Excerpt: I'm lousy at solving complicated puzzles. The reason I like adventure games is because they let me poke around in an exotic world, and that's both the bad news and the good news about Myst III: Exile—the worlds to be explored are breathtakingly beautiful, but the puzzles are very, very hard. Myst III: Exile is loosely a continuation of the storyline begun in Myst and continued in Riven: The Sequel to Myst.
Excerpt: Graphics & Sound: Graphics have always been a strong point of the Myst series, and Myst III: Exile is no exception. The ages are distinctive and sharp, with tons of little details that will have you looking around madly, just to catch everything there is to see. Another major improvement with the graphical engine is the use of a 'spinning' camera.
Excerpt: Boy, are we impressed! We approached this game with some trepidation because Myst holds such a special place in our heart: it was our first adventure game and the reason that we fell in love with them. And this game, after all, was written and produced by someone other than the now famous creators of , Rand and Robyn Miller, albeit with their blessing. Now don't get us wrong: we love Presto's other work, notably their series.
Excerpt: Exile, the third game in the “Myst” series, returns the player once again to the D’ni universe and the house of Atrus. Atrus has perfected the D’ni art of creating “linking books” – documents in which potent words create doorways to alien worlds. This game, like the original “Myst”, foregoes extensive character interaction and instead sweeps the player into brilliantly detailed environments that challenge the mind and engulf the senses.
Conclusion: All the graphics and sound in the world can’t save a game that lacks things to do. Thankfully, MX has loads of stuff to do. If you’re familiar with the Myst series you’ll know what’s expected – operating seemingly nonsensical machines without really knowing what they do or how they operate but knowing that you have to solve it to proceed. There are puzzles and contraptions to figure out just about everywhere.
Excerpt: Once you get past the opening cinematic for Myst 3: Exile, the very first thing you'll see is a desert landscape. A character standing behind you will comment that the view is “breathtaking”, but I didn't agree. In fact, I was puzzled. The opening location could have been set anywhere and it could have shown anything, and yet developer Presto Studios decided to use a desert. Why?
Excerpt: Myst 3: Exile is the long awaited third installment (Myst 1993, Myst II: Riven 1997) in a series of graphic adventure games. So what you can expect from new Myst? The first major difference in Myst III: Exile is the addition of mouse look. In Myst III: Exile, the mouse is now really a camera! You can look around freely and examine every inch of the beautifully pre-rendered world.
Excerpt: Myst III: Exile is a fine example of conceptual stagnation, an often mind-numbing exercise in tedium that despite grand intentions, feels more like a relic than a new and interesting concept. Like all Myst games, Exile is a game of exploration, puzzle solving and storytelling. In each aspect, the game never breaks its ties to outdated technology sufficiently to be compelling or entertaining.
Conclusion: So was Exile a success? You bet. Presto made a daring move in taking over this much-lauded series, and delivered on their promise to create a worthy successor. They stayed true to the vision of the earlier two games while still taking the opportunity to include a few new touches of their own. I really enjoyed the 20 hours it took me to play Exile, and I think you will too. It is a worthy sequel in a venerable franchise.