Reviews from

in the past


So well-designed, organic-feeling, and atmospheric. The puzzles are satisfying to figure out, with the stones puzzle being the standout. For me though, through a combination of my own impatience, a few gripes with the game itself, and some very unfortunate RNG, the whole thing was a more frustrating experience than it could have been. And I always got stuck on the silliest parts.

For people trapped in books these guys build a lot of weird stuff

finally puts (your) food on the table

I'd barely even played Myst when I discovered Riven. I took the plunge regardless and found an experience that still resonates with me decades later. It really has nothing to do with the story of Riven or any of the other Myst games. I simply lose myself in the atmosphere. I can picture that world as if it was a real place that I was wandering about. This is a game that I can feel.

honestly looks better than most modern games


Now this was the one I really got swept up by.
Edit: nah, I do miss the CD swapping, just a little bit. It's like you're popping whole islands into the computer.

Monolithic. Might actually be the greatest game ever made.

This I think might be the best adventure game ever made. What Cyan pulled off with Myst and Riven is nothing short of tremendous. There's no dying, no permanent fail state, no violence that occurs onscreen, and no HUD to speak of. There's nothing between you and the atmosphere of the world. And what a world it is! These graphics STILL look good, over twenty-five years after its initial release on the Mac. All the upcoming remake really needs to do is just polish up what's already here and put it in a higher resolution and it would still turn heads.

The story is equally compelling and remains mysterious even now. Be warned though, that it's told all through text. Make sure you can read cursive, or you might not be able to fully understand what's happening. And do not be afraid to use a walkthrough. Some editions of this game even included a hint book, because these are some of the trickiest logic puzzles ever put in an adventure game, but once you figure them out, it's simple. it's like they were built for inhabitants of the islands rather than for a game. Since you're an outsider, you have to learn all about the culture of Riven in order to complete the game, which requires you to be immersed in the world and the lore.

Truly, a gaming experience like no other. Make sure to take notes, and you'll find a desolate, contemplative experience like none other.

Love these games, they can make you feel really smart when you figure it out.

Wonderful sequel, the books can be very hard to read at time but the story is very compelling. The puzzles are much more unique feeling here, probably just less copying of the riven stuff vs the myst stuff posthumously. Delightful :)

An amazing sequel. Everything MYST did well and more. Puzzles are more difficult, the world is more engaging, and the story is more interesting.
Definitely deserving of a remaster.

I aspire to be smart enough to make sense of this. I'm not yet.

Nun, die meiste Zeit war ich damit beschäftigt, umherzuirren, den Walkthrough zu lesen, an komischen Rätseln zu verzweifeln, mich zu verlaufen und erneut den Walkthrough zu konsultieren. Wie man auf die Platzierung der farbigen Murmeln oder das Zahlen-Symbol-System kommt, habe ich auch mit der Komplettlösung nicht verstanden. Das Spiel sah aber sehr schön aus, nur leider war es viel zu verwirrend.

Ich habe mich nach 5½​ Stunden aus Versehen selbst im Gefängnisbuch eingesperrt und der Abspann kam. Natürlich habe ich vorher nicht gespeichert, aber technisch gesehen ist das Spiel damit durchgespielt.

Riven takes what Myst did — a weird island filled with strange puzzles — and reinvents it as a way to connect with a lost culture. The story, the setting, and the puzzles are seamlessly woven together. Desolate and rich, haltingly beautiful and lonely. My favorite game, and a high point for the adventure genre.

Peter: But since we're all gonna die, there's one more secret I feel I have to share with you. I did not care for Riven: The Sequel to Myst.
Lois: What?
Peter: Did not care for Riven.
Chris: How can you even say that, dad?
Peter: Didn't like- didn't like it.
Lois: Peter, it's so good! It- It's like the perfect game!
Peter: I- This is what everyone always says. Whenever they say...
Chris: Gehn, Catherine, I mean, you never see, Atrus!
Peter: Listen, I know, I- Fine. Fine. Fine character, did not like the game.
Brian: Why not?
Peter: Did not...couldn't get into it.
Lois: Explain yourself. What didn't you like about it?
Peter: It's too hard, Lois.
Lois: What?
Peter: It's too hard.
Lois: And you liked Myst?
Chris: Because it has good puzzles, it's allowed to be hard!
Peter: It takes forever getting anywhere; you spend like, you spend like six and a half hours riding minecarts. You can't try anything new without wasting a ton of time watching bridges lower or doors open... You know, I gave, I looked up the solution to both the animal stone puzzle and the marble grid puzzle.
Chris: You looked up the solution?!
Stewie: How can you say you don't like it if you haven't even played it properly?
Lois: I agree with Stewie. It's not really fair.
Chris: It's outrageous.
Peter: I spent two hours at the start of the game, marooned on Dome island with no clue where the hell I could go or what I could even do. I wrote down two pages of notes-
Lois: Yeah, that's what makes Riven good. I loved jotting down notes.
Peter: I eventually got irritated enough that I googled a hint guide. I had missed a lever at the side of one of the screens. Missing a lever is not a fun or interesting puzzle. It's an "everything is brown or gray" problem.
Lois: You know what, Peter,
Chris: You're supposed to use your eyes!
Lois: Riven is a masterclass of subtlety and immersion; it's something you don't understand.
Peter: I loved the part where you figured out the numbering system. That is my answer to that statement.
Lois: Exactly.
Peter: Well, there you go.
Lois: Whatever.
Chris: I liked that part too.

The puzzles are still insane and the feeling of beating this without a walkthrough was wild.

I kept trying to convince people to play Outer Wilds because it's Riven in outer space. So, if it helps now that Outer Wilds blew up, it's Outer Wilds in... Not outer space. It nails its own liminal sense of atmosphere, and one contentious puzzle aside is an extremely enjoyable anthropological puzzler. Would probably recommend Myst for the relevant lore background bits.

My other favourite puzzle game, but this time it's incredibly natural puzzles where your task is to understand a society

Not as strong as 'Myst'. The soundscape is cutting-edge, and allows for more sophisticated puzzles. The puzzle design is abstruse and the clues are disparate. Unlike the first game's five maps, 'Riven' is one big map, and so the gameplay is a bit less engaging as the scope of the puzzles is a bit overwhelming. The story isn't as involving or captivating as the first game either, and sometimes a bit confusing. Like fuck am I gonna read 30 pages of journals, not least with that shitty cursive handwriting.

Based on watching others play this, I think the Golden Dome puzzle is, on balance, probably just a little bit too hard.

the only game that makes me feel so incredibly stupid and clever at the same fucking time. 10/10 absolute masterpiece

I had a buddy help me through this (thanks Loka) but man, this game makes you feel so damn smart when you're brainstorming and something clicks.

i don't think i could have finished this game without being having someone back (and even at times front) seating me because holy shit are those puzzle games convoluted (but once you get what to do, they're actually cleverly simple)

but i believe you'd get a really good experience even without solving a single puzzle in this game because as cool as the story/progression is, the game's biggest strength is just how GORGEOUS it looks. i'm sure almost anyone will agree pre rendered backgrounds in games look awesome, and Riven is definitely up there in term of looking amazing. I can't count the number of times i've just been getting to a new screen only to go "wow this looks so awesome"; getting to a different island triggers a cutscene that looks so dope i only skipped it a few times because i was backtracking a lot, that's how good this game looks. Add to that a really atmospheric soundtrack and you've got a killer of a game where you could just explore around and feel satisfied, the puzzles and story are just the cherry on top

This review contains spoilers

if you're vaguely familiar with myst as a franchise, you may have heard that riven is the brutally difficult older cousin -- it makes you engage deeply with the world around you, it was a master class of immersive atmosphere design, and most of all, the puzzles are insanely hard to figure out because you don't even know where to start -- what are the puzzles in the first place?

this is some bullshit that people who are bad at puzzles will tell you. this game was trivially, brain-numbingly easy when it comes to puzzles. maybe the only interesting bit was the revelation that the number system was actually base 25 instead of base 10, a neat twist. literally every single other puzzle is just "hey have you heard of this concept where we take two distinct sets of symbols and/or objects and find some way to map the two together?" it's not even fucking done well. it's the most straightforward possible implementation of mapping sets together: often it literally just hands you a device where you slowly click through the animations and get every single object pair between two sets.

occasionally the game is "difficult". by difficult, i mean it's designed like shit -- you can't blame it too much for this, given that it's from the 90s, but the bad UI drags the game down anyways. i suspect that if the game highlighted interactive objects (or changed your cursor on hover) then the game would not have nearly the reputation it does. the animal symbol puzzle is the closest the game gets to non-trivial puzzle design, but it ultimately just reinforces how bad the puzzles in this game feel -- making every single conceptual leap and picking up/understanding all the relevant information (seriously, after i finished my playthrough i went and checked full guides to make sure i hadn't missed anything) and still being fucked over by ambiguous symbols just feels like shit.

a brief aside: holy FUCK i am glad modern games offer plain text transcripts of collectible written objects because reading the handwriting in this game fucking sucked.

ultimately riven was not a very good puzzle experience. the most frustrating thing to me is that i had heard so much about it being brutal but fair and rewarding, and so i wrote notes on literally every single area and possible puzzle i encountered in excited anticipation of the masterpiece i'd heard so much about -- and ultimately all the puzzles were incredibly trivial or the answers were literally written down in journals that you were given. what a fucking waste of my time and effort.

The greatest video game of all time if you ask me. Unparalleled world-building, mood, and puzzles that emerge from the world instead of feeling tacked-on. An epic experience that is video gaming's Lord of the Rings. There'll never be anything like it again.


Unmatched atmosphere, beautiful and immersive in both visuals and sound. For my money, better than the original in almost every way, no longer a series of disconnected puzzle rooms, but instead a single cohesive and interconnected world. On replaying, I can't help but notice the direct and clear parallel with real world colonialism - simple but effective and doesn't mess about with indirect allegories about wacky aliens or anything. A genuine work of art.

I couldn't beat this game without the strategy guide because I was like 11, and some of the game's puzzles would be overly esoteric for me even today. But still, my willingness to parse a confusing unofficial (non-Prima) strategy guide to unpack this confounding and achingly beautiful world simply made this masterpiece accessible to me, and thus changed my world forever. Thanks to that strategy guide I played through this game five or six times, each time in a single unbroken sitting. Oftentimes on my dad's laptop in the back seat of the car on long road trips. It was, in 1997, the most effective escape into a strange world that I knew of. One that didn't require me to be good at anything other than reading the instructions.

While I was previously aware of Riven: The Sequel to Myst, I did not know until just recently that there were four more sequels, or that the story of Myst has now been told in full. Knowing there is a definitive conclusion to the story in Myst V: The End of Ages does make me want to do a full series playthrough, but that's going to have to wait a while because Riven has burned me the hell out.

I know it doesn't help that I also played this for the Sega Saturn, which is curiously absent from Backloggd's list of consoles. Riven only saw a Saturn release in Europe and Japan, and I feel this may be why it was overlooked. As it happens, a lot of my complaints about Myst's Saturn port carry over here. Riven is made more clunky and slow than it ought to be due to limitations of the hardware, and there's a significant loss of image quality over its PC counterpart as well. To be fair, it still looks pretty damn good even if it may be compromised, which just goes to show how much time, money, and pure artistic effort went into rendering the Age of Riven in the first place. Myst fit comfortably enough onto one CD, but Riven is broken into four discs, a necessity considering how much more animation is present. There are fewer static shots than the previous game, and even something as simple as seeing waves crash or flies buzzing around adds a lot more ambience.

The five islands that compose the ruined Age of Riven are also gigantic. There are multiple ways to and from each island, and much of the puzzles you solve span over multiple regions, requiring far more meticulous note taking. It's quite easy to get lost, but the Riven is fun enough to explore that navigating its world never gets too frustrating. You've been sent here by Artus in the hopes of finding his wife, Catherine, who now leads a rebellion against Artrus' father Gehn, a tyrant who has started his own following in a desperate attempt to free himself from this world in which he's been trapped. Gehn has mechanized much of the island, constructing strange steampunk inspired machines to create new linking books, though his methods are flawed, and repeated failures fill him with madness and regret. The story is communicated both in the environment (and quite effectively at that) as well as large info-dumps (which are a lot less effective.)

As you explore Riven you see brief glimpses of people in the distance, giving you the sense that this world is still very much inhabited. The lonely atmosphere of Myst is alive and well, now punctuated by an eerie sense that you're always being watched by groups with unknown intent. Are they hostile, or fearful? In truth it's a bit of both, but it leaves you with a sense of dread that you can't shake from the moment you set foot on the island to the second the credits roll. The fact that you're repeatedly told Riven is on the verge of total collapse also gives a sense of urgency that Myst simply did not have. It's great. It takes everything I liked about the tone of Myst and expands on it in ways that allow Riven to have its own identity without losing sight of what made the original work.

Puzzles are more of a mixed bag for me. On one hand I like that many of them span large portions of the game, at least in concept, but I also found it easy to lose the thread on a few of them because of this. It also becomes harder to see the solution coming together when you spend significant chunks of time away from a particular puzzle. An especially complicated one comes in the form of decoding the numeral system used by the inhabitants of Riven, which is needed to read codes written in Gehn and Catherine's journals. The in-game solution comes in the form of a game you play in the schoolhouse, which is tucked into one of the furthest corners of the game map. It's pretty easy to miss this, and I don't think I'd blame anyone for just looking up a guide to figure out what these symbols mean. However, doing so would rob you of the satisfaction of cracking the code yourself. Simply put, there's times where the game wagers your gratification against how long, winding, and complicated its puzzles are, and I don't think it always works out.

Riven's massive size and non-linear design also means a whole lot of disc swapping is required. I don't normally mind this (and might actually find it a little nostalgic) but the amount of times I had to pop open the Saturn did get kind of annoying, and it really doesn't help your immersion when you enter a room and get told to swap the disc out for the seventh time in a single sitting. God help you if you make it a couple rooms after a swap before realizing that actually you need to turn around. I understand this is the compromise Saturn owners had to make to play Riven, I'm not sure there was a more efficient way to spread data across all four discs. On the bright side, Riven didn't make it sound like my Saturn's disc drive was having conniptions like Myst did.

Ultimately I think Riven won't stick with me the way Myst does, likely due to not having experienced it at such a formative age, but it is a solid step forward and a much better game. There's some design elements that don't hold up to the test of time, and the Saturn is no doubt a terrible way to play it, but its atmosphere is just as strong today as it was in '97.

Oscuro, tétrico, y mucho más adulto que su predecesor. Riven lo conseguí hace poco, gracias a Steam y sus ofertas. En esta ocasión, el padre de Artrus, Gehn ha secuestrado a Catherine, esposa de este (Jope y que familia tiene el amigo, como para juntarlos en navidad) y por eso no estaba presente en Myst, y fuimos nosotros quien encontramos la carta de ayuda y no su esposa… Gehn engañó a Catherine diciéndole que podía salvar a sus hijos y que los tenía con él (por muchos crímenes que hayan cometido, una madre es una madre y haría lo que fuera por salvar a sus hijos)
Diferencias: El juego se basa casi por completo en la ciudad/isla de Riven, un reino devastado y casi destruido por las ansias de poder de Gehn. No hay Eras solo la Isla…
Una recomendación: jugar con el volumen a tope o con auriculares, la mayoría de sus puzzles se basan en sonidos y música y son muy difíciles.