Mini-review of Myst III: Exile Introduction: I had a lot of difficulty writing this review, but perhaps not for the reasons that you might expect. It would be easy to just blurt out the usual "I liked it", but it seemed to be unfair to anyone forced to wade through all my verbiage. The process of reviewing this game has forced me to dig deeper into my own psyche to discover what it is that I enjoy about the Myst series of adventure games, and I will try to pass a bit of that evaluation onto you (sorry about that). On top of that, I have to do all of this without even coming close to providing any spoilers. Overall, it turned out to be harder than I thought. Ok, let's start with the easy part; I enjoyed the game very much, I loved the new graphics engine (and graphics), and overall have very little negative to say about the game. If you want to find a review which trashes Myst, you probably should quit reading this review right now. Graphics (quality, animations, cut scenes): The graphics weren't quite as crystal clear as in Riven, but the ability to spin around and look everywhere at each node more than made up for the slight graphics degradation. Like all of the Myst series of games, the fully ray-traced views create an impression of reality that the 3D engines just can't duplicate. I love that feeling of depth and reality you get from light passing through translucent objects, light bouncing off reflective surfaces, and the numerous shadows and highlights. One of the more impressive graphical feats occurs right at the beginning of the game. Catherine comes outside to with her baby to talk to you, and not only does she look like a natural part of the scenery, you aren't frozen in place while watching her. Truly an impressive bit of wizardry, and I wish all of the cut scenes could have given you that flexibility. I find I have to do more than just describe quality of the graphics in this game. One of the things that made this game stand above the competition isn't just graphics quality, it's the artistry that went into designing the worlds of Myst. I love exploring new worlds in an adventure game, and Myst III provides you with worlds that aren't "run of the mill" by any stretch of the imagination. You get art nouveau style buildings (even ladder rungs), catwalks made from metal disks instead of boring grating, flowers that are half mechanical in nature, and mechanical devices that are almost organic. Myst not only gave me some new worlds to explore, but made them worlds which are truly outside of my personal experience. When I start a new adventure game, I can only hope that every new room and view is a an adventure in itself, and Myst III more than delivers. In fact, that's one of the reasons why I loved all three of the games; not only do I get new worlds, but I get imaginative ones beyond anything I could ever design myself. Sound (music, voices, special effects): The sound track was wonderful. It never got boring and the musical phrases seemed to almost be part of the environment. It's pretty hard to get a soundtrack that works better than this. The voices were all perfectly done, with no amateur efforts anywhere. The animals were so well done that I wanted to see (and hear) more of them. At one point, Brad Dourif waves a stone axe in a cut scene, and it is obviously made out of plastic or foam. It looks silly when something that should weigh several kilos wiggles around like somethingm,uch lighter. Story (plot, theme, depth): If I have any serious criticisms of Myst III, the worst ones have to do with the story line. Myst III has a story, but it really seems to be there just as a reason for you to go solve all these puzzles. I never got a feeling of the story being deeply integrated with the worlds I was exploring; quite the opposite in fact. It all makes sense, but it was a bit disappointing. I think I would have preferred less explanatory rants by Brad Dourif and more confusion on my part. Since I enjoyed exploring the worlds and solving the puzzles for their own sake, I would have enjoyed the game almost as much without any story at all. I know, that's a heretical notion in the modern world of adventure gaming, and I am probably stretching the truth a bit anyway. When I really get down to brass tacks though, I think I would have been happy with enough story to provide me with "my motivation", and not much more. So, let me just say that there was more than enough story and plot line in this game, and perhaps a bit too much at times. Characters (depth,development, interaction): There may be some disagreement about Brad Dourif's "take" on his character, but I am willing to accept his portrayal as a valid one for a man who is almost insane. However, at one point in the game, my wife and I chimed in unison: "Oh goody, another rant". In other words, it wasn't the acting itself that bothered me, it was the fact that there was too much of it. The story and character explanations could have been done in a much more subtle manner than they were. Puzzles (difficulty, uniqueness, suitability, ugliness, linearity): I enjoyed every single puzzle in this game, and I never even came close to thinking about consulting a walkthrough. The puzzles were always "fair", with no pixel hunts required, and immediate feedback provided for any action on an active item. There was never any doubt when you had moved a lever into the correct position; there would be some sort of visual or auditory feedback to let you know what was happening. Some of the best sequences in this game occur when you successfully solve a puzzle; the payoff was a such a jaw dropping treat that you wanted many, many more puzzles to work on. Many of the puzzles were too easy, and one of them I ended up solving by trial and error because I hadn't explored a part of the island which would have allowed me to solve it by logical deduction. In general, it should be impossible to solve a puzzle by trial and error, since it ruins all the fun and just turns it into an exercise in tedium. One of the worlds was so organic in nature, that we were stumped a few times because we had completely missed an entire path of travel. I was going to criticise this, but on second thought, perhaps this can be considered part of the world's puzzle set. The really nice part about this game was that I had no doubt whatsoever that I had missed some area in my explorations; the feedback from the puzzles was that positive and immediate. One change from the original Myst was actually quite nice. The return book back to the central island was immediately available, so if you got bored or stuck on on world, you could go back and try a different one without losing any progress up to that point. Controls (user interface, save/restore, sound/video adjustments): The game is has node-base movement, with full panning viewpoint at every node. The normal mouse mode keeps the cursor centered on the screen and lets the view spin around you, but you could click the right mouse buttin to "freeze" the view and allow you to move the mouse over various objects without getting dizzy. The controls were easy to use, and seemed quite natural almost immediately. The game absolutely requires gamma correction for proper viewing, but there was no in-game gamma control provided. Instead, you had to check the test pattern, exit the game, adjust the gamma, start the game, and so on. If Tex Murphy games could provde a gamma control, I really don't see why other engines can provide one too. It seems like a silly oversight. There were no separate controls for music, sounds effects and voices. A master volume control was about all you got, and I can do that from my speakers anyway. The only saving grace was that the sound level mixing was done very well, so I didn't really miss those controls. Bugs or problems: There have been many reports about how buggy this game was, but I seem to have escaped almost all of them. Here's what I encountered: The game crashed on exit after credits finished. My video card (Matrox G450) had a slight flicker on one portion of my screen (about 1/3 of the way down). I never did manage to eliminate it, except by going to software rendering. This appeared very much like a bug in my video driver, so I wouldn't worry about it happening on your machine. I had a few random crashes (not repeatable). The game complained about being unable to delete some files when uninstalling. They seem to have been deleted anyway. After installation, Windows squawked about updating my system files every time I booted. This continued until I uninstalled the game. The first patch caused the game to become completely unrunnable, forcing me to uninstall and reinstall the entire game. Install/Uninstall: The game installed a huge number of files and registry keys, but completely deleted them all, even those that it complained about not being able to delete. Pros: Eye-popping worlds and artistry "to die for" Graphics quality to do justice to the artist's visions Full panning at every node -- much more immersive effect Fair puzzles, with immediate feedback provided Puzzles not as impossibly difficult as in Riven Cons: Buggier than it should have been A patch that made things worse A very rude installation, causing Windows message at every boot Too much "ranting" by Brad Dourif Some puzzles a bit too easy (hard to satisfy, aren't I?) Conclusion: Well, Myst III: Exile has warts, but so do all games. My final conclusion remains the same -- you are in for a treat when you play this game. It was so much fun that I was very sad when it was over; in fact, I could happily purchase a new world online every month or two and play it as a never ending serial. What this game tells me about myself, is that plot, story, and acting aren't always as important as I thought they were. I enjoy exploring new worlds in a game, and a game that can show me worlds outside the normal, boring castles, old houses, stone passageways, caves, etc. will get my vote of approval. So long as the other parts of the game don't detract too badly from that core experience, it can even keep my vote of approval. Don't get me wrong, a good story always adds to a game, but I am personally enchanted by artistic visions of wonder. Myst III provides those visions, and didn't ruin the experience with bad acting, a bad story, or bad puzzles. The result is a game much better than I had hoped for, and I am a happier person for the experience. /* -------------------------------------------------------------------- */