And, thanks to those newfangled CD-ROM drives, Myst could sell its various environments more convincingly than any game had done before-there's a reason its logo features a silhouette of the player being tossed onto the game's titular island.ĭid I mention how good this game looks? Because holy crap. ![]() Of course, the Miller brothers' breakout hit places more of an emphasis on explicit puzzles than the games it would later inspire, but their creation sold itself primarily on the promise of immersion: Myst wasn't just a game, it was a place. Atmospheric, first-person games largely focused on environmental storytelling-known by the tongue-in-cheek term "walking simulator"-have risen to prominence on PC lately, which marks a Renaissance for a type of experience that first sprung to life with 1993's Myst.
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