"As it factors into the annals of video game history, Myst was a massive success, and as such, many games would mimic its formula. It pushed the boundaries of what most people understood games could do, even if there were more innovative and interesting games being made at the same time. While the graphics of Myst today look hilariously blocky and awkward, at the time they seemed pristine — even, as FastCompany notes, photorealistic. The gameplay itself was unhurried, almost meditative: There was no clock, no enemies to fight, no way to be "killed," even if the creepy tone had me on edge the entire time I was wandering around the island. It was a decades-early precursor to similar "relaxing" atmospheric games, like the immensely addictive Witness.
Even though I never finished Myst, or really understood it, it's stayed with me for years. I might not think about it every month — frankly, I probably haven't thought of it in half a decade, before it showed up in my Twitter feed last night — but it's the unconscious standard I weigh other games against. Does this create its own world? Am I taken in by it? Am I filled with some sort of wonder?"
Writer - Critic - Poet - Editor