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Riven ( Myst 2 )

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,592
Internet archive has the original isos.
TBH, I can get how a lot of games are annoying with disc swapping, but Riven seems oddly comfy when you do it. Helps that the transitions are very obvious and the 5 discs fit in perfectly with the how often Riven uses that number.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,865
I thought I'd try the game out thanks to this thread. Especially after seeing wild claims of it being "the most intelligent game of all time". It's an adventure game so I already know that absolutely is not true, but I thought I'd try something different to play with my girl. It starts with a cool (but needlessly slow) FMV intro that builds mystery from the get go. Very nice graphics, absolutely stunning. Incredible setting that is just begging to be explored. Needless to say, I am impressed.

...unfortunately I have never liked adventure games for their very narrow if not nonexistent gameplay ambitions and this has done nothing to change my mind. The introduction was not a good start in that regard. It's extremely slow-paced, more so than the average adventure game. I've played 15 minutes and I'm already getting annoyed by numerous design flaws...in a game with minimalist gameplay which makes it all the more infuriating:

1. Why am I closing this door behind me every time I walk through? I didn't want to do that, and it is taking forever. I'll tell you why, graphics whoring demand means that they don't want/cant have another separate render of the screens with the door open and door closed. I grant exceptions to games like Resident Evil for this because there are an absolute fuckton of doors and more generally going on, and even then a door animation in RE doesn't take this long.
2. Sometimes, turning left or right will be a 90 degree turn, other times it will be 180 degrees. Obviously another inconsistency arising by demand of the amazing graphics. Fine, but there should be a separate hand icon to indicate which it will be. (hand point with one finger = 90 degree turn. with two fingers = 180 degrees).
3. Oh there is this gondola rollercoaster thing, cool. first I went up the steps just poking around, and on return I notice a blue button at the bottom of the steps. Cool that is obviously important. So I try pressing it. Nothing happens. You have to turn around and THEN press it, that's stupid but ok. Again, yet ANOTHER issue caused by graphics whoring demand (setting up the gondola animation from a certain POV), but this one could have simply been worked around by automatically turning you around after you press the button. They were just too dumb to program that in. Or they could have just allowed the animation and audio to process independent of where the player is looking by utilizing delta timing (requires more code. Basic stuff though).
4. After waiting forever for the gondola to arrive and open, you're treated to a short but pretty ride. I disembark and...it prompts me to CHANGE DISC. Within 15 minutes of playing. That's absolutely absurd. I hadn't even encountered my first real puzzle yet. I don't even have the "disc" prepped for play.

We decided to play something else instead. Beautiful graphics and setting wasted.

Obviously I am completely missing context, true understanding of what the game is. I've barely played the intro, but whatever. It's not for me. Even if these flaws weren't present it still wouldn't be, for it is a basic asf adventure game. Good visuals/setting/acting/writing doesn't override a game with such simplistic, unimpressive and flawed gameplay, for me. I might get some enjoyment out of it but it would leave zero lasting impact, same as every other adventure game I've played. My girl wasn't for it either.

I will say though, that I respect that it generally respects the player, as per classic adventure gaming standard. It demands you use your brain. It's not piss easy. No hand-holding. Everything has a purpose. Adventure games are generally the only storyfag games I respect, even if I don't like them.
 
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Ash

Arcane
Joined
Oct 16, 2015
Messages
6,865
Thanks for the recommendation. I think I will. It definitely looks more interesting and intelligent in regards to gameplay design.
 

Doctor Gong

Literate
Joined
Nov 14, 2023
Messages
45
I admit that I love games with a lot of Hidden lore, and I think I enjoy the lore and concepts of Myst and Riven then the actual gameplay. It also always amazed me (in a good way) that these games sold so many millions of copies. I mean, Myst was made by 2 brothers in a basement and sold six million or so copies. That is awesome.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
12,157
The Digital Antiquarian reviews Riven

JimmyMaher said:
Sometimes success smacks you right in the face. More often, it sneaks up on you from behind.

In September of 1993, the brothers Rand and Robyn Miller and the few other employees of Cyan, Inc., were prototypical starving artists, living on “rice and beans and government cheese.” That month they saw Brøderbund publish their esoteric Apple Macintosh puzzle game Myst, which they and everyone else regarded as a niche product for a niche platform. There would go another year before it became abundantly clear that Myst, now available in a version for Microsoft Windows as well as for the Mac, was a genuine mass-market hit. It would turn into the gift that kept on giving, a game with more legs than your average millipede. It wouldn’t enjoy its best single month until December of 1996, when it would set a record for the most copies one game had ever sold in one month.
...
The most important of all the people who were suddenly willing to come to Spokane would prove to be Richard Vander Wende, a former Disney production designer — his fingerprints were all over the recent film Aladdin — who first bumped into the Miller brothers at a Digital World Expo in Los Angeles. Wende’s conceptual contribution to Riven would be as massive as that of either of the Miller brothers, such that he would be given a richly deserved co-equal billing with them at the very top of the credits listing.

Needless to say, though, there were many others who contributed as well. By the time Cyan moved into their new world headquarters in the summer of 1996, more than twenty people were actively working on Riven every day. The sequel would wind up costing ten times to fifteen times as much to make as its predecessor, filling five CDs to Myst’s lone silver platter.

Given the Millers’ artistic temperament and given the rare privilege they enjoyed of being able to make exactly the game they wished to make, one might be tempted to assume that Riven was to be some radical departure from what had come before. In reality, though, this was not the case at all. Riven was to be Myst, only more so; call it Myst perfected. Once again you would be left to wander around inside a beautiful pre-rendered 3D environment, which you would view from a first-person perspective. And once again you would be expected to solve intricate puzzles there — or not, as you chose.
...
Riven was meant to cater to both groups, by giving the gamers a much deeper, richer, more complex tapestry of puzzles to unravel, whilst simultaneously being kept as deliberately “open” as possible in terms of its geography, so that you could see most of its locations without ever having to solve a single conundrum. “The two complaints about Myst,” said Rand Miller, “were that it was too hard and too easy. We’re trying to make Riven better for both kinds of players.” Whereas Myst allowed you to visit four separate “ages” — basically, alternative dimensions — after solving those early puzzles which had so stymied the retirees, Riven was to take place all in the same dimension, on a single archipelago of five islands. You would be able to travel between the islands right from the start, using vehicles whose operation should be quite straightforward even for the most puzzle-averse players. If all you wanted to do was wander around the world of Riven, it would give you a lot more spaces in which to do so than Myst.
...
Riven wasn’t quite as successful as Myst, but this doesn’t mean it didn’t do very well indeed by all of the standard metrics. Its biggest failing in comparison to its older sibling was ironically its very cutting-edge nature; whereas just about any computer that was capable of running other everyday software could run Myst by 1997, you needed a fairly recent, powerful machine to run Riven. Despite this, and despite the usual skepticism from the hardcore-gaming press — “With its familiar, lever-yanking gameplay, Riven emerges as the ultimate Myst clone,” scoffed Computer Gaming World magazine — Riven’s sales surpassed 1 million units in its first year, numbers of which any other adventure game could scarcely have dreamed.[1]
...
And this starts to take us into the territory of the first of the two things that Riven does really, really well, does so well in fact that you might just be willing to discount all of the failings I’ve been belaboring up to this point. The archipelago is a truly intriguing, even awe-inspiring place to explore, thank not just to the cutting-edge 3D-rendering technology that was used to bring it to life, but — and even more so — the thought that went into the place.
...
Which brings us neatly to the other thing that Riven does remarkably well, the one aimed at the gamers rather than the tourists. Quite simply, Riven is one of the most elegantly sophisticated puzzle games ever created. This facet of it is not for everyone. (I’m not even sure it’s for me, about which more in a moment.) But it does what it sets out to do uncompromisingly well. Riven is a puzzle game that doesn’t feel like a puzzle game. It rather feels like you really have been dropped onto this archipelago, with its foreign civilization and all of its foreign artifacts, and then left to your own devices to make sense of it all.
...
Then again, that’s only one way of looking at it. Another way is to recognize that Riven is exactly the game — okay, if you like, the world — that its creators wanted to make. It’s worth acknowledging, even celebrating, as the brave artistic statement it is. Love it or hate it, Riven knows what it wants to be, and succeeds in being exactly that — no more, no less. Rather than The Lord of the Rings, call it the Ulysses of gaming: a daunting creation by any standard, but one that can be very rewarding to those willing and able to meet it where it lives. That a game like this outsold dozens of its more visceral, immediate rivals on the store shelves of the late 1990s is surely one of the wonders of the age.
5287113-riven-the-sequel-to-myst-windows-front-cover.jpg
riven7.jpg

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Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,578
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Now that's a prestigious office building.
 

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