The most egregious graphical issue is the readability of text. Open areas are covered in a fog, which is unsurprising and not as extreme as I thought it would be. While Myst, graphically, holds up alright, it’s also its weakest feature. Then again, reading those notes back might be a bit of an issue on Quest 2. It would have been fantastic to have some sort of virtual notepad to jot down ideas, but alas, it is not so. I found myself taking off my Quest 2 a few times to take notes of numbers and other information that would otherwise leave my brain almost immediately. It doesn’t really even make it clear when you’re correctly solving a puzzle until the solution is working. Myst doesn’t hold your hand at any point. What I did find necessary was some method of note taking. With the puzzles reconfigured for virtual reality, though, I never felt like such a feature was necessary. Most VR games implement a sort of telekinesis to alleviate some of the bending and reaching required to grab objects, but that’s not present in Myst. Some items that you have to interact with have been raised to be above waist levels-something I very much appreciate, especially due to the lack of any sort of distance grabbing. Some puzzles are tweaked (presumably) to be a little easier in VR. Outside of puzzle randomization, there have been other changes. This allows Myst to be a somewhat refreshing experience-if you’ve played through Myst countless times, the randomization will change certain aspects of the game to make them unpredictable. First of all, when starting a new game, you have the option to randomize puzzles. There are some slight differences between Myst VR and its other versions. Locations and puzzles work mostly you would expect, and the sound effects and music remain intact. If you’ve played Myst before in any of its forms, you’ll feel at home here. I’m pretty sure they kept the same voice acting, though, so it retains some of the original’s cheesy line reads. Gone are the FMV shots of actors, replaced with new 3D models-which is a shame, since it loses a tiny bit of charm. That means visually, things look different. I thought I would be playing the real Myst version updated for virtual reality, but that’s not the case. Nothing is explained outright-it’s all about exploration and discovery. In Myst you play as a traveler who stumbles across the Myst book, and after reading it, find yourself on a mysterious island full of cryptic puzzles controlling strange mechanisms. I have nostalgic memories of trying to figure out Myst’s cryptic puzzles at a very young age, but I never got too far in the classic version of the game. Myst is an adventure puzzle game that doesn’t really need an introduction-it’s one of the original classics. I always thought Myst would be a good fit for virtual reality. It’s the perfect fit for puzzle games, like The Room VR: A Dark Matter and now Myst. It isn’t a graphical powerhouse, but it gets the job done. It doesn’t outperform my Valve Index, but its mobility makes it convenient in a way that the Index can’t touch. The Quest 2 continues to impress me, so much so that it’s become the virtual reality headset that I use the most.
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