3 ms·
I remember finding the beach that seems to harken back to Ico. The ambiguity is a thrill: there's enough to remind you, but never quite enough to prove it. And
by HCIdivision17 11y ago
I remember finding the beach that seems to harken back to Ico. The ambiguity is a thrill: there's enough to remind you, but never quite enough to prove it. And so you have an odd win-win scenario, where you can enjoy just finding something interesting, but maybe there's more to it. When you walk away from the game, there's a little part of you that thinks there's still more to be had, that the game hasn't ended yet. It helps stave off that bittersweetness of winning mentioned near the start.
It also helps that there really were some great hidden bits. The game is riddled with wonderfully hidden special spots. (If I remember correctly, it's a bad idea to eat the fruit in the garden at the top of the temple.)
When Myst Online: Uru Live got its second wind, a similar air followed the gameplay. Everything could be a puzzle or a plot with each new update. I always felt the Cyan developers knew they had to make puzzles that not only stumped a player, but a whole community of fans. I had enormous amounts of fun searching for and - in the end inventing - puzzles there. To this day I like to think Jalak was totally a puzzle, and not just a surprisingly involved gizmo.