“Myst IV: Revelation”

"Myst IV: Revelation" — Kimia Wood I fell in love with the Myst games a long time ago. The photo-realistic worlds and the tantalizing hints of deeper things always left me wanting more.

Until now. Myst IV: Revelation has…finished Myst for me. It is concluded…I am satisfied. And for once, I don’t need to weep at the parting. (Well, maybe just a little.)

The World

The central premise of Myst is that a civilization called the D’ni could create worlds by writing books, and then visit those worlds physically by linking through the books. (A person must bring a return Linking Book with him when he goes exploring, and any book you link through doesn’t come with you – it stays in the first world.)

From a first-person perspective, we point and click our way through these “Ages” to unlock doors, uncover passwords, power machines, and solve puzzles. And, of course, soak in breath-taking landscapes, vistas, and architecture."Myst IV: Revelation" — Kimia Wood

Whatever else I can say, the world is still incredible. Hydraulic locks, levers and buttons, rotating bridges and elevators…it’s like an engineer’s playground. These real-world mechanics mix, of course, with magic crystals, strange animals, bizarre cultures, and the Age-writing Art of the D’ni.

The Progress of Technology

Myst was released in the dark ages of computing, when graphics cards were limited, the in-game animations were tiny and limited, and the curser was a 2D hand (that changed shape for different interactions).

Revelation seeks to take full advantage of the progress of computer technology, and offers a 360º, 3D-rendered environment to explore.

This means that the world around you doesn’t always look as photo-realistic as it did in Myst, or Riven. The camera also has a tendency to focus in on the foreground, or the background, depending on where your cursor is. I think this is to mimic the variable focus of the human eye, but it’s distracting.

As for the cursor, it’s a 3D, CGI hand. It waves vaguely wherever you point it; extends the fingers to indicate a direction you can move; whips out a magnifying glass if something can be examined more closely; and stretches the fingers subtly if you can unroll a map, pull a lever, or other similar action. This final characteristic can be easy to miss, and if it’s not obvious something is there to manipulate, you can easily miss some interactions.

Atrus’s Family

If you haven’t yet played Myst or Riven, SPOILER ALERT! (Also, go do that.)

Way back in Myst, we met two characters trapped in books that they had thought were Ages: Sirrus and Achenar. Their dad is Atrus, and he is a descendent of the fallen D’ni civilization and a writer of Ages.

If you played through Myst, explored the Ages that link from it, solved Atrus’ pretty un-secure password manager, and uncovered the truth about what happened…you’ll know that Sirrus and Achenar trapped their father without a Linking Book home, distracted their mother, burned most of Atrus’ library of Books, and used the special Books he had warned them never to touch.

Blam! The books trapped them. And once you free Atrus, he burns those books to keep them from ever escaping.

Until now.

Revelation!

Fast forward twenty years. Atrus invites you (his nameless, faceless, gender-less “friend”) to his new home, where he is attempting to spy on the Prison Ages and decide if his sons have repented of murdering the inhabitants of the Ages and are ready to be released.

Yes…we can see this ending well, eh?

"Myst IV: Revelation" — Kimia Wood

Image from Pixabay

Turns out, he and his wife have already written visiting capsules into the Prison Ages. That way, they can link into the capsule, have a visit through bars, and link away – leaving the Linking Book for their own home out of the reach of the prisoners.

The prisoners can’t possibly escape! Why would you worry about that? Atrus only built complex machinery and houses and scientific equipment by hand in his various Ages…what makes you think his sons could do the same thing from scratch?

Yeesha

Did I mention? Atrus also has a ten-year-old daughter now.

Maybe it’s her dialogue, or maybe it’s the delivery of the actress, but Yeesha is clearly supposed to capture our sympathies and feel like a dear friend (even though we’ve actually only just met). Y’know, one of those annoyingly perfect child-characters.

Especially as the “mysterious circumstances” start piling up, you really start to feel that Atrus is a clueless dupe who should have stuck to books, and not attempted children.

Puzzles

I should say something about the puzzles.

We have our classic Myst fare here, with locked doors; passwords in journals; machines that need power; etc.

It made me wonder if Atrus has a constellation-based color-combination lock on the bathroom…and then I realized that his house has no bathroom.

Also contains one or two pixel-hunts, although that might be due to the mechanics of the cursor-hand (see above).

Messin’ with Memory

Added to those familiar hurdles is a new mechanic. Yeesha has a magic necklace that shows memories."Myst IV: Revelation" — Kimia Wood

This, along with the journals that every member of Atrus’ family conveniently keeps, lets you piece together the motives of the various actors, solve some of the puzzles, and generally be the worst thing to happen to Sirrus and Achenar!

M’whahaha! If you wanted to forge an evil plot, you shouldn’t have invited the Stranger-from-the-Starry-Void!

Seriously, though, this mechanic gives you hints for solving the puzzles, plus valuable information at unraveling the sinister plot being woven.

Who is plotting what? Who is evil? And who should I trust?

Being able to view people’s secret memories is very handy for that…

A note on story tension

My family mocked me for this, but I’ll bring it up anyway.

Whenever you linked to new Age in Myst, you had to solve the Age’s puzzles and get things working again to unlock the Linking Book and return to Myst.

In Riven and Exile, you plunged into an unknown world without a ticket out, and had to solve your way forward to find any way to escape. (And in Riven especially, Atrus’ wife’s fate hangs on your success.)

In Revelation…your first task is to “oh, get the power back on, will you?” Your second task is, “Feel free to check out my Linking Books if you like…oh, and make sure Yeesha does her homework.” Ha ha.

Beyond that, though, every single place you visit has a Linking Book back to Atrus’ home right there at the beginning. You don’t need to venture into predator-infested jungles, or brave bottomless shafts in wind-swept fortresses…you can say, “Forget this,” and hop back home.

Obviously, I bought this game in order to play through the puzzles, and feel smart, and uncover the story through journals and clues. And my family helpfully pointed out that this gives the game a less linear structure. You can solve this Age, or that Age, or stay and futz around the first Age…or jump to this new Age…

Solve puzzles in whatever order you want. Travel when and where you want. Stop and go back to a place you especially liked if you really want.

True, this gives the player much more freedom in how they play and the order they play puzzles in (and the sequence in which they unravel the story).

However, it also saps some of the urgency from the story. You are not trapped, and hunting for an escape. Later on, you’re kind of searching for Yeesha, and trying to uncover what happened…but it’s not like there’s a rush. There’s plenty of time to ransack the Ages for anything marked PRIVATE DIARY. And, well, there’s not the same level of narrative tension.

(Perhaps if I hadn’t thought Yeesha was an annoying Mary Sue who was also try to kill me via collapsing bridge, I would have felt more invested in the rescue mission. But again, when I could back out at any time and return to Atrus’ house… “Hey, I’ll make some tea or whatever your culture drinks…Hope it all works out, Atrus! Maybe you should spend more time supervising your children than leaving them in the care of your ‘friend’ and dashing off for machine parts.”)

Serenia…or, the 1960s New Age-y Age

Revelation gives you four Ages to explore. The final one is Serenia.

"Myst IV: Revelation" — Kimia Wood

As if the rest of it wasn’t weird enough…

The outside of Serenia is beautiful — full of twisty, hard-to-map paths; flowing, conjoining streams of water; butterflies that look like organza pixies; and trees that release dandelion-poofs on the wind.

The inhabitants’ culture is based around giant mushrooms that store people’s memories when they die, so their loved ones can travel to a mental space called “Dream” and “visit” the dead ancestors again.

(As one of the female tenders of the mushroom says: if you don’t heal the “Memory Chamber”, “we may never be able to visit our loved ones again!” I bleed for you says the gal from a world where people stay dead…and we don’t have memory spheres to help hallucinate a spirit visit.)

Back to the culture, the “Protectors” have somehow seen your arrival prophesied (y’know, you – the protagonist) and help you find a spirit guide (from the air, fire, or water spirits that play in the forest) so you can travel to Dream and find out who kidnapped Yeesha.

They also wear a stripe of face-paint down their noses (and have creepy, African-esque masks). And the puzzle in Dream is like musical color-matching on evil steroids!

Atrus was always an apologetic, kinda nerdy guy…but lately he seems to just assume you’ll help dig him out of whatever hole he’s gotten himself in. And these all-knowing chicks in Serenia are even more pompous and touchy-feely.

Even if I hadn’t heard such dismal things about Myst V: End of Ages…this “New Age” spiritualism is enough of a departure from the original heart of Myst (nuts and bolts, analog passwords, and the science-based “magic” of the D’ni Art) to make Revelation my last Myst game.

Climax Catharsis

Yet I said I was satisfied. Why am I satisfied?

Well, without laying bare the resolution…the climax of Revelation hinges on you choosing to believe one of Atrus’ children over another. This choice is based on what you have learned by reading their journals, listening to their memories, and piecing together the Evil Plot (and who is probably responsible for it).

Got the right answer the first time. (Thank you, thank you, no need to clap.) And the conclusion that is spun from that –logically, inexorably – brings the plot-line to a perfect and reasonable end.

While the writers did a bit of ret-conning to bring Sirrus and Achenar back into the story, the way they handled the two of them (and Yeesha) was believable, appropriate, and entirely conclusive.

In a way, they un-did the ending of Myst…and yet, in another way, they built onto it so naturally and understandably that Revelation is really a good end for Myst – the game and the series.

My Last Myst Game

When I played through Myst again several years ago (in the updated and expanded RealMyst version), I loved the Ages and the visuals as much as I always had…and left hungry to play Riven.

"Myst IV: Revelation" — Kimia Wood

A secret journal? Must read!

I re-played through Riven: The Sequel to Myst, and I loved it even more than Myst (not only is it longer and more complex, but it feels like less of the history is buried or off-screen). It also left me longing to play Myst III: Exile.

I have not yet played through Exile a second time, but I know it left me eager to try Revelation.

And now…

Part of it is the bad reviews my brother tells me about from Myst V, and part of it is…the story is complete.

I have scratched my first-person point-and-click itch. Myst created a game type never before seen…and now Revelation has brought the story and the world full-circle.

The ending is bittersweet, poignant, and appropriate. It is also, I think, The End.

(Though I already bought Obduction, which is by the same developers/writers, but set in a different universe. We’ll see how that one pans out…)

As always, I highly recommend the Universal Hints System to give you just the help you need…and no more.

In Myst IV: Revelation, the next chapter in the greatest adventure saga of all time, you’ll travel through environments pulsing with life to unearth a treacherous scheme involving two of Myst’s most sinister villains.

Find the game on GoG.com (DRM-free!), Steam (which includes DRM in their software), and on Amazon if you really need a disk (though paying over three times the price for digital download sounds ridiculous).

Wish-list it on GoG to be emailed when it goes on sale!

“Never Leave Me” by Priscilla J. Krahn

"Never Leave Me" by Priscilla J. Krahn — Kimia Wood I hadn’t recently read the description blurb before I opened Never Leave Me, so I jumped into this Christian indie novella without many pre-conceived notions.

On Page 1, Amy’s dad (sole custodial parent) sweeps her from in front of the TV, across state lines, and dumps her on the doorstep of some cousins she’s never heard of, let alone met (while he flees the police).

Within the next chapter or two, the large, farm-living, “homeschooler” family has shared Jesus with her, and Amy is “born again.”

Within a chapter or two of that, we have a kidnapping, threats of violence, and hints at Amy’s dad’s dark secrets.

So…of all the “indie Christian” books I’ve read, this one probably does the best job at equally balancing raging evangelism with melodramatic adventure. Continue reading

Choice Validation vs. Objective Morality in Gaming

Choice Validation vs. Objective Morality in Gaming

The “Right Choice” Wins

Choice Validation vs. Objective Morality in Gaming — Kimia Wood — moral choice

Photo by Oliver Roos on Unsplash

Moral choice is rooted in worldview, and video games are uniquely suited for exploring worldview.

In movies and books, you can watch characters make choices and explore the consequences through their eyes…but in video games, you’re invited to become the character, make choices, and experience the consequences in a different – and powerful – way.

But are we allowed to make the “wrong” choice? And if so, what worldview does this reveal? Continue reading

The “Blackwell” Bundle

In an attempt to recapture the gaming experience of Gemini Rue, I hunted through its developer’s catalogue. The Blackwell series caught my eye, and I took advantage of a sale to snag the bundle (because who buys anything at full price?!).

TL;DR for the series? It’s not as amazing as most of the other puzzle games I’ve played, but it was definitely worth some #SiblingTime.

The premise: Rosangela Blackwell’s life turns upside-down when she discovers she’s a medium and inherits a spirit guide from her aunt. Her guide – the saucy ghost Joey – teaches her of her mission in life: helping spirits come to terms with their death and “move on”.


Not my usual genre at all…but half of “paranormal detective” is detective, right? Continue reading

“The Saint” by Leslie Charteris, Starring Roger Moore

"The Saint" Starring Roger Moore — Kimia Wood Intrepid adventurer. Con-man and detective. Infamous man of mystery. The dashing, dangerous, and irrepressible Simon Templar is played by Roger Moore in this black-and-white television series of suspense and excitement. (Seasons 5 and 6 were shot in color.)

A little lacking in the luster, you say? Paltry in comparison to its peers? Nevertheless, these puzzle-packed episodes of action and glamor have plenty to offer the thrill-seeker.

I Say, A Tad “On the Nose”, What?

Perhaps Simon Templar’s adventures are a little of the pulp-fiction variety. As my mom said, the plots he unravels aren’t so bafflingly complex as Mission: Impossible.

And it’s true he breaks the forth wall every episode as he introduces the audience to his locale, perhaps philosophizing on his surroundings. In the intro segment, someone always says his name, and a little halo appears above his head…to indicate his moniker “The Saint”. By the third and fourth seasons, Simon is tired of this repeated performance, and glances wryly above his head as it appears. Why, if you looked hard enough, you might be able to see the characters roll their eyes as they work each episode’s title into the dialogue at the conclusion.

"The Saint" by Leslie Charteris Starring Roger Moore — Kimia Wood

Image credit: uk.movies.yahoo.com

Is it campy that the villains always recognize this man, and darkly threaten his life to one another as the episode progresses? Is it tiresome that gorgeous, wealthy girls are always throwing themselves at him? And that his name and face are only as well-known as the episode needs them to be?

But this is not about deep, meaningful plots and intricate mysteries. This is about cool fight sequences and smashed crockery…kissing beautiful women and chasing around in 1950s cars…and, of course, Roger Moore’s hair.

If you didn’t want James Bond Lite, go listen to NPR or something. We’re busy here.

Dashing Good Show, Old Boy

Prepare yourself.

If every police chief in the world warns you to behave yourself…if you can afford the ritziest restaurant on the Riviera and are personal friends with half the elite hotel-owners around the world…if beautiful and troubled girls seem to cross your path at every turn…

Well, then, why not pursue your curiosity about whatever strange events happen to unfold around you?

Revel in intricate heists. Suffer succulent double-crosses. Defeat cold-blooded black-mailers. Catch murderers and terrorists.

Watch, transfixed, as Simon counters knives, garrots, and grapples with his bare hands, using only his +13 Dodge ability. Then, watch him counter axes, spears, bottles, and other improvised weapons with chairs, tables, books, and other smash-able fixtures and furniture! (Interspersed, of course, with gun-battles.)

Watch as his perfect hair gets tousled in the heat of combat. Then see him emerge victorious. (Usually.)

The show would probably earn a PG-13 from the smoking alone, never mind all the consumption of alcoholic beverages. This is a show to shock your 1950s sensibilities!

But the twists are predictably thrilling. The Girl is usually innocent…but sometimes (gasp) she isn’t!

For those of us who like our soda Caffeine-free Diet – who want an adventure show that’s sweet and also calorie-free – check out this blast-from-the-past, this relic for the ages!

Try out The Saint!


Title card is from Wikipedia.

Check it out on Amazon (Seasons 1&2 here).

Kimia Wood lives with her family somewhere in the American midwest, bracing for the collapse of society by baking, knitting, hobby-farming, writing, and reading as much Twitter as possible before the web goes dark.

Join the mailing list for a free copy of her post-apocalyptic adventure novella Soldier, plus periodic updates on her latest writing and reading adventures!

“The Janson Directive” by Robert Ludlum

"The Janson Directive" by Robert Ludlum — Kimia Wood What is the cost of peace?

Robert Ludlum is most famous for The Bourne Identity, a spy thriller that inspired several sequels and movie adaptations. But in The Janson Directive, he has recaptured the magical combination of pulse-pounding thriller mixed with deeper psychological themes.

If you’ve got the stomach to get through it, of course. Sometimes the cost of peace is high. Continue reading

Top Ten Mysteries

I’m a huge fan of mysteries. “Top Ten Tuesday” is a list-making meme currently hosted by That Artsy Reader Girl, and the theme for this week is a FREEBIE. Since I’ve noticed a troubling lack of mystery-related lists for Top Ten Tuesday, I offer up my list of the top ten…specifically, the mysteries which most took me by surprise or had the most satisfying twists!

1– Have His Carcase, Dorothy SayersTop Ten Mysteries — Kimia Wood

Mystery author Harriet Vane is on a walking tour along the coast of England when she discovers a body with its throat cut. Along with her suitor and friend, noble sleuth Lord Peter Wimsey, she sets out tracking down suspects, busting alibis, and cracking conspiracies.

The twist is truly original, beautifully foreshadowed, and is surprising yet inevitable – and thus very satisfying.

All in all, an excellent mystery story, with a smattering of romance mixed in.

2– Gemini Rue (2011)

Top Ten Mysteries — Kimia WoodThe hook for this sci-fi puzzle game is a former assassin hunting for his long-lost brother. But there’s way more in this story about organized crime, friendship, and whether we can really trust our memories.

Read my full review to see how the twist totally floored me and made me a fan for life! Continue reading

“Kate’s Innocence” by Sarah Holman

"Kate's Innocence" by Sarah Holman — Kimia Wood — innocence Can Kate prove she didn’t bomb her college campus? Can FBI agent Patrick trust God to reveal the truth as he tries to clear Kate?

For this indie Christian book, I’m going to front-load all my complaints, and then focus on what I liked.

That way, it’s like struggling to remove the sticky wax-paper wrapper on a chocolate toffee, then getting to eat the toffee! (I’m sure lots of people compare my reviews to chocolate toffee…) Continue reading

“The Racketeer” by John Grisham

"The Racketeer" by John Grisham — Kimia Wood — Grisham In the first few chapters, Malcolm Bannister plays his sympathy cards by explaining his situation as a guest of the federal government. In year five of ten for being unknowingly involved in a big-time racketeer’s money laundering, Malcolm has lost his wife and son to divorce and has a rocky relationship with his hard-nosed, lawful dad.

By the end of the book, I thought he deserved everything the FBI could stick on him, and finished reading partly to find out whether he was thrown in an oubliette.

Guess I’m not John Grisham’s target audience. [SPOILER ALERT] Continue reading