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 Home -> Reviews -> Myst III: Exile
Myst III: Exile By John "Award" Del Percio, June 19, 2001
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Developer :Presto Studios
Publisher :UbiSoft
Release Date :May 7, 2001
Demo Available : No
Table of Contents

· Introduction
· Closer Look
· Facts
· Final

Lost in the MYST

Usually when another company takes over a series like Myst, the game usually gets befuddled with over-zealous attempts to make the game more "mainstream", and usually ends up destroyed in the process. Especially after hearing the new developer was Presto Studios, I really began to panic. I do like the Journeyman games made by presto, though I never held them up on the same pedestal that I did Cyan, and games like Star Trek: Hidden Evil, a game that obviously had the budget drop out half-way through (I suppose Patrick Stewart and Brent Spiner sucked up all the funds <g>) made my tremble with fear over what would happen to Myst.

After trying the game, however, all my fears were immediately turned to excitement. Not only is the game extremely true to the Myst series, in graphics, game play, puzzles, environment, mood, sounds, and music, it may actually be better than Cyan's work! Cyan decided to pass the work on Myst over to Presto because they were tired of it and wanted to work on something else, Mudpie, their broadband-only game (that really annoys me, since some areas don't even have access to broadband thanks to terrible monolithic phone companies...). They did, however, lend quite an extensive hand to the development process, including Rand Miller, co-founder of Cyan, reprising his role as Atrus, sounds, artwork, textures and other guiding thoughts.

In Exile, you meet Atrus in his new home until a mysterious intruder (who you later find out is revenging what Sirrus and Achenar did to his home Age) steals Atrus new age. You follow the intruder through several Ages including a desert island, an island of energy, and island of nature, and an island of dynamic forces, solving the puzzles blocking your path as you go. The puzzles in Myst III are far more realistic than those of its predecessors. No more shape shifting puzzles or "find the pattern" puzzles, most of the puzzles in Exile involve figuring out how things work, or what they are in the first place.

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