![]() ![]() Quickly tapping the B button allows for the hand to be moved independent of the view of the scenery. A spread hand indicates that some type of action can be performed, from opening a drawer to tapping on a wall. The icon itself can change depending on what it is held over most of the time, the hand is open, but when pointed in a direction the player can go, the hand points the index finger in the direction of movement. All Myst titles have had this feature due to the "time-sink" factor of this type of game.Īs mentioned before, the cursor is used to control the game play 99% of the time. Trying to remember which symbol was on which item isn't nearly as difficult when you can utilize the picture viewier, which lets you see pictures taken with the camera.Īnother useful control is the zip feature, which allows for quick transition from previously visited areas, which is nice, considering the time it takes to get anywhere in this title. The camera is used to take pictures, which is simple enough, but can be useful for figuring out solutions to the game's puzzles. The directional pad is used as a quick access to three key commands: camera, picture viewer, and the help system. The left thumbstick has replaced the mouse in functionality and the face buttons replace a good portion of the keyboard commands. Myst IV is similar to the Myst III to the way the controls were converted from keyboard and mouse to the Xbox controller. Thankfully, there is a wonderful help system, which allows everything from a gentle hint to a full blown solution to the issue. Some of the puzzles are ingenious in their design and difficulty, a trademark for a Myst title. It is also the only control for the many puzzles encountered. The cursor, for lack of a better term, is the core part of the title, which lets the player know of anything important in the environment by the way the icon changes. The gameplay is composed of pointing and confirming through these various "Ages," solving the puzzles to progress through the game. These worlds, called "Ages," are created by things called "linking books." It is never clear if these books create the worlds, or are themselves just a passage to the world they describe, but considering the issues that are caused by incorrectly written books, I lean towards the theory that these books create the worlds that they link to. The worlds that these people live in are these wonderfully beautifully lands that escape description. ![]() Everything comes down to the fact that this clan is as dysfunctional as all get out. Atrus, the main character of the series, is the current patriarch of his family, a family with some "baggage." His two sons, Sirrus and Achenar, have some behaviorial issues of the Genghis Khan variety his father is a jealous psychotic and his daughter is, well, nuts. The story for the Myst series is intense and complex, but let me go through the short version. In some ways, I would agree, but it is not that bad. PC purists tend to say that the combination of the keyboard and mouse is much more superior to a controller. The crossover to the Xbox from the Mac and PC platforms tends to carry over this attitude, along with the additional stigma of a conversion to a console. No matter what, Myst has been the standard to which all adventure games have been compared. The Myst series tends to be a love-it-or-leave-it attitude, having its detractors and fans, both tending to be fanatic beyond belief. I have played every Myst game since the beginning of the series on the Macintosh, which was an interesting little HyperCard application with some interesting features. ![]()
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