Myst Uru was unquestionably the WORST game in the Myst series; it was a catastrophe. See my reviews of it at Gameology. However, one of the reasons it was so bad was that it was, in effect, a salvage. The game was originally meant to be a massively multiplayer game, but ended up as a very awkward single-player campaign.
I'll post a bit of my review here for your consideration:
Cyan foolishly decided to maintain at least one MYST tradition: You can't carry any items (Why the $@$@#)@ not??) But this didn't stop them from making several puzzles that involve moving objects around. So, how can you move things around if you can't pick them up or push them? Knock them around with your feet and knees, of course! It's like playing soccer without the ability to kick. At least one puzzle involves moving two different crates that will serve as a bridge. You have to move them a LONG way, down some dimly lit corridors. Needless to say, the knee-bumping maneuver is clumsy at best, and it took me almost an hour to get the damn things in place. The "knee bumping" technique of moving objects around DEFINITELY gets a full five hits on my "crack pipe" test for adventure game development. I just can't believe Cyan could have been so utterly pathetic. But wait--there's more!
I'm eager to see if they're improved on these problems in the Game Tap version and whether they've reverted back to their original vision. The original idea called for player-created modules and puzzles that required multiple players to solve. It certainly sounded neat in principle, at least.
If so, this game might very well be worth taking out a subscription to Game Tap for!
Myst Uru was unquestionably the WORST game in the Myst series; it was a catastrophe. See my reviews of it at Gameology. However, one of the reasons it was so bad was that it was, in effect, a salvage. The game was originally meant to be a massively multiplayer game, but ended up as a very awkward single-player campaign.
I'll post a bit of my review here for your consideration:
I'm eager to see if they're improved on these problems in the Game Tap version and whether they've reverted back to their original vision. The original idea called for player-created modules and puzzles that required multiple players to solve. It certainly sounded neat in principle, at least.
If so, this game might very well be worth taking out a subscription to Game Tap for!
Matt Barton, Managing Editor
Location: St. Cloud, Minnesota, USA
Email: matt@armchairarcade.com