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Myst III: Exile

Myst III: Exile is the third title in the Myst series of graphic adventure puzzle video games. While the preceding games in the series, Myst and Riven, were produced by Cyan Worlds and published by Brøderbund, Exile was developed by Presto Studios and published by Ubi Soft. The game was released on four compact discs for both Mac OS and Microsoft Windows on May 8, 2001; versions for the Xbox and PlayStation 2 were released in late 2002. A single-disc DVD version was later released for Windows and Mac OS.

Myst III: Exile
The box art shows the main hub Age, J'nanin.
Developer(s)Presto Studios
Publisher(s)Ubi Soft (physical)
Cyan Worlds (digital)
Director(s)Phil Saunders
Producer(s)Michel Kripalani, Greg Uhler
Programmer(s)Roland Gustafsson
Writer(s)Mary DeMarle
Composer(s)Jack Wall
SeriesMyst
Platform(s)Mac OS, Microsoft Windows, PlayStation 2, Xbox
ReleaseMac OS, Windows
  • NA: May 7, 2001
  • EU: September 7, 2001
Xbox, PlayStation 2
  • NA: September 22, 2002
  • EU: October 4, 2002
Genre(s)Graphic adventure, puzzle
Mode(s)Single-player

The player assumes the role of a friend of Atrus. A member of the D'ni race, Atrus can create links to other worlds called Ages by writing descriptive books. In Exile, Atrus has written an Age for the D'ni to live on while rebuilding their civilization. The book is stolen by a mysterious figure; the player pursues the thief in an attempt to reclaim Atrus' tablet.

The creators of the Myst franchise gave the task of creating the third Myst game to Presto Studios, known for its adventure game series The Journeyman Project. Presto sought to develop a diverse and logical approach to puzzles and Ages, and worked to make the villain sympathetically multifaceted. The developers hired Jack Wall to develop a musical style different from earlier composer Robyn Miller but still recognizable as a Myst game. The project required millions of U.S. dollars and more than two years to complete.

Exile was well-received by critics; The Daily Telegraph called it the best game in the Myst series. Despite selling more than one million copies within the first year of release, Exile performed worse commercially than Myst and Riven. Myst IV: Revelation, the fourth game in the series, was developed and published solely by Ubisoft.

Gameplay edit

 
An example of gameplay in the Amateria Age of Myst III: Exile. Items such as journals are accessible along the bottom edge of the screen.

Gameplay in Myst III: Exile is similar to that of its predecessors. The player explores immersive, pre-rendered environments known as "Ages" by using either mouse clicks or the space bar for movement from set nodes across each Age.[1] Unlike previous games, which employed a series of still images, Exile uses a "free look" system which gives the player a 360-degree field of view at each node.[1] The game also has an optional "zip" mode to rapidly cross explored terrain by skipping nodes.[1] Clicking allows the player to manipulate objects and pick up items. The on-screen cursor changes to show contextual actions.[2]

Each of the game's Ages has a distinctive look and theme. Players begin their journey on the Age of J'nanin, which acts as a hub linking to other Ages[3] and as a "lesson Age" demonstrating important principles for later puzzles.[4] Three of these Ages are Amateria, a mechanical Age in the middle of a vast sea; Edanna, a world of preserved nature, with abundant plant and animal life; and Voltaic, a dusty island riddled with contraption-filled canyons.[3]

By gathering clues and manipulating the environment, the player solves thematically linked puzzles. For example, the book leading to Voltaic is accessed by aligning beams of light across a canyon; the Age itself contains similar energy-based puzzles.[5] Edanna's plant-filled puzzles require manipulation of the Age's ecosystem.[6] Puzzles often involve observing interactions between elements of the environment, then adjusting the links between them.[7] The player can also pick up and view journals or pages written by game characters which reveal back-story and give hints to solving puzzles.[8] Cursor Mode allows the player to select items from a personal inventory at the bottom of the screen.[2]

Plot edit

Exile begins 10 years after the events of Riven,[9] when the player arrives at Tomahna, the home of Atrus and his wife Catherine. Atrus is a scientist and explorer who has mastered an ancient practice known as the Art: he can create links to different Ages by writing special books. This ability comes from an ancient civilization known as the D'ni, whose society crumbles after the D'ni city is devastated by a plague. Atrus calls the player to his home to display his newest Age, Releeshahn, which Atrus has designed as a new home for the D'ni survivors.

As Atrus is preparing to leave for Releeshahn, a mysterious man appears in Atrus' study, sets it on fire, steals the Releeshahn book and leaves behind another. Following the thief, the player arrives at J'nanin, an Age that Atrus had written long before as a way to teach the Art to his sons. Because the fire has caused considerable damage to the J'nanin book, Atrus cannot accompany the player.

The mysterious man is named Saavedro. Twenty years earlier, Atrus' wayward sons Sirrus and Achenar destroyed Saavedro's home Age of Narayan and trapped him on J'nanin. Saavedro believes his family is dead and swears vengeance on Atrus, unaware that Atrus has already imprisoned his sons for their crimes and that Saavedro's family is still alive. The game can end several ways depending on the player's actions. In the most ideal scenario, Saavedro returns to Narayan peacefully after giving back the book of Releeshahn. Other endings result in Saavedro destroying Releeshahn or killing the player; another option allows the player to leave Saavedro trapped forever.

Development edit

 
Maria Galante and Audrey Uhler on the bluescreen set (top), and with the footage composited with computer-generated elements

Cyan Worlds and Mattel Interactive (then the owner of the Myst and Riven franchise) sought bids from several development companies for the development of a sequel to Myst and Riven; according to Game Developer, interested parties developed proposals including story concepts, analysis of the first two games, technology discussion, and technology demonstration.[10] A core team from Presto Studios held discussions which analyzed Myst and Riven, then set out specific goals for the third game. According to Presto founder and producer Greg Uhler, these goals included visual variety in the Ages, a satisfying ending, and a way for players to gauge their progress during the game.[10] The progress goal was very important for Uhler, who stated: "Players who had failed to complete Myst or Riven did so because they were unsure of how much remained of the game and what their goals were."[10] Initially, Presto prepared three possible storylines for the game to follow; a meeting between Cyan, Presto, and Mattel yielded a completely different plot, which explored some of the loose ends hinted at in Myst.[11] Mattel chose Presto for the task because of their talent, experience, and an existing business relationship.[11]

Presto spent millions of U.S. dollars developing the game, using the studio's entire staff to complete the project. Development took two and a half years, of which nine months were spent on design and pre-production.[10] Particular attention was devoted to strong visual styles and mechanics, which a critic described as "a collaboration of Jules Verne, Rube Goldberg and Claes Oldenburg".[4] By July 2000, the game's look and feel, story, and puzzles were all complete, and Presto was building the game worlds.[12] Pre-rendered environments, like those in the earlier Myst games, were used, providing what producer Dan Irish described as the "photorealistic ability to present the world in a convincing way. The 360-degree camera view also allows you to experience it in a way that makes it feel real."[13] Presto used 3ds Max, Areté's Digital Nature Tools, and additional software to generate the pre-rendered visuals as well as dynamic water, character animations, and lighting.[14]

As in Myst and Riven, the developers used live-action sequences instead of computer-generated actors and props; Irish stated that using computer graphics would have reminded players they were in a game, "which would wreck the immersion that is so critical to the Myst games".[15] Live actors were filmed on a blue screen and then placed in the digital environments using chroma key technology.[12] Before any shooting could begin, all the sets were constructed and filled with props the actors could use, costumes for all the characters were fashioned, and each scene was plotted out by storyboard.[12] Rand Miller returned to play Atrus, a role he had filled since the first Myst game. Brad Dourif, a professional actor best known for the Child's Play films, agreed to play Saavedro because he was a huge Myst fan.[16] Dourif noted that acting for a game was much more difficult than working on movie sets, as he could not see the player or interact with the game environment.[16] Other actors included Maria Galante as Atrus' wife Catherine, and Greg Uhler's daughter Audrey in a cameo as Atrus' daughter Yeesha.[10] Preparation for the video shoots took four months; filming the scenes took just seven days.[17] Uhler noted that the video was one aspect of Myst that Presto "did wrong"; because high-definition video cameras were not used, the resulting video was not as crisp as developers had hoped.[10]

After Mattel sold off their video gaming assets during their sale of The Learning Company to the Gores Technology Group in 2000,[18] Exile ended up in the hands of a new subsidiary of The Learning Company titled GAME Studios.[19] After Gores sold GAME Studios and their assets to Ubi Soft in March 2001, the title alongside the Myst franchise as a whole was put in the hands of the company.[20]

Audio edit

The music for Myst and Riven was composed by Robyn Miller; Jack Wall created the score for the third installment. Irish stated that developing the music was one of the hardest aspects of Exile: "We had to match or exceed the surrealistic style of music that Robyn [Miller] had pioneered. It had to be recognizable as Myst, but unique and distinctive."[21] Wall looked at the increasing complexity of games as an opportunity to give players a soundtrack with as much force as a movie score.[22] Wall also echoed Irish's opinion that he wanted to make a very different score from the "wonderful sonic pastiche" of Myst and Riven, yet still recognizable as a sequel to the earlier games; Wall considered copying Miller's style as the "safe" yet unappealing route that was expected of him.[22]

In preparation for his composition, Wall studied Miller's music, noting that he and Miller differed on their use of music theory. Miller, according to Wall, felt that "melody could easily get in the way of the experience of playing the game", but Wall felt that some melody provided something thematic for the player to grasp.[22] Wall wanted the music to have a sense of purpose while still preserving interactivity, so he composed "reward music" for completing puzzles and recorded the score with a real orchestra.[22]

Myst III: Exile – The Soundtrack track list[23]
No.TitleLength
1."Main Theme"4:22
2."Opening Titles"1:54
3."Atrus' Study"2:46
4."Saavedro Enters"0:45
5."Saavedro's Theme"2:14
6."A Heartbeat Away"1:47
7."Saavedro's Lair"1:20
8."Theme from Amateria"2:15
9."The Spider Spinner"1:11
10."Libra's Lever"1:13
11."The Wheels of Wonder"1:29
12."Theme from Edanna"3:24
13."Deadwood Ridge"2:14
14."Swing Vines"2:54
15."The Forest and the Swamp"2:00
16."Theme from Voltaic"3:10
17."The Airship Chasm"3:14
18."Energy Island"1:40
19."The Confrontation"2:52
20."He Sees Hope"2:07
21."Let Me Go!"2:14
22."You've Been Followed"0:29
23."Into Oblivion"0:40
24."All Is Lost"0:48
25."Trapped"0:45
26."The Tide Has Turned"1:30
27."The Dilemma"2:02
28."All Is Well, My Friend"1:06
29."Going Home"1:10
30."Exile (Bonus Track)"3:27
Total length:59:02

Reception edit

Exile was generally received positively upon release; the PC version holds a 77% rating at GameRankings and an 83%/100 rating at Metacritic.[24][27]

Exile's graphics and sound received nearly universal praise, and were credited with completing the game's immersion.[9][32] The puzzles were described as less difficult and more contained, meaning that players did not have to experiment with switches and then click several screens away to see the effect, as in Riven.[9][32][34] Macworld's Peter Cohen praised Presto for giving out bits of story throughout the game, rather than providing exposition only during opening and closing sequences.[7] The pacing and rewards system was also appreciated by reviewers.[4][39] IGN concluded their review of the game by stating that Presto had done "a pretty good job with a notable addition to the series".[34] The Daily Telegraph offered even stronger praise, saying that Presto had crafted the best Myst game in the series thus far,[5] a sentiment that was echoed in other publications.[7] The editors of Computer Games Magazine named Exile the best adventure game of 2001, and called it "a breath of fresh air amidst the otherwise barren crop of adventure titles." They also presented the game with their "Best Art Direction" and "Best Acting" awards, the latter for Dourif's performance.[40]

Criticism of the game included complaints about the four-disc format of the game, which required players to swap out the installer disc with one of the other discs every time the player entered a new Age.[32] GameSpot's Scott Osborne noted that due to the frame-by-frame nature of gameplay, it was occasionally difficult to discern where players were allowed to venture and what areas were unreachable.[8] The Los Angeles Times reported that bugs including a lack of sound, incompatibility with certain graphics cards and system crashes were present in as many as 10 percent of the first shipment of discs.[41] Reviewers who had not enjoyed Myst or Riven stated that there was nothing new or substantially different in the game to warrant interest; The New York Times observed, "Exile has everything you loved or hated about Myst and Riven."[42]

During the 5th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Myst III for "Outstanding Achievement in Character or Story Development", "Outstanding Achievement in Original Musical Composition" and "PC Action/Adventure Game of the Year";[43] these awards ultimately went to Ico, Tropico and Return to Castle Wolfenstein, respectively.[44] In 2011, Adventure Gamers named Myst III the 59th-best adventure game ever released.[45]

Sales edit

Exile was highly anticipated; preorders topped 500,000 units by March 2001.[14] The game was the best-selling computer title in the United States within a week of release,[41] with an average retail price of $42. Its Collector's Edition claimed fifth place.[46] The two SKUs held #1 and #9 the following week,[47] by which time Ubisoft reported overall sales of 75,000 units.[48] After staying in first place for three weeks,[49] Exile dropped to third during the week ending June 2.[50] It was the fourth-best-selling computer game of May in the region; PC Data reported sales of 54,468 retail units for the month. The Collector's Edition secured 12th place and sold 20,104.[51][52] Exile remained on NPD Intelect's weekly computer game sales top 10 from June 3–23,[51][53][54] and maintained fourth place for the month of June; PC Data tracked domestic retail sales of 49,287 units during the period.[55][56] According to Ubisoft, Exile sold over 400,000 units worldwide by June 30.[57]

Exile remained in NPD Intelect's monthly top 20 from July through August,[58][59] and sold 173,569 domestic retail units by October, while its Collector's Edition sold 40,051.[60] Following Exile's European release on September 7, it reached second place on the British sales charts, and #1 on those of Germany and France. Ubisoft reported global sales of over 750,000 units by the end of September,[61] and of nearly 1.2 million units by the end of December.[62] Its domestic retail sales for 2001 totaled 284,555 units, for $11.7 million in revenue.[63] Domestic sales continued in 2002, with 80,810 retail units sold from January to June;[64] and in 2003, with 43,735 sales for the year.[65] By August 2006, Exile's computer version had sold 400,000 copies and earned $14 million in the United States alone. Edge ranked it as the country's 37th-best-selling computer game released between January 2000 and August 2006. As of the latter date, it was also the country's highest-selling Myst game released during the 2000s.[66] By 2010, Exile's total sales had reached 1.5 million copies.[67]

Despite strong sales, Exile was considered commercially disappointing compared to the phenomenal sales of the first two games, which had sold nearly 10 million units by the time of Exile's release.[5] GameSpot editor Greg Kasavin told Time magazine that "Myst is no longer as relevant to gamers as it used to be" and that "it represents an antiquated style of gaming" compared to the 3-D action games being released at the time.[68] Soon after Exile's release, Presto announced it was discontinuing software development; the Xbox title Whacked! was to be the last title produced by the company.[69] Presto employee Michael Saladino pointed to the maverick style of the studio and its inability to develop more than one title at a time as reasons for its folding.[70] The next game in the Myst series, entitled Revelation, would be produced and published by Ubisoft.[71]

Accolades edit

Award Category Result Ref
Academy of Interactive Arts & Sciences PC Action/Adventure Game of the Year Nominated [72]
Outstanding Achievement in Character or Story Development Nominated
Outstanding Achievement in Original Musical Composition Nominated
GameSpot Best Adventure Game (2001) Won [72]
Computer Games Magazine Best Adventure Game of the Year
Best Art Direction
Won [72]
Best Acting (Brad Dourif) Won

References edit

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External links edit

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11

myst, exile, third, title, myst, series, graphic, adventure, puzzle, video, games, while, preceding, games, series, myst, riven, were, produced, cyan, worlds, published, brøderbund, exile, developed, presto, studios, published, soft, game, released, four, comp. Myst III Exile is the third title in the Myst series of graphic adventure puzzle video games While the preceding games in the series Myst and Riven were produced by Cyan Worlds and published by Broderbund Exile was developed by Presto Studios and published by Ubi Soft The game was released on four compact discs for both Mac OS and Microsoft Windows on May 8 2001 versions for the Xbox and PlayStation 2 were released in late 2002 A single disc DVD version was later released for Windows and Mac OS Myst III ExileThe box art shows the main hub Age J nanin Developer s Presto StudiosPublisher s Ubi Soft physical Cyan Worlds digital Director s Phil SaundersProducer s Michel Kripalani Greg UhlerProgrammer s Roland GustafssonWriter s Mary DeMarleComposer s Jack WallSeriesMystPlatform s Mac OS Microsoft Windows PlayStation 2 XboxReleaseMac OS WindowsNA May 7 2001EU September 7 2001Xbox PlayStation 2NA September 22 2002EU October 4 2002Genre s Graphic adventure puzzleMode s Single playerThe player assumes the role of a friend of Atrus A member of the D ni race Atrus can create links to other worlds called Ages by writing descriptive books In Exile Atrus has written an Age for the D ni to live on while rebuilding their civilization The book is stolen by a mysterious figure the player pursues the thief in an attempt to reclaim Atrus tablet The creators of the Myst franchise gave the task of creating the third Myst game to Presto Studios known for its adventure game series The Journeyman Project Presto sought to develop a diverse and logical approach to puzzles and Ages and worked to make the villain sympathetically multifaceted The developers hired Jack Wall to develop a musical style different from earlier composer Robyn Miller but still recognizable as a Myst game The project required millions of U S dollars and more than two years to complete Exile was well received by critics The Daily Telegraph called it the best game in the Myst series Despite selling more than one million copies within the first year of release Exile performed worse commercially than Myst and Riven Myst IV Revelation the fourth game in the series was developed and published solely by Ubisoft Contents 1 Gameplay 2 Plot 3 Development 3 1 Audio 4 Reception 4 1 Sales 4 2 Accolades 5 References 6 External linksGameplay edit nbsp An example of gameplay in the Amateria Age of Myst III Exile Items such as journals are accessible along the bottom edge of the screen Gameplay in Myst III Exile is similar to that of its predecessors The player explores immersive pre rendered environments known as Ages by using either mouse clicks or the space bar for movement from set nodes across each Age 1 Unlike previous games which employed a series of still images Exile uses a free look system which gives the player a 360 degree field of view at each node 1 The game also has an optional zip mode to rapidly cross explored terrain by skipping nodes 1 Clicking allows the player to manipulate objects and pick up items The on screen cursor changes to show contextual actions 2 Each of the game s Ages has a distinctive look and theme Players begin their journey on the Age of J nanin which acts as a hub linking to other Ages 3 and as a lesson Age demonstrating important principles for later puzzles 4 Three of these Ages are Amateria a mechanical Age in the middle of a vast sea Edanna a world of preserved nature with abundant plant and animal life and Voltaic a dusty island riddled with contraption filled canyons 3 By gathering clues and manipulating the environment the player solves thematically linked puzzles For example the book leading to Voltaic is accessed by aligning beams of light across a canyon the Age itself contains similar energy based puzzles 5 Edanna s plant filled puzzles require manipulation of the Age s ecosystem 6 Puzzles often involve observing interactions between elements of the environment then adjusting the links between them 7 The player can also pick up and view journals or pages written by game characters which reveal back story and give hints to solving puzzles 8 Cursor Mode allows the player to select items from a personal inventory at the bottom of the screen 2 Plot editExile begins 10 years after the events of Riven 9 when the player arrives at Tomahna the home of Atrus and his wife Catherine Atrus is a scientist and explorer who has mastered an ancient practice known as the Art he can create links to different Ages by writing special books This ability comes from an ancient civilization known as the D ni whose society crumbles after the D ni city is devastated by a plague Atrus calls the player to his home to display his newest Age Releeshahn which Atrus has designed as a new home for the D ni survivors As Atrus is preparing to leave for Releeshahn a mysterious man appears in Atrus study sets it on fire steals the Releeshahn book and leaves behind another Following the thief the player arrives at J nanin an Age that Atrus had written long before as a way to teach the Art to his sons Because the fire has caused considerable damage to the J nanin book Atrus cannot accompany the player The mysterious man is named Saavedro Twenty years earlier Atrus wayward sons Sirrus and Achenar destroyed Saavedro s home Age of Narayan and trapped him on J nanin Saavedro believes his family is dead and swears vengeance on Atrus unaware that Atrus has already imprisoned his sons for their crimes and that Saavedro s family is still alive The game can end several ways depending on the player s actions In the most ideal scenario Saavedro returns to Narayan peacefully after giving back the book of Releeshahn Other endings result in Saavedro destroying Releeshahn or killing the player another option allows the player to leave Saavedro trapped forever Development edit nbsp Maria Galante and Audrey Uhler on the bluescreen set top and with the footage composited with computer generated elementsCyan Worlds and Mattel Interactive then the owner of the Myst and Riven franchise sought bids from several development companies for the development of a sequel to Myst and Riven according to Game Developer interested parties developed proposals including story concepts analysis of the first two games technology discussion and technology demonstration 10 A core team from Presto Studios held discussions which analyzed Myst and Riven then set out specific goals for the third game According to Presto founder and producer Greg Uhler these goals included visual variety in the Ages a satisfying ending and a way for players to gauge their progress during the game 10 The progress goal was very important for Uhler who stated Players who had failed to complete Myst or Riven did so because they were unsure of how much remained of the game and what their goals were 10 Initially Presto prepared three possible storylines for the game to follow a meeting between Cyan Presto and Mattel yielded a completely different plot which explored some of the loose ends hinted at in Myst 11 Mattel chose Presto for the task because of their talent experience and an existing business relationship 11 Presto spent millions of U S dollars developing the game using the studio s entire staff to complete the project Development took two and a half years of which nine months were spent on design and pre production 10 Particular attention was devoted to strong visual styles and mechanics which a critic described as a collaboration of Jules Verne Rube Goldberg and Claes Oldenburg 4 By July 2000 the game s look and feel story and puzzles were all complete and Presto was building the game worlds 12 Pre rendered environments like those in the earlier Myst games were used providing what producer Dan Irish described as the photorealistic ability to present the world in a convincing way The 360 degree camera view also allows you to experience it in a way that makes it feel real 13 Presto used 3ds Max Arete s Digital Nature Tools and additional software to generate the pre rendered visuals as well as dynamic water character animations and lighting 14 As in Myst and Riven the developers used live action sequences instead of computer generated actors and props Irish stated that using computer graphics would have reminded players they were in a game which would wreck the immersion that is so critical to the Myst games 15 Live actors were filmed on a blue screen and then placed in the digital environments using chroma key technology 12 Before any shooting could begin all the sets were constructed and filled with props the actors could use costumes for all the characters were fashioned and each scene was plotted out by storyboard 12 Rand Miller returned to play Atrus a role he had filled since the first Myst game Brad Dourif a professional actor best known for the Child s Play films agreed to play Saavedro because he was a huge Myst fan 16 Dourif noted that acting for a game was much more difficult than working on movie sets as he could not see the player or interact with the game environment 16 Other actors included Maria Galante as Atrus wife Catherine and Greg Uhler s daughter Audrey in a cameo as Atrus daughter Yeesha 10 Preparation for the video shoots took four months filming the scenes took just seven days 17 Uhler noted that the video was one aspect of Myst that Presto did wrong because high definition video cameras were not used the resulting video was not as crisp as developers had hoped 10 After Mattel sold off their video gaming assets during their sale of The Learning Company to the Gores Technology Group in 2000 18 Exile ended up in the hands of a new subsidiary of The Learning Company titled GAME Studios 19 After Gores sold GAME Studios and their assets to Ubi Soft in March 2001 the title alongside the Myst franchise as a whole was put in the hands of the company 20 Audio edit The music for Myst and Riven was composed by Robyn Miller Jack Wall created the score for the third installment Irish stated that developing the music was one of the hardest aspects of Exile We had to match or exceed the surrealistic style of music that Robyn Miller had pioneered It had to be recognizable as Myst but unique and distinctive 21 Wall looked at the increasing complexity of games as an opportunity to give players a soundtrack with as much force as a movie score 22 Wall also echoed Irish s opinion that he wanted to make a very different score from the wonderful sonic pastiche of Myst and Riven yet still recognizable as a sequel to the earlier games Wall considered copying Miller s style as the safe yet unappealing route that was expected of him 22 In preparation for his composition Wall studied Miller s music noting that he and Miller differed on their use of music theory Miller according to Wall felt that melody could easily get in the way of the experience of playing the game but Wall felt that some melody provided something thematic for the player to grasp 22 Wall wanted the music to have a sense of purpose while still preserving interactivity so he composed reward music for completing puzzles and recorded the score with a real orchestra 22 Myst III Exile The Soundtrack track list 23 No TitleLength1 Main Theme 4 222 Opening Titles 1 543 Atrus Study 2 464 Saavedro Enters 0 455 Saavedro s Theme 2 146 A Heartbeat Away 1 477 Saavedro s Lair 1 208 Theme from Amateria 2 159 The Spider Spinner 1 1110 Libra s Lever 1 1311 The Wheels of Wonder 1 2912 Theme from Edanna 3 2413 Deadwood Ridge 2 1414 Swing Vines 2 5415 The Forest and the Swamp 2 0016 Theme from Voltaic 3 1017 The Airship Chasm 3 1418 Energy Island 1 4019 The Confrontation 2 5220 He Sees Hope 2 0721 Let Me Go 2 1422 You ve Been Followed 0 2923 Into Oblivion 0 4024 All Is Lost 0 4825 Trapped 0 4526 The Tide Has Turned 1 3027 The Dilemma 2 0228 All Is Well My Friend 1 0629 Going Home 1 1030 Exile Bonus Track 3 27Total length 59 02Reception editReceptionAggregate scoresAggregatorScoreGameRankingsPC 77 24 PS2 62 25 XBOX 62 26 MetacriticPC 83 100 27 PS2 57 100 28 XBOX 55 100 29 Review scoresPublicationScoreComputer Gaming World nbsp nbsp nbsp nbsp nbsp 30 Game Informer7 5 10 31 GameRevolutionB 32 GameSpot8 7 10 8 GameSpy79 33 IGN8 10 34 Next Generation nbsp nbsp nbsp nbsp nbsp 35 PC Format67 36 PC Gamer US 85 37 PC Zone35 100 38 Exile was generally received positively upon release the PC version holds a 77 rating at GameRankings and an 83 100 rating at Metacritic 24 27 Exile s graphics and sound received nearly universal praise and were credited with completing the game s immersion 9 32 The puzzles were described as less difficult and more contained meaning that players did not have to experiment with switches and then click several screens away to see the effect as in Riven 9 32 34 Macworld s Peter Cohen praised Presto for giving out bits of story throughout the game rather than providing exposition only during opening and closing sequences 7 The pacing and rewards system was also appreciated by reviewers 4 39 IGN concluded their review of the game by stating that Presto had done a pretty good job with a notable addition to the series 34 The Daily Telegraph offered even stronger praise saying that Presto had crafted the best Myst game in the series thus far 5 a sentiment that was echoed in other publications 7 The editors of Computer Games Magazine named Exile the best adventure game of 2001 and called it a breath of fresh air amidst the otherwise barren crop of adventure titles They also presented the game with their Best Art Direction and Best Acting awards the latter for Dourif s performance 40 Criticism of the game included complaints about the four disc format of the game which required players to swap out the installer disc with one of the other discs every time the player entered a new Age 32 GameSpot s Scott Osborne noted that due to the frame by frame nature of gameplay it was occasionally difficult to discern where players were allowed to venture and what areas were unreachable 8 The Los Angeles Times reported that bugs including a lack of sound incompatibility with certain graphics cards and system crashes were present in as many as 10 percent of the first shipment of discs 41 Reviewers who had not enjoyed Myst or Riven stated that there was nothing new or substantially different in the game to warrant interest The New York Times observed Exile has everything you loved or hated about Myst and Riven 42 During the 5th Annual Interactive Achievement Awards the Academy of Interactive Arts amp Sciences nominated Myst III for Outstanding Achievement in Character or Story Development Outstanding Achievement in Original Musical Composition and PC Action Adventure Game of the Year 43 these awards ultimately went to Ico Tropico and Return to Castle Wolfenstein respectively 44 In 2011 Adventure Gamers named Myst III the 59th best adventure game ever released 45 Sales edit Exile was highly anticipated preorders topped 500 000 units by March 2001 14 The game was the best selling computer title in the United States within a week of release 41 with an average retail price of 42 Its Collector s Edition claimed fifth place 46 The two SKUs held 1 and 9 the following week 47 by which time Ubisoft reported overall sales of 75 000 units 48 After staying in first place for three weeks 49 Exile dropped to third during the week ending June 2 50 It was the fourth best selling computer game of May in the region PC Data reported sales of 54 468 retail units for the month The Collector s Edition secured 12th place and sold 20 104 51 52 Exile remained on NPD Intelect s weekly computer game sales top 10 from June 3 23 51 53 54 and maintained fourth place for the month of June PC Data tracked domestic retail sales of 49 287 units during the period 55 56 According to Ubisoft Exile sold over 400 000 units worldwide by June 30 57 Exile remained in NPD Intelect s monthly top 20 from July through August 58 59 and sold 173 569 domestic retail units by October while its Collector s Edition sold 40 051 60 Following Exile s European release on September 7 it reached second place on the British sales charts and 1 on those of Germany and France Ubisoft reported global sales of over 750 000 units by the end of September 61 and of nearly 1 2 million units by the end of December 62 Its domestic retail sales for 2001 totaled 284 555 units for 11 7 million in revenue 63 Domestic sales continued in 2002 with 80 810 retail units sold from January to June 64 and in 2003 with 43 735 sales for the year 65 By August 2006 Exile s computer version had sold 400 000 copies and earned 14 million in the United States alone Edge ranked it as the country s 37th best selling computer game released between January 2000 and August 2006 As of the latter date it was also the country s highest selling Myst game released during the 2000s 66 By 2010 Exile s total sales had reached 1 5 million copies 67 Despite strong sales Exile was considered commercially disappointing compared to the phenomenal sales of the first two games which had sold nearly 10 million units by the time of Exile s release 5 GameSpot editor Greg Kasavin told Time magazine that Myst is no longer as relevant to gamers as it used to be and that it represents an antiquated style of gaming compared to the 3 D action games being released at the time 68 Soon after Exile s release Presto announced it was discontinuing software development the Xbox title Whacked was to be the last title produced by the company 69 Presto employee Michael Saladino pointed to the maverick style of the studio and its inability to develop more than one title at a time as reasons for its folding 70 The next game in the Myst series entitled Revelation would be produced and published by Ubisoft 71 Accolades edit Award Category Result RefAcademy of Interactive Arts amp Sciences PC Action Adventure Game of the Year Nominated 72 Outstanding Achievement in Character or Story Development NominatedOutstanding Achievement in Original Musical Composition NominatedGameSpot Best Adventure Game 2001 Won 72 Computer Games Magazine Best Adventure Game of the YearBest Art Direction Won 72 Best Acting Brad Dourif WonReferences edit a b c Presto Studios 2001 Myst III Exile User s Manual Playing the Game PC Mac ed Ubisoft p 4 a b Presto Studios 2001 Myst III Exile User s Manual Manipulating Objects PC Mac ed Ubisoft pp 5 6 a b Poole Stephen April 17 2001 Myst III Exile Preview GameSpot Archived from the original on July 4 2017 Retrieved May 5 2008 a b c Yim Roger May 14 2001 Demystifying Myst An ingenious adventure San Francisco Chronicle p C1 Archived from the original on March 12 2016 a b c Boxer Steve July 12 2001 Seductive kind of Myst The Daily Telegraph p 6 Cook Brad April 1 2001 The Lost Ages Myst 3 Revealed page 2 Apple Inc Archived from the original on March 20 2008 Retrieved June 3 2008 a b c Cohen Peter August 2001 Mystified Macworld Vol 18 no 8 pp 43 45 Archived from the original on April 17 2002 a b c Osborne Scott May 4 2001 Myst 3 Exile Review GameSpot Archived from the original on January 25 2015 Retrieved June 2 2008 a b c Saltzman Mark June 13 2001 Myst III a Stunning sequel The Cincinnati Enquirer Archived from the original on March 16 2006 Retrieved June 1 2008 a b c d e f Uhler Greg October 2001 Presto Studios Myst III Exile Game Developer Vol 8 no 10 pp 40 47 ISBN 978 1 57820 214 0 a b Staff June 15 2000 Myst III Designer Diaries Mattel Interactive Designer Diary GameSpot CBS Interactive pp 1 2 Archived from the original on February 8 2001 a b c Staff July 13 2000 Myst III Designer Diaries 2 GameSpot CBS Interactive pp 1 2 Archived from the original on February 10 2001 Cook Brad April 1 2001 The Lost Ages Myst 3 Revealed page 1 Apple Inc Archived from the original on December 17 2008 Retrieved June 3 2008 a b Company Profile Presto Studios Inc Digimation Newsletter Digimation 3 5 March 7 2001 Archived from the original on February 14 2003 Staff August 14 2000 Myst III Designer Diaries 3 GameSpot CBS Interactive pp 1 2 Archived from the original on February 10 2001 a b Semel Paul June 1 2001 Myst ery Man GameSpy Archived from the original on December 3 2008 Retrieved June 5 2008 Leyton Chris October 12 2000 TVG Myst III Exile Feature Total Video Games Archived from the original on February 10 2009 Retrieved June 17 2008 Walker Trey November 8 2000 Game Company Looking for a Name GameSpot Varanini Giancarlo February 28 2001 GAME Studios to Publish Myst III GameSpot Graft Kris March 5 2001 Game Studios Sale Confirmed Gamasutra Pham Alex May 17 2001 Game Design Adding Texture Detail to Miller Brothers Legacy Los Angeles Times p T4 Archived from the original on February 3 2013 a b c d Wall Jack January 11 2002 Music for Myst III Exile The Evolution of a Videogame Soundtrack page 1 Gamasutra Archived from the original on June 3 2008 Retrieved June 2 2008 Myst III Exile Original Game Soundtrack Apple Inc May 7 2001 Archived from the original on July 4 2017 Retrieved May 6 2016 a b Myst III Exile for PC GameRankings CBS Interactive Archived from the original on March 15 2009 Retrieved December 11 2018 Myst III Exile for PlayStation 2 GameRankings CBS Interactive Archived from the original on March 24 2016 Retrieved December 11 2018 Myst III Exile for Xbox GameRankings CBS Interactive Archived from the original on March 25 2016 Retrieved December 11 2018 a b Myst III Exile for PC Reviews Metacritic CBS Interactive Archived from the original on August 20 2010 Retrieved July 19 2008 Myst III Exile for PlayStation 2 Reviews Metacritic CBS Interactive Archived from the original on February 14 2019 Retrieved December 11 2018 Myst III Exile for Xbox Reviews Metacritic CBS Interactive Archived from the original on February 6 2019 Retrieved December 11 2018 Ardai Charles July 2001 Myst Me Computer Gaming World No 204 Ziff Davis pp 82 83 Retrieved May 9 2019 Myst III Exile Game Informer July 2001 Retrieved May 9 2019 a b c d Staff June 1 2001 Reviews page Myst III Exile Game Revolution Archived from the original on April 26 2012 Retrieved May 19 2008 Hansen Philip June 2001 Myst III Exile GameSpy Archived from the original on July 15 2001 Retrieved May 8 2019 a b c Staff May 7 2001 Myst III Exile Review IGN Archived from the original on November 3 2012 Retrieved May 29 2008 Harker Carla July 2001 Finals Next Generation Vol 4 no 7 Imagine Media p 89 Myst III GamesRadar September 24 2001 Archived from the original on October 21 2001 Retrieved May 8 2019 Wolf Michael July 2001 Myst III Exile PC Gamer Vol 8 no 7 Imagine Media pp 62 63 ISSN 1080 4471 Retrieved May 9 2019 Lyon James December 2001 Myst III Exile PC Zone No 109 Dennis Publishing p 80 Retrieved May 9 2019 Staff May 14 2001 A Myst not to be missed Newsweek Vol 137 no 20 p 12 Staff March 2002 11th Annual Computer Games Awards Computer Games Magazine No 136 pp 50 56 a b Pham Alex May 25 2001 Myst III Loses Its Magic Amid Glitches Los Angeles Times p C3 Archived from the original on December 4 2015 Herold Charles November 15 2001 To Play Emperor or God or Grunt in a Tennis Skirt The New York Times p G11 Archived from the original on March 5 2016 Academy of Interactive Arts and Sciences Announces Finalists for the 5th Annual Interactive Achievement Awards Press release Los Angeles Academy of Interactive Arts amp Sciences February 5 2002 Archived from the original on June 2 2002 Academy of Interactive Arts and Sciences Announces Recipients of Fifth Annual Interactive Achievement Awards Press release Las Vegas Academy of Interactive Arts amp Sciences March 1 2002 Archived from the original on March 6 2002 AG Staff December 30 2011 Top 100 All Time Adventure Games Adventure Gamers Archived from the original on June 4 2012 Retrieved June 9 2018 Walker Trey May 23 2001 Sims games get lost in the Myst GameSpot Archived from the original on October 23 2001 Walker Trey May 30 2001 Myst III holds the lead GameSpot Archived from the original on June 9 2001 Walker Trey June 1 2001 Myst III off to a strong start GameSpot Archived from the original on July 4 2017 Retrieved June 5 2008 Walker Trey June 6 2001 Myst III hangs tight as Sims games slip GameSpot Archived from the original on June 22 2001 Walker Trey June 13 2001 The Sims makes a comeback GameSpot Archived from the original on July 7 2001 a b Walker Trey June 20 2001 World War II Online debuts at number three GameSpot Archived from the original on July 10 2001 Sluganski Randy June 2001 The State of Adventure Gaming Just Adventure Archived from the original on April 18 2003 Walker Trey June 27 2001 Train Simulator chugs to number two GameSpot Archived from the original on July 3 2001 Varanini Giancarlo July 3 2001 The Sims dethroned GameSpot Archived from the original on July 7 2001 Varanini Giancarlo July 18 2001 Diablo holds on GameSpot Archived from the original on February 3 2002 Sluganski Randy August 2001 The State of Adventure Gaming Just Adventure Archived from the original on February 15 2002 Very Strong First Quarter Growth Consolidated Sales Up 162 Press release Ubisoft August 2 2001 Archived from the original on September 21 2017 Walker Trey August 29 2001 Diablo takes July GameSpot Archived from the original on October 22 2001 Walker Trey September 21 2001 Diablo II rules August GameSpot Archived from the original on February 10 2002 Sluganski Randy December 2001 State of Adventure Gaming December 2001 Oct Sales Table Just Adventure Archived from the original on January 3 2002 First Half of the 2001 2002 Fiscal Year Considerable Increase in Sales 72 Press release Ubisoft October 30 2001 Archived from the original on September 21 2017 Ubi Soft Outperforms the Market in the Third Quarter Sales 165 1 Million Euros Up 45 On a Like for Like Basis Up 34 Press release Ubisoft January 31 2002 Archived from the original on September 21 2017 Bradshaw Lucy January 31 2002 Markle Forum on Children and Media PDF New York University Archived PDF from the original on June 19 2004 Sluganski Randy August 2002 State of Adventure Gaming August 2002 June 2002 Sales Table Just Adventure Archived from the original on March 14 2005 Sluganski Randy March 2004 Sales December 2003 The State of Adventure Gaming Just Adventure Archived from the original on April 11 2004 Edge Staff August 25 2006 The Top 100 PC Games of the 21st Century Edge Archived from the original on October 17 2012 Takahashi Dean June 30 2010 Oceanhouse Media bootstraps a sustainable business on the iPhone and iPad VentureBeat Archived from the original on November 30 2010 Hamilton Anita September 4 2004 Secrets of the New Myst Time Vol 164 no 6 p 84 Archived from the original on July 21 2016 subscription required Peterson Kim August 31 2002 Local video game maker Presto closes despite being debt free and rich in talent The San Diego Union Tribune Saladino Michael December 2002 And presto it s gone Game Developer Vol 9 no 12 pp 44 49 Castro Juan April 5 2004 Myst IV Announced IGN Archived from the original on October 26 2012 Retrieved June 12 2008 a b c Myst 3 Awards and Accolades Myst III Exile official website Ubisoft Archived from the original on June 10 2003 Retrieved April 7 2019 External links edit nbsp Wikiquote has quotations related to Myst III Exile Official website nbsp Myst III Exile at Ubisoft Myst III Exile at MobyGames Myst III Exile at Metacritic nbsp Myst III Exile at IMDb nbsp Listen to this article 20 minutes source source nbsp This audio file was created from a revision of this article dated 10 December 2009 2009 12 10 and does not reflect subsequent edits Audio help More spoken articles 11 Retrieved from https en wikipedia org w index php title Myst III Exile amp oldid 1188624493, wikipedia, wiki, book, books, library,

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