URU Ages Beyond Myst
First off, I am a fan of the Myst series - just hearing the introductory chords send
chills up my spine. I have read the novels, spent weeks in Myst, Riven
and now URU. I am at a loss to find adjectives to do the game justice. The
creativity that went into these worlds, their machines, buildings, scenery and the
underlying cultures, inspires nothing less than awe.
You play the game as a character who finds linking books that take you to worlds that have
been abandoned, destroyed and yet life seems just around the corner. Your home base is
Relto which contains the library of linking books. Teledahn is the most mechanical of the
worlds and introduces some disturbing elements of the D'ni culture. Gahreesen Prison will
blow your mind - enough said. Kadish Tolsa with its gothic-like architecture holds the
keys to many of the puzzles. Eder Gira and Eder Kemo are two linked worlds where you
deal with a natural environment.
The puzzles are environmental and I like these best because they integrate seamlessly
into the game. They are much like you would encounter as a stranger in a strange land.
How do I light a cave, decipher ancient locking systems, turn power on to machines,
discover what was important to these ancient people and in fact, were they people?
When I spoke to Rand Miller at E3 (Electronic Entertainment Expo) about the game, he
said that there would be no deadly opponents; that danger would come from missteps in
these strange and alien lands; that there would be easy recovery from deadly mistakes;
and finally that the navigation would not interfere with the story. It is all this. The on-line
version, to come out early next year, would add players to the worlds and daily changes
to the environments. The way Rand described it, it would be a place to re-visit and
explore. I hope so - that way I would have Myst/Riven/Uru forever.
Reviewed by: Editor - 12/03
URU Ages Beyond Myst Strategy Guide
This strategy guide is written from the point of view of an explorer. It's a clever strategy
for it is in keeping with the mood of the story. I managed to traverse two worlds without
a guide. The other two - I dipped into the guide and happy I was because I would not
have imagined the solution. Along with the visual step by step guides, there are
ruminations as to the meaning of the journals found. This way you can read them at leisure
when you are not so intensely into the action of the game. For those with less patience
there are expeditious single line hints at the back of the guide. With a game this
complicated - you really must have a guide to enjoy the full extent of the game. I only wish that it
was in color. But, wait and see, there will be a coffee table book in gorgeous color so you
can show your friends where you've been.
Reviewed by: Editor - 12/03
Ages: Everyone