Not a whole lot can be said about the graphics: They are astounding, even 7 years after its release, and the attention to detail is epic. They are consistently well-done, and there's no suprising change in presentation at any point. In a few cases, the immense detail is used to obscure a clue to the detriment of gameplay, but overall, it's handled quite nicely. Certainly, the gameplay as simple as it is, the graphics add another, relatively rare gameplay element: Your common sense works here. Visual and aural cues are used to convey functional information, like the way a lever works, or the purpose of a room. An obligatory note: Being several years old, Riven's creators decided to use CDs to store what I understand to be most of the movies and such of the game (which are played during the interactions with the world). As such, there are five CDs, each with a section of the game's movies on it. During the beginning, loading times are only significant when switching between worlds, which is infrequent. As the game progresses, shortcuts are revealed and the player must cross between worlds on different CDs about every 10 minutes. It's a pain, but well worth the space saved and the visual effects. It didn't detract from the gameplay, if you ask me. Riven's overall feel, and the ability to convey a definite feel to the game - and even a distinct feel to several of the smaller cultures - is impressive. It is indeed a leisurely paced game, but it is by no means for the casual player to play an hour and leave for a week, unless extensive notes are used. Which brings me to a slight frustration with the style: In taking notes, I dutifully picked up on chance encounters with a few villagers (which are unintentionally terrifying, since it's so unexpected to see anything moving without you on Riven), the placement of rooms, etc. But in some cases, the necessary information was a one time only deal (*endlessly* frustrating), or it is rather loosely connected with the obvious clues. Much of the interaction is coherent and just obtuse enough to challenge the player, but in a few cases, particularly with aural cues, it seemed like something of a stretch. A walkthrough was infinitely helpful in the handful of baffling moments. The major achievements from finding solutions in Riven are humble, even for the puzzle adventure genre. Three major journals are your main source of narrative, but the two that are found in game (the first you start with) are entirely too far into the game to serve for a newcomer as compelling incentive to discover more of the island. In terms of history, some of the story was too vague, since I'd first played Myst from start to finish almost 8 years ago. More backstory, more insightful writings, and perhaps even its own backstory included in an introduction would be nice. Even having played Myst, I was confused on more than one occasion what or who, exactly, I was trying to find/help/defeat. After reading the later journals, much was cleared up, as the journals in game are fascinating and incredibly illuminating. Their acquisition is such a rush for the player that I'm surprised Cyan didn't recognize that and add some more, or space them out into smaller volumes to give more consistent positive feedback. A note on the learning curve: Gameplay is unbelievably simple: You click in one place, or you click in another. But much of the achievement in the game is based on discovering how things work in the world. In a sense, this is the learning curve of the game because it because more natural as the story progresses. This takes much longer than a half hour, but it also depends on whether you pay attention and take the results into account the next time you are learning about the world. As in many puzzle adventure games, the learning curve is slightly shorter than the entire game, because it's about discovery, not repitition. Overall, I enjoyed the game more than I expected. I don't like puzzle arcade games, but I do like adventure games. As an adventure game, it gives the player a realistic world to explore, and the discoveries are indeed thrilling. As a puzzle adventure, however, it gives a logical viewpoint on the world, which is as much about remembering the facts as it is about trying to think like the inhabitants of the world. The game is a great experience, and well worth the effort for the creative and original narrative, as well as the stunning world designs.
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The hushed sound of a busily scratching pen fills the crumbling library. A grey-haired man in simple clothes looks up at your approach. He greets you with obvious relief, hands you his journal, and charges you with a s... Read Full Review
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