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In general, I prefer the new touch-ups, in part because I imagined an entirely unfamiliar player trying Myst for the first time and having more obvious, mechanical items to click and manipulate. Once touched, the mechanical switch animates with a chunky sound effect.
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Instead of clicking in the center of a painting to activate a door, for example, you now have to aim at a mechanical switch next to the painting. I always appreciated that option to split the difference between the old and the new.Ī few of the game's switches and machines have been touched up to account for either VR compatibility or the shift to modern controls, too.
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I'm honestly peeved that the latter has been removed for non-VR players. There's no menu toggle to revert to the original game's slideshow style-nor the realMyst 2000 edition's "node-by-node" smooth walks between the original game's frozen moments. This is now a real-time, first-person game, modeled after the controls you'd find in a shooter on PC or consoles.
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For one, players can no longer expect the original game's Hypercard-based point-and-click system. Further Reading 30-plus years of HyperCard, the missing link to the WebBut this journey isn't identical to the original.
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