Manga & art enthusiast
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Myst was grand and imposing, but also really empty and desolate. Riven, in contrast, almost immediately assaults you with life, animals and culture.
It feels a lot more like a tangible place, which is neat.
Myst was grand and imposing, but also really empty and desolate. Riven, in contrast, almost immediately assaults you with life, animals and culture.
It feels a lot more like a tangible place, which is neat.
I am a bit apprehensive about the rest of the Myst series though, I know they aren't as well received...
I am a bit apprehensive about the rest of the Myst series though, I know they aren't as well received...
A flaw of the open world: sometimes you don't know if you can solve what's in front of you or if you should come back later
A flaw of the open world: sometimes you don't know if you can solve what's in front of you or if you should come back later
The environmental storytelling is still very strong, but what surprised me in both games, is how great the writing is.
Reading the lore books was such a pleasure, which I really didn't expect.
The environmental storytelling is still very strong, but what surprised me in both games, is how great the writing is.
Reading the lore books was such a pleasure, which I really didn't expect.
Riven feels huge, both in terms of exploration, and in story and lore.
Riven feels huge, both in terms of exploration, and in story and lore.
By 1997, devs were becoming more familiar with 3D. SM64 and Quake 2 were out, so the lack of free-roam was becoming outdated, but even then, the open nature of Riven's world feels breathtaking as soon as you open the game.
By 1997, devs were becoming more familiar with 3D. SM64 and Quake 2 were out, so the lack of free-roam was becoming outdated, but even then, the open nature of Riven's world feels breathtaking as soon as you open the game.
Also need to mention the horrendous acting for all 3 characters in the game.
Also need to mention the horrendous acting for all 3 characters in the game.
Which makes sense, devs weren't used to making puzzles work in a 3D environment, even without free-roaming.
Which makes sense, devs weren't used to making puzzles work in a 3D environment, even without free-roaming.
Exploring a full 3D world with that level of realism was unheard of. There is a reason why Myst stayed the best-selling PC game for nearly a decade.
Exploring a full 3D world with that level of realism was unheard of. There is a reason why Myst stayed the best-selling PC game for nearly a decade.
Reminds me a lot of Submachine, which leaned even more in that direction.
Reminds me a lot of Submachine, which leaned even more in that direction.
This is going to be kind of a triple review, where I talk a bit about Myst (1993), Riven (1997) and Riven (2024).
I think it's both useful and necessary to talk about older media in their original context, AND in the context of modern times.
This is going to be kind of a triple review, where I talk a bit about Myst (1993), Riven (1997) and Riven (2024).
I think it's both useful and necessary to talk about older media in their original context, AND in the context of modern times.
Tiling a map big enough to justify the "exploring" game we wanted took a lot more time than we thought.
Tiling a map big enough to justify the "exploring" game we wanted took a lot more time than we thought.
We used Unreal for the project, as always, because it's the only engine that I know sufficiently enough to use in the small timeframe of a game jam (even though it's really not made for 2D).
We used Unreal for the project, as always, because it's the only engine that I know sufficiently enough to use in the small timeframe of a game jam (even though it's really not made for 2D).
Making a kanban is often almost more important that maintaining it (at least for short projects).
It helps define critical points, roles, and refine further each mechanic.
Making a kanban is often almost more important that maintaining it (at least for short projects).
It helps define critical points, roles, and refine further each mechanic.
Discussions can be heated, but everyone needs to listen to each other and be open-minded.
Discussions can be heated, but everyone needs to listen to each other and be open-minded.
This is always the most crucial part of any jam or project, as everyone starts to have their own idea of what the game will look like in their head.
This is always the most crucial part of any jam or project, as everyone starts to have their own idea of what the game will look like in their head.
Meanwhile, the artists started putting together a moodboard to start going towards a common vision of the artistic direction.
Meanwhile, the artists started putting together a moodboard to start going towards a common vision of the artistic direction.
We landed on 4 main pitches, which felt interesting enough to make into a game.
We argued for a while about each of the concepts, before finally landing on the one about a squirrel exploring a forest.
We landed on 4 main pitches, which felt interesting enough to make into a game.
We argued for a while about each of the concepts, before finally landing on the one about a squirrel exploring a forest.
The theme was "Lost and Found", so we started the brainstorm as usual, by making an idea cloud to get our creative juices going
#gamedev #indiedev #gamejam #indiegame #pixelart
The theme was "Lost and Found", so we started the brainstorm as usual, by making an idea cloud to get our creative juices going
#gamedev #indiedev #gamejam #indiegame #pixelart
Which is not inherently a bad thing, Poppy IS a great game to copy, but it just does not capture the same magic the original games had.
SotM is not a bad game, but I just don't think it's for me, especially at 40$ for 6 hours of gameplay
13/15
Which is not inherently a bad thing, Poppy IS a great game to copy, but it just does not capture the same magic the original games had.
SotM is not a bad game, but I just don't think it's for me, especially at 40$ for 6 hours of gameplay
13/15