
While I've played enough games over the last couple decades for WASD to be second-nature, it feels fundamentally at odds with the pace of an exploration game. On mouse-or-touchscreen devices, it seems the most natural option. I (and several friends I've asked about the topic in a hopefully non-leading manner) prefer node-and-hotspot navigation. That's not a bug Atrus did that on purpose, to trap Sirrus and Achenar in the game forever. This makes it impossible to adjust any settings or quit the game. Eighteen US bucks.Ĭomments imported from Gameshelf Andrew Plotkin (at 8:23 PM):įollowup: The problem some users are seeing is that the escape key fails to bring up the menu. This post is just an excuse to post the shiny screenshots, and I've done that, so you're on your own now. Scary, right? So maybe I should shut up about what everybody wants.)Īnyhow. From the mainstream point of view, I'm a hardcore gamer. (Mind you, I'm a terrible judge of what's popular. But is there anybody left in the universe who wants node-and-hotspot navigation, except as a workaround for clumsy 3D UI? If it's really unbearable, you can switch back to original-Myst-style node-and-hotspot navigation. I didn't have this problem with the iPad version. I flail trying to look around, and then I navigate tight corridors like a long barge rowed by short mammoths. Something about the mode-switch - right button versus walking - is hard to get used to. Maybe I'm over-familiar with the Uru control setup, but this feels really awkward. (As well as the flashlight beam.) Click and drag on things in the usual Myst style.

(It took me a good long time to figure out that you don't have to hold down the right button while you walk.) When you're standing still, the mouse moves the cursor around instead. It's WASD keyboard control, with mouse-look active if you hold down the right button or if you're walking. I'm somewhat less happy with the interface. (The interior of the Mechanical fortress gets a bit draggy, as others on Cyan's forum have noted.) Performance was pretty good for me at the default settings. I kind of hope your flashlight just flickers and dies in that Age.) (No, I haven't yet checked to see how the flashlight interacts with Stoneship's illuminate-the-dark-tunnel puzzle. I don't know whether they added the flashlight because the night-phase is so dark, or if they deliberately dropped the ambient lighting to make the flashlight more fun. All the Ages (I think) have a day-night shift, which cycles in real time as you play. Most blatantly, it has a lot more sun/moon/clouds environmental shifting.

The new RealMyst has nicer textures, a bit more model detail, and some lighting effects such as bloom and dynamic shadows. (Apropos of this - Starry Expanse, the ongoing fan remake of Riven, just announced that it would be switching to Unreal.)Īnyhow.

Cyan's upcoming game Obduction is planned to be Unreal Engine 4, so there was some speculation that RealMyst would be ported to Unreal, but nope.) (To settle one issue for good - this app still uses the Unit圓D engine. I don't have the original (2000-ish) RealMyst around to take comparison screenshots, but you can internets it. I don't know a damn thing about video cards but maybe that means something to you.)Īs you can see, this "Masterpiece Edition" is very shiny. (Screenshots from an iMac, 2.7GHz, lots-o-RAM, AMD Radeon HD 6770M 512 MB. (It's not clear what the issue is, or if the Steam release has the fix already.)
#Real myst selenic age bugs mac#
It also appeared on the Mac App Store briefly yesterday, but Cyan pulled it back out citing "a small issue". The updated RealMyst is now up on Steam (for Mac/Win).
