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Showing posts with label Cyan Worlds Inc.. Show all posts
Showing posts with label Cyan Worlds Inc.. Show all posts

Riven - PC (Steam) Review

Riven by developer and publisher Cyan Worlds Inc.PC (Steam) review written by Susan N. with a copy provided by the publisher.
 
Estimated reading time: 8 minutes




Wow. Riven. It's been redone and it is beautiful. And I can't believe I'm back here again.

Let me start at the beginning. I know you have questions and I can't answer them because there is no time, but suffice it to say Catherine is in trouble. I have to send you back to the world that you may have been to before. Back to Riven. But things have changed since 1997. And I can't send you back with a way out, so I'll have to send you with this book to trap Gehn. Now please, take this and save my wife and stop Gehn before it's too late. I must finish my work. Go. Please.



Back Story Time!


Those of you who are not familiar with the famous series of Myst, you will be undoubtedly confused about the introduction to this review. For everyone else, you may be smiling because I tried to spin my introduction like Riven begins. I did this deliberately because I, like many people, played all five games in the 90s. Myst is the first of the five games and at that time I became enthralled immediately in this world. 

Myst is a game that people hold in high regard because it kicked off the puzzle game genre in a way that no other game could. It spawned games like Riddle of the Sphinx, Starship's Titanic, The Crystal Key, and a whole host of others usually published by a company named 'The Adventure Company'. After I played Myst, I became hooked on all of those sorts of games, but none of them seemed to engulf me in the universe quite like this little single CD-ROM game did. When Riven released a couple years afterwards, I immediately grabbed it. This five disc game was the only one that I remember being that large. 

To make a long story short, Riven was the single hardest puzzle game out there. Part of that was due to the fact that internet access was limited and somewhat costly. Playing anything on dial-up and 2600 Baud Modems was a challenge, to say the least. There was no cloud gaming to hold your save files, so they had to be contained on the computer directly. Plus, CDs and DVDs had their limitations. But aside from the ease of guides and walkthroughs of today's games, back in the 90's, we had to figure things out on our own. To further the difficulty is that Riven is not a linear game. There are plenty of titles that have a straightforward narrative, but as I said, Riven is legendary because it did not follow that kind of system. The remake holds true to that same concept. And while they made the color marble puzzle - the reason why this game is the hardest of the series - simpler, it has been changed in a way to be more challenging. And suffice it to say, we spent *months* on the color marble puzzle back in the day. (Admittedly, it makes sense now but back then I didn't understand the logic of the puzzle. Younger me was definitely not a mastermind.)


Story


When you first begin Riven, you are in a relatively dark room with a man who is writing profusely in a book. At this point you have no idea what he is writing nor why it is more important for him to finish what he was doing before he even addresses you. Once Atrus does look up to speak, you're met with a sense of confusion, wonder, and perhaps bewilderment, as he stresses the importance of a few tasks you must complete. He asks you to save Catherine as she has been trapped in Riven. He tells you that the world of Riven is unstable and the issues with the place cannot be fixed. Finally, he tells you that under no circumstances should you give his father means to escape. You will have to trap him there. 

Oh readers, this burden is rather heavy for the beginning of the game, but it is relatively familiar given the nature of the 'good' ending of Myst, its predecessor. So, we save Catherine, trap Gehn, and get out of there post haste. Simple enough? *cackles* Oh no. Oh no no no dear reader. 

Upon entering Riven, you awaken in a prison cell with some gentleman talking to you incomprehensibly. He's clearly surprised that someone is in the cell. Perhaps he even hopes that you will be the answer the people are looking for. But before you can try communicating with him, he's knocked out from behind and dragged away. Your savior is gone. To make matters worse, the man who clearly took out the person speaking to you says nothing as he takes the linking book from you and then breaks a lever that is a couple of meters away. Then he leaves you there to wonder what the &*^%$% just happened. And also, why did he break the lever to begin with? This is a question that has no answer at this time.


So here you are, in a world you are unfamiliar with, sent by someone you barely know, and surrounded by people who speak an entirely different language from your own. Let me tell you lovely readers that it is a whole other experience when you are in a place where English is not the primary language spoken. Anyways, you might be asking what you're to do from this point on. And that would be an excellent question but the whole point to the Myst series is to figure it out as you go along. There is no rhyme or reason to how you get to important places and without the limitations of prohibitive loading times between discs, you are free to roam as you may in this spectacular 3D environment.

Much of the storytelling is told through various notes that you find at different points. These notes often give clues to puzzle solutions or they spark the 'A-HA' moment when a solution becomes apparent to you. Aside from these notes, there isn't a straightforward way to get to the end. Part of the main appeal of the series is to fiddle with buttons and levers until everything starts to make sense. The journey is greater than the solution in this case. And Riven allows you to figure things out at your own pace. So long as you get Catherine and yourself out of there, everything will be fine. Hopefully.

Puzzles

Since Riven is not told in a linear way, I can't just ruin the experience by giving solutions or talking about the brilliance of the puzzles themselves. What I will say is every puzzle can be logically figured out. For instance, the clues to solving a puzzle is often not in the same location as the puzzle itself. In fact, you'll be traveling between the five islands often. As you see more of the D'ni culture and language, the society's dynamics become more clear. When you start to see subtle clues in various places, the story of Riven unfolds.  


Another point of note about Riven, and any game within the series, is that to solve some of the puzzles it is much easier to have a notebook and pen handy. So far, I have several pages of notes connecting symbols and numbers together. These become integral to Riven as well as future games in the series. And strangely enough, the D'ni language itself follows a pattern. It may not be readily apparent but everything you see that is awe-inspiring and different is likely meant to assist with a puzzle somewhere. You just have to find them. Hence the importance of a notebook. 

Something that is worth mentioning is the idea that many of the puzzles cannot be brute forced. Each puzzle has a solution that will logically make sense or the solution will be plainly found within the notes you find throughout the game. Even the hardest puzzles can be solved with some note taking, whether that is done in game or out. While the in-game notebook is not perfect when scribbling non-sensical symbols, it is a system that was highly used in the later games. Anyways, I will not be spoiling any of the puzzle solutions, but I will say that it is important to be highly observant. Trust me.

Audio and Graphics

First let's talk about the audio in Riven. It is masterfully done. While the music itself may be sparse in areas, the sound effects make you feel like you are physically transported to this foreign world. The birds will chirp happily, strange creatures will protest when you get too close, and the water effects make you feel like you are standing right there. What's really interesting about the audio in Riven is that a lot of the sound design from the original game was used in this remake. It's a little bit like revisiting an old childhood home after its been repainted and lived in by other people. The memories are still present but the visuals are vastly improved upon.

On the topic of graphics, much of Riven had to be redone from the ground up. As a subscriber to the newsletter, I can tell you that taking a 2D point and click adventure game into a fully 3D space was no easy feat, but Cyan did it. Yet, while the visuals of familiar places are drastically improved, there are some short comings with updating the game to modern standards. The only failing with respect to the graphics are the animated representations of the original actors from the 1997 version. It makes sense that Cyan would take this approach because there are unfortunately some actors who have sadly passed. While I understand the decision to use animation in place of real actors, the visuals negatively impacts the beautiful world behind them. Unfortunately, the performance of the animations doesn't sell the urgency as much as a real actor would, but the good news is that this is one of the few flaws of the game that would otherwise be perfect. 


The only other negative point to bring up is some of the water effects. In most cases, it is beautiful and realistic. Paired with the impressive audio to add the immersion of Riven, the water effects are breathtaking; that is until you see a few gaping holes in the water animations. Though it doesn't take away from my enjoyment of the game, these holes were quite obviously glaring. I can only hope that this is only an issue with my graphics settings.

Final Thoughts

Riven is beautiful. It is brilliant. It is a masterpiece that stands the test of time with its updated graphical design, slight puzzle changes to be friendlier for players, and audio that still provokes a ton of nostalgia. I cannot even begin to describe how much both Riven and Myst have shaped my love of puzzle games. Riven in particular frustrated me as much as it fascinated me back in the 90s, and it now fills my head with a sense of wonder and nostalgia at the same time. In fact, this particular series has shaped my love for puzzle games so much that I have often dreamed about having a Myst room in my ultimate home. Complete with the dagger. (A dagger which inspired a physical purchasable replica that I sadly wasn't able to buy.)

Riven is filled with familiar images that nag at my brain as I recall aspects of puzzle solutions but not where to find them or how to get there. It has kept me on my toes the whole way through while causing me to once again stare into space as I did as a child. And in 2024 the game has been brought to life for a new generation of gamers to experience for themselves, which is amazing. I can only hope that it is enjoyed without modern gamers using a guide to complete. Suffice it to say, I have so much praise for Riven that it receives a 9.5 from me!



Score: 9.5 out of 10

Article by: Susan N.

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Firmament - PC (Steam) Review


Firmament
by developer and publisher Cyan Worlds Inc—PC (Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 8 minutes.

Introduction

Cyan Worlds Inc launched a Kickstarter several years ago to create a new ambitious puzzle game - one that would invoke the same sense of wonder that their titular game series Myst caused in the late 90s. Not only did the Kickstarter campaign hit the $1.3 million goal with over 18,000 backers, but they delivered on the project four years later even after going through the challenges presented by a global pandemic. 

For those unfamiliar, Cyan are the creators of the legendary Myst game which is THE video game that made the puzzle genre popular. People like myself can point to it playing a huge role in their gaming experience, so much that puzzle gamers will hold every one of their games to such a high standard. And because of Cyan's history, their legendary status can be a tall order for any gaming studio, let alone a self-published one that has remained as such for years. 

Now that we have the history out of the way, let's talk about the good, the bad, and the ugly with Firmament and why I feel somewhat conflicted about this review.


Exploring the World and Your Capabilities

Firmament is a puzzle game like no other, which is to say that it offers both a 3D and VR version. This is no easy task as many games commit to one of the mediums at the cost of the other. Unfortunately, Firmament suffers from this exact issue. In implementing a VR mode, the regular PC version is sacrificed, and that is frustrating to say the least. 

The main reason for its mixed reception is a tool known as the Adjunct which allows you to hook into terminals that perform different functions. While this is an interesting way to engage with us on both a VR and non-VR scale, it is far from a sophisticated way to interact with the environment. Puzzles are solved using this one type of interaction, which simplifies puzzles as there is no complexity in the challenges. Instead, you are pigeon-holed into using the Adjunct for every puzzle. Doing this creates monotonous gameplay and is what contributes to the games lackluster reception. 

On the flipside, what the Adjunct does allow is a different type of puzzle solving. Instead of ones where we are accustomed to manipulating different panels and switches, we get environmental puzzles that have their own challenges. For example, we raise and drop plant platforms to get to new areas. Or, we operate a massive crane that allows us access to a previously unreachable path. While these are engaging, we are also operating on blind faith that we will succeed in our task without the use of mirrors. I'm no engineer, but I suspect that a few well placed mirrors would allow for more meaningful solutions. But it's that lack of visual cues - either in the Adjunct screen or in the world - that brings out a level of disappointment in longtime fans of Cyan games. 

Atmosphere

What I stated just now does not make Firmament a bad game. It has beautiful graphics, stellar music, fabulous voice acting, and a sense of wonder which is augmented by its atmosphere. But these elements aren't enough to hold onto today's gamers.

That said, graphically the game invokes a sense of smallness while exploring what was once vast worlds with structures billowing down upon you. The spires are large and intimidating and the worlds are quite spread out, requiring use of the run feature. In many locations, I marveled at the scenery. Though, there were areas where textures and graphic meshes were quite pixelated and unclear, taking away from my immersion. 

Scattered throughout the locations are books, instruments, posters, and other creature comforts of the citizens that once lived here. But, even with the eerie thoughts about what happened to the people that used to inhabit these worlds, it remains a shell. Whether by design or not, I couldn't help but feel that something was wrong here. 

Is the lack of notes or lore on purpose to create the atmosphere? Personally, I will err on the side of optimism that this was intentional in creating a sense of mystery. Though, I feel that the game lacks depth during the early challenges. While I personally see the decision as a smart move on Cyan's part, die-hard fans might see the lack of substance as a disappointment.


Audio

The music in Firmament is captivating. While it wasn't created by Robyn Miller or Jack Wall who were composers for the original Myst titles, Cyan has the amazing Maclaine Diemer for Firmament. This is important because Maclaine is known for his work on Rock Band and Guild Wars 2. By 2019 he stepped down 
from ArenaNet as lead composer. Then in 2022, he joined Cyan Worlds to compose the atmospheric music for Firmament.  

Each piece crafted for Firmament adds a level of mystery and wonder to the worlds with the use of contrasting notes and well placed high-pitched vibrato. Compositions have a quieter background element that adds to the eerie and sharp tones that put you on edge throughout gameplay. In my opinion, the audio helped elevate the atmosphere. 

The music isn't the only audio present in the game. As you play through Firmament, you are guided by a female mentor who tells you that she is dead. You must continue the legacy as a Keeper. Unfortunately, while I would love to lift up the voice actors of video games, this person has chosen to stay out of the credits. This was a deliberate choice on their part that Cyan honored, but I couldn't handle not mentioning the fact that their contributions are well received and truly appreciated. 

Puzzling Issues

I've enjoyed playing Firmament, regardless of its simplicity in puzzle design. However, the game has some glaring issues. Unlike other puzzle games in this genre, it does not have an unstuck button or a reset option that I know of. Compounded by the fact that there is only one autosave slot, it is paramount that you save before attempting any puzzle. It is much easier to start at the beginning with newly discovered information, than attempting to undo some egregious wrongs caused by bugs.

Aside from that, the biggest issues I had with Firmament had to do with some of the puzzles individually. Notably, the crane puzzle angered me. It had nothing to do with it being easy or hard, it had to do with graphical issues. On the crane there are two ladders that take you to either a front or a back console that moves the crane. There is a graphical representation of the crane on the Adjunct dial which helps you assess the environment around you. 

At several points during the solving of this section, the crane became stuck. Presumably, it would be stuck on the mountain or on other obstacles. Once I moved to the other Adjunct dial, I discovered that the crane was not stuck on anything. In fact, the crane would often be a far cry from anything. So why did it get stuck? A good question. I have no idea. But, that problem wasn't the main one. If the crane got stuck on something, it often couldn't move to its previous position. In fact, it often couldn't move at all! Other than restarting the puzzle, the only solution I found was to head to the other side of the crane and move it by using its own bugged interaction against it.

I also found issues with character movement. Because it is the easiest to explain, the crane puzzle is being used again to illustrate my point. If you get the crane to a platform, there were points where I needed to adjust because I couldn't step off the crane! Of all the issues the game has, this is the most irritating and notable one and it made me despise the puzzle. It's even responsible for crashing the game! So, this one specific puzzle has my ire.

The Firmament

When I think about all the previous games released by Cyan, I think about the worldbuilding, the lore, and the challenging yet clever puzzles in each game. And if I put Firmament against any of those titles (including End of Ages which is my least favorite of the series), it doesn't quite make the high bar we set for it. Despite the fact that each game has a unique flavor, interesting characters, and plotlines to wet the palette, Firmament managed to miss all of it. 

It's a great game to kill a few hours in because of the atmosphere and visuals, but die-hard fans set their expectations too high for what Firmament is. Those who have not played a Cyan game before would find Firmament to be good, but not enough to keep them invested, and that's a shame. It's a beautiful game that won't be as memorable in the books of Cyan. And as much as I would love to recommend it to the masses, I don't think it's amazing nor do I think it is bad either. Firmament is still an interesting game full of mystery and wonder, just don't expect the world from it. 



Score: 7.5 out of 10

Review By: Susan N.

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