I know it's not the most popular genre out there, it's a niche. It captures the tone, the atmosphere, and the spirit of what made this genre so compelling to people like myself. Quern gets to the heart and soul of what really makes for a great Myst experience, that feeling of exploring an alien environment, of discovery, learning by seeing and doing, and bringing that all together for some truly fantastic eureka moments! It also doesn't put all of its eggs in a "Hey, Fallout and post-apocalyptic wastelands are popular, right?" basket, either. It's managed far, far better than Obduction was in what I've ssen of it so far. I feel it's a toxic, cancerous obsession that only serves to hurt what could otherwise be quite an enjoyable yarn. The open world-without-limits concept is anathema to this genre. You can know what you have to flesh out, and what you need to cut. If you do that, you can then begin with each segment as a basic element, and then build upon it bit by bit. It means that if you've got it segmented, you can properly think of it in segments. From my experience, segregating up things into sections (as Quern has) invariably yields the best results. They spent way too much time, money, and effort on fancy water engine effects, the open world human area, and generally neglected the rest of the game. So I didn't pick up another title for quite some time.Ĭyan's effort felt far too mismanaged. After Obduction, I have to admit, I felt betrayed and burnt out on the Myst genre.