Game Review:
Myst III: Exile
published for the PC
Game Review by Andrew Glassner
June 4, 2001
Summary:
65/100
Introduction
Exile is a first-person 3D adventure/puzzle game. It's the third
game in the Myst series, following the first sequel, Riven. Exile
is distinguished from many popular games as much by what it lacks
as by what it contains: there are no weapons, there is no killing,
and you don't have to master any tricky timing, jumping, or other
tasks requiring reflex skills. The basic idea is that you move at
your own pace through a series of beautifully-produced 3D environments,
solving a series of logic puzzles along the way. There are few explicit
instructions: the point of the game is to discover both what needs
to be done and how to do it.
The Review
"I need some brave boys and girls who like
to push buttons;
adventurers like YOU!" -- The Firesign Theatre
Let's start with the good stuff. Exile is visually and acoustically
stunning. The production values are the best I've seen in any game
on any platform. To play the game, you move from one location to
another by clicking where you want to go. Between movements you
are free to look up, down, and around in all directions. You make
things happen in the game by clicking on visible objects and then
manipulating them.
Exile takes place in several different 3D worlds. The modeling,
texturing, and lighting are simply superb and set a new standard
for games. The sounds are very good, and the music almost always
complements and enhances the game. The game has hundreds of beautifully-produced
short animated sequences that fit seamlessly into the environment,
and show everything from unfolding flowers to the operation of weird
mechanical gizmos.
Now on to the bad stuff: The description above is really all there
is to the game. You basically wander from place to place, identify
little self-contained logic puzzles, and solve them. There is a
thin thread of story to give some explanation for why these puzzles
exist, but it doesn't affect how or why you do anything in the game.
Some of the puzzles are very clever and integrated into the world,
but some are blunt and brutally bolted-on (in the latter category
are useless but complicated machines with unlabeled control panels;
you solve the puzzle by correctly programming the machine). Most
of the puzzles are about 2D and 3D spatial logic and sequencing,
e.g. push this switch to lower that bridge to turn off that light
so you can enter that door which you saw from the bridge. Many puzzles
explicitly contain a mechanical apparatus in the form of gears,
levers, buttons, etc. In other places, the gadgets are not immediately
recognizable, but still serve familiar purposes.
Although the world is rendered in great detail, your presence is
non-existent: as you move through the environment you do not cast
shadows, leave footsteps, rustle branches, or otherwise affect the
world. However, you do solve puzzles by picking things up and moving
them around, and there are several times where the game basically
tells you that you're an adult-sized person with normal weight and
visibility. This lack of physical presence was usually easy to overlook,
except when the game itself violated the convention.
I'm always on the lookout for anything like a story or characters
in today's games. Exile contains one character - the angry villain
- that appears in a sequence of film clips, basically to remind
you how angry he is. You also pick up pages of his journal that
explains why he's angry. He doesn't change over the course of the
game: he starts angry and ends the same way. We see Atrus and his
wife very briefly. There is basically no story, except for the setup.
So on the story/character side, this game gets 5 points out of 100.
I always play games with a hint book by my side, to which I turn
when my frustration exceeds my pleasure. The Prima Games hint book
contains an explicit step-by-step walkthrough, as well as a section
called "soft hints" intended to gently nudge you towards
a solution. I found that the soft hints gave away far too much context
and revealed future surprises. The most fun and productive way to
play the game was to proceed on my own resources until I got stuck,
then consult the walkthrough and execute the next required action
to get going again.
Comparison
to Myst and Riven
Technologically, Exile is superior to its predecessors (and its
competitors). While I thought that the art direction in Riven was
more inspired, Exile was more accomplished. Despite its 4-CD size,
Exile is a much faster play than Myst or Riven. I finished the game
in about 12 unpressured hours, spread over three evenings.
Conclusion
Exile is to Myst what Rocky V was to Rocky: much more of the same.
Exile looks and sounds beautiful, but in the end it's pointless:
the world of Exile is sterile. There are lots of objects in the
world, but no people to interact with. There are lots of things
to manipulate, but no reason to manipulate them. If your idea of
fun is navigating through a foreign airport where you don't speak
the language, assembling a bicycle without instructions, or debugging
computer programs, then this is the game for you.
Final score: 65 out of 100
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