Faq Myst Online Uru Live Again 2017

2003 video game

2003 video game

Uru: Ages Beyond Myst
Uru box art.png

The box art to the initial release of Uru shows the player's personal Historic period, Relto.

Programmer(s) Cyan Worlds
Publisher(southward) Ubisoft
Serial Myst
Engine Plasma 2.0[2] [3]
Havok
Platform(s) Microsoft Windows
Release
  • NA: November xi, 2003[1]
  • EU: Nov 14, 2003[1]
Genre(s) Adventure, puzzle, massively multiplayer online game
Mode(s) Single-player, multiplayer[4]

Uru: Ages Beyond Myst is an hazard video game developed past Cyan Worlds and published by Ubisoft. Released in 2003, the title is the quaternary game in the Myst catechism. Departing from previous games of the franchise, Uru takes place in the mod era and allows players to customize their onscreen avatars. Players use their avatars to explore the abased city of an ancient race known as the D'ni, uncover story clues and solve puzzles.

Cyan began developing Uru shortly later on completing Riven in 1997, leaving time to come Myst sequels to be produced by third-party developers. Uru required five years and $12 1000000 to complete. Uru was initially conceived as a multiplayer game; the single-thespian portion was released, just the multiplayer component, Uru Live, was delayed and somewhen canceled. The online video game service GameTap released the multiplayer portion of Uru equally Myst Online: Uru Alive in February 2007, merely the service was canceled again the following yr due to a lack of subscribers. GameTap passed the rights to Uru Alive back to Cyan, who re-launched the game for complimentary in 2010.

Uru was not besides received equally previous Myst titles. Critics admired the visuals and new features of the game but criticized the lack of multiplayer in the retail version and clunky controls. Compared to previous games in the series, which had sold millions of units, Uru 's sales were considered disappointing. The game was a disquisitional and commercial disappointment for Cyan, causing the company fiscal troubles; nevertheless, information technology has attracted a cult following.

Gameplay [edit]

Uru is a departure from previous Myst games in that it takes identify from a third-person view and uses real-time rendering in dissimilarity to pre-rendered environments.

Uru: Ages Across Myst is a puzzle-adventure game that takes place in worlds known as Ages. Gameplay can be viewed from first- and 3rd-person perspectives, a deviation from other Myst titles. Players navigate Ages from the 3rd-person perspective, but tin switch to the first-person view for closer inspection of clues and objects.[v] Players in Uru tin neither pick upwardly objects nor carry an inventory of items; puzzle items must be pushed or kicked into place.[6] The onscreen interface is minimal, having no health meters, maps, or compasses to distract from exploration.[7]

Players create their own avatars when beginning the game.[5] Different pare tones, facial features, clothing, and hairstyles are bachelor for customizing these player representations. Players also receive a special linking book, a book that serves as a portal to a personal world or Age, known as Relto. The main objective of the game is to explore and restore ability to other Ages; players must also notice vii "journeying cloths".[8] These cloths serve every bit salvage points in lieu of a game-saving option; characters are transported to the last cloth they touched when they restart. Every bit in previous Myst games, player characters cannot die. For example, falling off a cliff sends characters back to Relto.[half-dozen] The personal Age serves as a hub in Uru, containing a bookshelf with linking books to Ages players have explored, every bit well as avatar customization options and game data.[8]

During the grade of the game, players uncover clues about the D'ni, an ancient civilization, and the archeological group dedicated to learning more about them, the D'ni Restoration Quango. Aspects of the D'ni civilisation such every bit social structure, union, and how Ages came about are also imparted as players progress through the Ages. Players may collect Relto pages, which offering cosmetic customization to the player'due south personal Age—for instance, making it rain or calculation a waterfall.[nine]

Uru was originally to transport with a massively multiplayer online component, which was delayed and never integrated into the retail release. Initially branded Uru Live, the multiplayer portion was designed to let ii or more players to piece of work together to overcome obstacles or complete puzzles. Players would be able to chat in real time and cooperate in specially-designed puzzles.[x] In previews of the multiplayer component, there were three distinct types of Ages. The personal Historic period provided links to other Ages, which were unlocked by solving puzzles in prerequisite worlds. Neighborhood Ages were analogous to an invite-only party, and City Ages provided places for players to congregate; IGN chosen the Age "a giant lounge".[11]

Plot [edit]

Uru takes place many years after the events of Myst Four: Revelation. Unlike previous games in the series, Uru 's story mixes fictional plot elements with real-world events. According to the game's fictional history, archeologists found an entrance to a vast cavern arrangement in the 1980s near a volcano in New Mexico. The caves led to an ancient abased city built by the enigmatic D'ni civilization.[12] The D'ni practiced an ancient power known every bit the Art. By writing a clarification of another world, the D'ni created "linking books" that served as portals to the worlds described, known equally Ages. Soon after making contact with a single human being, the entire civilization suddenly disappeared two hundred years ago.[13] In Uru 'south story, the video game Myst was created when the archeological leaders approached a development studio, Cyan, and asked them to create a game to educate the public about the D'ni. Myst sold millions of copies, and Cyan continued to produce games based on D'ni findings.[12] In the present solar day, a group known as the D'ni Restoration Council or DRC reopens the passages to the D'ni caverns and begins to rebuild the abandoned cities.[seven]

Players begin Uru 's story in New Mexico about the Cleft, a deep fissure in the ground near the entrance to the D'ni caverns. A homo who introduces himself as Zandi sits in front end of his trailer by the Fissure, encouraging the player to discover the environment and join the exploration. The player stumbles across a hologram of a woman, Yeesha, who tells the story of the D'ni and requests help to rebuild the culture.[14]

Development [edit]

Cyan Worlds began evolution on its next projection subsequently the company finished 1997's Riven, the sequel to the bestselling Myst. The game that became Uru would take more than 5 years and $12 million to complete.[15] While nether development, Uru was codenamed Dirt ("D'ni in real time"), then MUDPIE (for "Multi-User Dirt, Persistent / Personal Interactive Amusement / Feel / Exploration / Environment"). Uru was officially announced every bit Myst Online, earlier existence renamed Uru in early 2003.[16] Myst co-creator Rand Miller released a statement along with an outline of the game:

Uru is a revolutionary adventure game that takes the best qualities of the Myst franchise and makes them even better. The single-histrion feel volition eclipse the dazzler, grandeur, and mind-challenging elements of previous titles. Plus, with the selection to join a constantly updated online universe, the adventure never has to end. From new machines and puzzles to special events and entirely new Ages, players will discover more to do, more to see, and more to explore each time they return—and this time, they can observe everything with old and new friends.[xvi]

Miller considered Uru a major departure from Myst and Riven in that Cyan wanted to create a persistent world, where deportment occurred while the histrion was not online.[17] Miller did not consider the game a true massively multiplayer online game, saying "there is not leveling and skills and monsters and experience in any artificial sense. The 'leveling' is finding and exploring and owning new Ages that are released regularly; the experience is what yous really acquire while exploring that will assistance you afterward—not points on a calibration."[18] Miller considered there to be two benefits to such a system: firstly that players would care more than about being part of the story, and secondly that even new players could make discoveries and be role of the community.[19] The game was designed equally more than of a spin-off than a sequel to previous Myst games, due to the merging of items from the contemporary (traffic cones and T-shirts) to the fantastic (books that transport the user to new worlds).[18]

The game was originally conceived equally a multiplayer-only game, where players could meet and solve new puzzles that would be added monthly. At the asking of publisher Ubisoft, Cyan somewhen adult a single-actor portion as well.[twenty] Cyan announced players would be invited to participate in a multiplayer beta test,[21] which drew 10,000 to forty,000 participants.[22] Uru was released in November 2003, while the multiplayer portion was delayed. Pocket-size groups of players were allowed to come online to exam the multiplayer part of the game, and journalists were told they would be invited to play presently later on, but Uru Alive was canceled before being released. Cyan stated that there were non plenty projected subscribers to back up the service.[23]

Expansion packs and Uru: Complete Chronicles [edit]

Later Uru 'due south release and Uru Live 'south demise, Cyan announced that new content would be added via expansion packs. The offset, Uru: To D'ni, added the never-released Uru Live online content,[24] thus focusing on the by of the D'ni.[25] Uru: The Path of the Shell, extended the story of Uru in the nowadays and added multiple never-before-seen Ages.[25] Dissimilar the first expansion pack, Uru: The Path of the Shell was not gratuitous, just was boxed and sold in stores.[24] Uru, To D'ni, and The Path of the Shell were also packaged together and sold as Uru: Complete Chronicles.[26]

Sound [edit]

Uru 'south music was composed by Tim Larkin, who had started his career at game publisher Brøderbund, and lobbied difficult to be included on Riven 's development team.[27] Larkin worked on creating different audio effects for Riven and was called to score Uru after composer and Myst co-creator Robyn Miller left Cyan in early on 1998.[28] The music for the game was nerveless equally a soundtrack, Uru Music, that was released in 2003.

Larkin chose the instrumentation for each rails based on the various digital environments in the game. When the actor is in the game'south representation of New Mexico, for case, Larkin used a resonator guitar and flutes, creating what he called something "indigenous to a southwest type of feel that's very gimmicky". In other areas Larkin described the game's music as being "less typical than you would find in nigh games" because of the exotic landscape the developers had created.[29] To create gimmicky and exotic types of music in the game, Larkin employed a combination of real and synthesized instruments. Sometimes Larkin replaced synthesized performances with those of existent musicians, as in the track "Gallery Theme", where a synthesized vocal function was eventually discarded in favor of soprano Tasha Koontz.[29] To create an exotic feel, Larkin used a grouping of Maasai tribesmen's chanting, who were recorded during their visit to Spokane, Washington, where Cyan Worlds was located at that time.[27]

The Uru soundtrack received two Game Audio Network Guild (Grand.A.N.G.) nominations in 2004—one for "Best Original Song Song (Choral)" for the "Gallery Theme" (which won), and some other for "Best Original Soundtrack."[30] Beyond its use in Uru, "Gallery Theme" was later used in the theatrical trailer for Steven Spielberg's film, Munich.[31] The Uru soundtrack comes on an enhanced CD, containing a (near) 4-minute music video called "Uru: The Makers" and an sound-only interview with Rand Miller and Tim Larkin.

Uru Music track list
No. Title Length
i. "Atrus Open" 1:07
2. "Across Gira" 5:51
three. "Out of the Hive" three:05
iv. "Badlands" 2:31
5. "Gallery Theme" 2:54
half dozen. "Air Stream" 4:11
7. "Yeesha's Theme" 3:48
eight. "Convergence" ii:58
nine. "The Well" 3:27
10. "Spore Me" 2:41
xi. "Baron'due south Theme" ii:16
12. "The Library" 1:35
thirteen. "The Vault" 6:15
fourteen. "Trailer Music" 2:26
15. "Fall of D'ni" three:06
16. "The Bahro" 1:52
17. "Clay" 2:07
Total length: 50:50

Uru Alive [edit]

To recoup for the cancellation of Uru Alive, Cyan published all the developed online content every bit single-player expansion packs. Meanwhile, a small group of dedicated fans, many of them the Uru Live beta testers,[32] were allowed to maintain their unofficial servers, called "shards".[33] Cyan released binaries of the original Uru Alive servers nether the imprint Until Uru and coordinated with the fan shards so that players could verify their authentication keys, necessary to play the game. The shards were often unstable and no new content was released; rather, they provided a place for fans to socialize.[32] In February 2006, Cyan opened their ain official shard, called D'mala, open up at no charge to Uru owners, though an invitation from the community was required. Miller revealed in a letter to fans that Cyan had received "limited funding from a tertiary political party that allows u.s.a. to breathe some refreshing new life and optimism into all things Uru." Every bit with the fan-operated servers, D'mala would feature no new content, instead allowing Cyan staff called "surveyors" to collaborate with fans and gather information.[34]

In April 2006, GameTap announced it was relaunching Uru Live as Myst Online: Uru Live. A major reason for the resurrection of the game was the fan support. According to GameTap's vice president of content Ricardo Sanchez, "One of the reasons [GameTap was] so attracted to Uru Live is that it had this persistent group that kept it alive during the nighttime days of its absence."[35] While Cyan devoted its time to Myst Online, it promised not to shut down Until Uru in the meantime, although it would offer no new hallmark keys.[32] GameTap released Myst Online in Feb 2007. A Macintosh version, using the Cider translation layer engine then that Intel-processor Macs did non need a Windows installation to run the game, was released in March. At the fourth dimension, Myst Online was the just Mac-uniform game on GameTap.[36] New content for the game was released in the form of online "episodes",[37] adding new Ages, puzzles, and plot continuation with each episode. For business reasons GameTap announced in February 2008 that the game would go offline in April; Cyan reacquired the rights to the game and appear that it would give the Myst Online source code and tools to the fans, making the game an open-source project.[38] [39] In 2010, Cyan Worlds released the game gratis of accuse, under the name Myst Online: Uru Alive again (MO:ULagain). It is currently hosted on Cyan-maintained servers.[40]

In 2011, Cyan Worlds and OpenUru.org appear the release of Myst Online 'south client and 3ds Max plugin under the GNU GPL v3 license.[four]

Reception [edit]

Initial reception to Uru was generally positive, but less so than previous games in the series. The game has average critic scores of 79/100 and 76.xix% from aggregate web sites Metacritic and GameRankings, respectively.[41] [42] Though Uru was a departure from previous Myst titles, the differences were unremarkably praised. Game Informer 's Lisa Bricklayer said Uru "successfully updated" the adventure game genre.[43] The visuals and music were highly praised,[44] [45] and GameZone called the world of the D'ni beautifully rendered and brilliantly designed.[46] Newspapers appreciated the contrast Uru offered from violence-filled gimmicky games.[24] [47] [48]

The game'due south third-person controls and the addition of instant failures by falling were not well received. Denise Cook of Computer Gaming World called the third person option "choked" and "quirky".[14] While Melt appreciated the added depth and immersion provided by the existent-time rendering, she found incidents such as slipping off rocks, falling into lava, and plummeting into canyons irksome additions to the previously stress-complimentary Myst formula.[14] GameSpy's Carla Harker found several puzzles highly hard solely due to the poorly implemented control scheme which "never becomes intuitive".[6] Calculator Gaming World 's Robert Coffey and Melt considered the plot of the single-thespian release minimal and forgettable.[14] [49]

A major critic complaint nigh Uru was that the game did non ship with the multiplayer component. GameSpot's Andrew Park questioned why the game shipped with the multiplayer element open up but for select players when the component had previously been beta-tested.[44] GameSpy was disappointed that the characteristic advertised on the box and in the game manual was non available in the product.[vi] Reviewer Bob Mandel found that the nigh disappointing role of the dropped multiplayer game was that "equally you lot progress through the game, a number of tantalizing clues emerge of places you tin can go and activities you tin can undertake just through the promised online mode."[50]

Uru 's sales were considered disappointing,[51] whereas the first three Myst games had sold more 12 million units collectively before Uru 'south release.[52] Among computer games, The NPD Grouping ranked Uru ninth for the weeks catastrophe November 22 and December 6,[53] [54] and 13th for the month of December 2003 overall.[55] In N America, the game sold 78,329 units during 2003,[56] and some other 18,860 during the get-go two months of 2004.[57] Although it sold betwixt 100,000 and 400,000 copies in the United States by Baronial 2006, it was beaten by Myst Iii: Exile 'southward sales in the region.[58] Time mag pointed to Uru 's relative failure equally bear witness the franchise had lost its touch, a notion the developers of Myst 4: Revelation sought to dispel.[51] Uru 's poor sales were too considered a factor in financially burdening Cyan, contributing to the visitor'south near-closure in 2005.[59] The championship's original graphics and story nevertheless attracted a cult following.[60]

Uru: Ages Across Myst won PC Gamer US 'south 2003 "Best Gamble Game" and "All-time Sound" awards. The magazine'south Chuck Osborn chosen it "the future of the genre" and "an exhilarating innovation".[61] Computer Games Mag presented Uru with its "Best Art Direction" award, for which it tied with Tron 2.0.[62] The game was nominated in The Electric Playground 's "Best Adventure Game for PC" category, but lost this prize to Beyond Proficient & Evil.[63]

References [edit]

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External links [edit]

wigfallondur2001.blogspot.com

Source: https://en.wikipedia.org/wiki/Uru:_Ages_Beyond_Myst

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