Riven<\/em> into a traversable 3D environment. The final result, after Cyan officially absorbed the Project\u2019s assets and even hired some of its contributors, is \u2014 in a word \u2014 gorgeous. <\/p>\nRiven<\/em>, after all, is a game of stone, metal, and wood, textures that the Unreal Engine can simulate with its eyes closed, and there are vistas in the remake that, so long as you don\u2019t move your view, you could almost<\/em> convince yourself are photographs. The other good news for the pleasure centers of fans\u2019 brains is that the original game\u2019s sound design is intact. The meaty thunk-griiiiiiiiiiiiiiiiiiiiiind-LATCH of Temple Island\u2019s rotating room, the keening screech of metal as a maglev car turns around, the bone-vibrating slam of a fire marble turning over \u2014 all are just as you remember them. <\/p>\nAlso familiar: The loading screens take forever. But for a game that originally prompted you to insert one of five different CD-ROMs every time you moved from one island to another \u2014 a core, frequent, and intended part of the gameplay \u2014 sitting through a gently disguised loading screen, however long, is a palpable advancement. <\/p>\n
Other parts will not<\/em> be familiar.<\/p>\nSome solutions that remained the same from playthrough to playthrough in the original are now randomized for each save, so cheeky players can\u2019t just look up the answers. The full-motion video actors have been replaced with animated figures, synced to both original and re-recorded dialogue, from necessity. Those 30-year-old recordings simply don\u2019t scale up to modern screens. <\/p>\n
\n
\n \n Image: Cyan Worlds<\/cite> \n <\/figure>\n\n \n Image: Cyan Worlds<\/cite> \n <\/figure>\n<\/div>\nThe transition from static images with no need for consistency of euclidean space to a full 3D environment has had a myriad of effects. Some rooms aren\u2019t where they used to be; some modes of travel simply turned out not to work in 3D space. But some tweaks seem fully considered on the part of the developers \u2014 and well-chosen. <\/p>\n
The Riven<\/em> remake gently gates areas of the game that were originally fully accessible to a new player, yet unsolvable until much later in their playthrough, so as to prevent exactly the kind of overwhelmed frustration that early Myst<\/em> playtesters experienced. Two of the game\u2019s most involved puzzles have also been completely reworked in ways that were simply not technologically possible in 1997.<\/p>\nThese are not small changes, and I expect some of them may tweak at the nostalgia of longtime fans. But on the other hand, Riven<\/em>\u2019s most finicky, tedious, time-consuming stumper is here converted into something visually jaw-dropping and engaging to manipulate. <\/p>\nIf you\u2019re a Riven<\/em> fan, you simply must play this version. If you\u2019ve never played Riven<\/em>, there\u2019s no better opportunity. Escaping into another world is not just the external promise of the Myst games, but the actual premise, and Riven<\/em>\u2019s update brings those two things closer than ever before. <\/p>\nRiven<\/small> was released June 25 on Meta Quest VR and Windows PC. The game was reviewed on PC using a pre-release download code provided by Cyan Worlds, Inc. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find <\/em><\/small>additional information about Polygon\u2019s ethics policy here<\/em><\/small><\/a>.<\/em><\/small><\/p>\n","protected":false},"excerpt":{"rendered":"Image: Cyan Worlds via Polygon Ah, my friend, you\u2019ve returned… Back in the early 1990s, the creators of Myst had a problem with their testers. Players would wander around the initial island, poking at the rocket ship, flipping the levers on the podiums up and down, and watching as none of it did anything. The […]<\/p>\n","protected":false},"author":1,"featured_media":1361,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[18],"tags":[],"_links":{"self":[{"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/posts\/1359"}],"collection":[{"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/comments?post=1359"}],"version-history":[{"count":3,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/posts\/1359\/revisions"}],"predecessor-version":[{"id":1366,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/posts\/1359\/revisions\/1366"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/media\/1361"}],"wp:attachment":[{"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/media?parent=1359"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/categories?post=1359"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/littlesturgisrally.net\/index.php\/wp-json\/wp\/v2\/tags?post=1359"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}