion pack, by given their beauty, who would object? And the thrill of suddenly being able to set foot on a vast area of Uru that you could previously only glimpse from a distant balcony - well, the heartbeat certainly quickened. 'To D'ni', incidentally, constitutes the online portion of Uru that, as mentioned earlier, had been unplugged by Cyan for lack of subscribers. This probably explains why this much fun was made available for free.
A word on the puzzles of Uru - many are pretty much par for the course, and solvable with a moderate pinch of lateral thinking. Some, however (I shan't spoil it by giving names), are obscurely tricky, and we were glad to sheepishly gleen a few hints from the eminently helpful Uru Obsession website. Most problems we seemed to have in common with other players (judging by comments on the boards), so my advice would be: give it your very best shot, but stop short of devouring your mouse. Get help before some nefarious logic gets the better of your enjoyment of the game. With said support it took about two weeks to complete the first expansion pack.
On July 9th
2004, the second
expansion pack, 'The Path of the Shell' (PotS), hit the shelves.
'Three new worlds', the cover blurb promises, and right enough, there
they
were. This time Cyan wanted money for their effort, understandably so.
Those who haven't downloaded 'To D'ni' will mercifully find it included
on the CD.
So? Actually, there really are only two new worlds, plus a few
fragments
of a third one. But those first two are stunning, and, in fairness, one
of those could actually qualify as three worlds, for reasons that shall
remain secret. Did PotS grab us with the same fervour and raw intensity
as previous Uru worlds? To be fair, no. That's largely to do with
novelty
finally wearing off. And in small part with the pretzel logic of some
of
the new puzzles, which are (IOHO) too fiendish and require players to
walk
/ jump / run and swim (!) a million Uru miles only to solve a single
puzzle
fragment. Yeah, you get to see the sights in the process, but did it
have
to be over and over again? Anyway, the graphics are splendid as usual,
and genuinely inspiring. And would we, with the benefit of hindsight,
have
elected to forgo the PotS experience? No way!
Our recommendation: enjoy the views, take a dip, kick a crab or three
(you'll see), but hit those spoiler pages before
the
twisted logic of some relief programmer gets the better of you.
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Update
2 - Myst V - Resolution
And still the story of Uru has not reached its final terminus.
Following
the non-Uru-related release of Myst IV - Revelation in the
autumn
of 2004 (which I have no room to feature here, but would rate 7 out of
10 overall), Uru fan sites have been humming with excitement these past
few months with the announcement of Myst V - Resolution. At
time
of writing (July 05) I'm still not entirely sure what exact shape this
game will take, but it is slated as the final installment in the Myst /
Uru saga, and meant to be as fully immersive as Uru was (and indeed,
use
the same graphics engine). It seems as though Cyan and Ubi are pooling
their resources to link both their Myst and Uru experiences to bring
this
epic to a resounding conclusion.
Judging by the screenshots available (below, I'm offering a pick of
the best so far), we can detect plenty similarities with Uru, and hence
hope for the best.
So that's the low-down so far. Myst V is apparently scheduled
for a
September 05 release, though even here, details are patchy and quoted
dates
vary almost daily. Equally, the Cyan's statement of this being the
'final
part' in the series must be treated with a wheelbarrow-full of salt.
Time
will tell.
2008 final update: we
played Myst V, and yet, the fact that a review never made it to these
pages and that now, 3 years later, I can barely remember what it was
about, speaks volumes for this final installment's lack of staying
power. "Not bad," I recall thinking, "but drawn out to the hilt." As if
Cyan had really wanted for Myst V to reflect their own last gasp before
shutting shop. Still playable, don't get me wrong. But all the while
reminding us more of what's wrong with these type of games rather than
revelling in their potential.
And still, as a closing line for the entire Myst series, warts and all,
for its time, I'd have to say: magic!
Uru Obsession (spoilers, downloads etc.)
Blue Flux's Myst III Exile pages
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All text © Enthalpy Publications 2008