Riven
| Industry | Video game development |
|---|---|
| Founded | 1987 |
| Founder | Rand Miller, Robyn Miller |
| Headquarters | Spokane , United States |
| Products | Riven: The Sequel to Myst |
Riven: The Sequel to Myst is an adventure game released in 1997, developed by Cyan Productions and published under the Red Orb Entertainment label. As the follow-up to Myst, this title debuted on Mac and Windows platforms in North America on October 31, 1997, before being adapted for various other systems. The narrative continues from Myst, tasking players with aiding Atrus in rescuing his wife from the oppressive rule of his father Gehn, set within the crumbling world known as the Age of Riven.
Following the commercial success of Myst, development on Riven commenced promptly and extended over a period exceeding three years. To craft a unique artistic direction, director Robyn Miller and producer Rand Miller enlisted production designer Richard Vander Wende as co-director. The release was supported by an extensive multimillion-dollar marketing campaign orchestrated by the publisher.
Receiving widespread critical praise for its engaging puzzles and detailed design, Riven emerged as the top-selling game of 1997, moving 1.5 million units during its initial year. While lauded for its artistic merit and gameplay complexity, some reviewers pointed out constraints associated with the point-and-click interface. After launch, Robyn Miller departed Cyan to establish his own company, whereas Rand Miller remained involved with ongoing Myst projects such as The Myst Reader and Uru: Ages Beyond Myst. The franchise’s subsequent installment, Myst III: Exile, was developed by Presto Studios and published by Ubisoft. In June 2024, a fully navigable 3D remake featuring virtual reality support was released.
Gameplay
In keeping with its predecessor, Riven employs a point and click adventure format experienced through a first-person viewpoint. Players navigate richly rendered settings composed of numerous computer generated still images, interacting with the environment via mouse clicks to move or manipulate objects within reach.[1] Progression is achieved by operating mechanical devices and decoding environmental clues to advance toward the game's loosely defined objective.[2]
Movement is controlled by clicking to walk or rotate, with the cursor dynamically changing shape to indicate possible interactions.[1] For instance, a pointing finger appearing near the screen edge signals an available turn in that direction.[1] The cursor also adapts to show when switches can be dragged or items picked up.[3] Items collected can be inspected at any time to uncover hints for puzzles or additional narrative information.[3][4] An optional Zip Mode enables players to instantly return to previously visited locations but carries the risk of missing vital clues.[1]
Compared to Myst, Riven presents a greater number and complexity of puzzles, distributed across five islands within the Age of Riven.[5] Unlike its predecessor’s emphasis on traveling between Ages and revisiting a central hub, this game centers on unlocking new sections of islands through puzzle completion while still allowing exploratory freedom.[4] The environment features volcanic terrain with sharp cliffs and crater lakes, populated by mechanical devices inspired by Victorian aesthetics such as elevators, pipes, levers, and transport systems resembling roller coasters.[4][5] Players must grasp both the operational mechanics and cultural context of these contraptions to successfully solve puzzles.[5]
Plot
Riven picks up the narrative from Myst and its related novel, The Book of Atrus. Atrus has perfected the art of crafting "linking books," which serve as gateways to various worlds known as "Ages." He enlists the player’s help to rescue his wife, Catherine, who is held captive in the crumbling Age of Riven by Gehn—Atrus' manipulative father and self-declared sovereign. Three decades earlier, Atrus and Catherine imprisoned Gehn on Riven by removing all linking books that could lead away. The last linking book they escaped with was lost in the Star Fissure, a rift into a void-like space, where the player later discovers it, initiating the events of Myst. Subsequently, Catherine was tricked by her sons, Sirrus and Achenar, into returning to Riven, where Gehn apprehended her.
At the outset of Riven, Atrus provides the player with a trap book—a deceptive linking book that acts as a prison—and his diary detailing recent occurrences. While engaged in rewriting Riven’s descriptive book to slow its disintegration, Atrus cannot offer extensive assistance. The player must venture into Riven without a return linking book since sending an actual one risks Gehn's escape. The mission involves capturing Gehn, liberating Catherine, and establishing contact with Atrus.
On the islands of Riven, the player encounters Catherine, Gehn, and the Moeity rebels who resist Gehn’s dominion. Due to Riven’s ongoing collapse, signaling Atrus necessitates further destabilizing the Age by reopening the Star Fissure, which Gehn had previously sealed. Once reopened, Atrus links to Riven and joins the player near the fissure. The game features multiple endings: in the canonical best outcome, the player traps Gehn inside the prison book and frees Catherine, who then assists in evacuating the Rivenese population to another Age; afterward, Atrus and Catherine express their gratitude before returning to Myst while the player falls through the fissure back to their own world. The worst ending occurs if the player signals Atrus without securing Gehn or rescuing Catherine—Gehn kills both Atrus and the player, escapes to Myst using Atrus’s linking book, leaving Riven to collapse entirely. Other possible conclusions include capturing Gehn without freeing Catherine, becoming trapped within the prison book oneself, or dying after provoking Gehn.
Development
Cyan Productions began developing Riven in 1993 following the widespread acclaim of Myst. Prior to finalizing its title, brothers Robyn and Rand Miller aimed for a seamless continuation from their first game into its sequel. The financial success of Myst enabled them to grow their team from just four members to a larger group comprising designers, artists, programmers, and sound engineers. The development spanned over four years and involved a substantially expanded scope with a budget estimated between US$5 million and $10 million—exceeding that of Myst by more than tenfold.
The creative vision for Riven focused on crafting an environment that diverged from the romantic aesthetics found in Myst. Initially referred to as Equiquay during early development stages, emphasis was placed on designing puzzles that were organically integrated into the game’s world. The Millers encountered co-designer Richard Vander Wende at a Myst showcase during Los Angeles' Digital World Expo. Vander Wende brought expertise from Industrial Light & Magic and Walt Disney Feature Animation, having contributed to the animated film Aladdin. His more "edgy" artistic direction complemented that of the Millers', resulting in Riven having a markedly different tone from its predecessor.
Graphics
Similar to Myst, the island landscapes were initially designed as grayscale images, where brightness levels represented different elevations.[6][5] These grayscale maps were then transformed into three-dimensional terrain models using Softimage.[5] To optimize rendering efficiency, large island structures were segmented and constructed with polygonal geometry,[7] whereas other elements utilized B-spline and NURBS techniques.[7]
A substantial number of textures were sourced during a three-day expedition to Santa Fe, New Mexico, where the artists collected hundreds of photographs of materials such as wood, adobe, and stucco. These images were subsequently refined in Photoshop before being applied to the 3D models.[6][7] Contrary to many computer-generated environments of the era that often appeared overly smooth or plastic-like,[6] the Millers and Vander Wende intentionally developed a rugged, weather-beaten visual style featuring corroded and aged details to boost authenticity.[6][5] They meticulously planned how each object would realistically degrade and operate over time, incorporating these aspects into the design.[7] While bump maps were occasionally implemented, even minor components such as screws were individually crafted in 3D.[7]
The rendering process employed Mental Ray combined with numerous custom-built shaders to achieve realistic lighting effects, water surfaces, and terrain.[7] Background modeling was guided by wireframes.[8] The game includes over three hours of video footage[5] and close to five thousand images;[6] rendering was a major production challenge despite utilizing 18 dedicated workstations.[7] Certain scenes contained tens of thousands of models and textures along with more than one hundred virtual light sources. Loading a single island model could require up to two hours.[7] Runtime animations like flying insects and water ripples were developed by Mark DeForest.[7]
To increase immersion, Riven blended pre-rendered backgrounds with live action footage.[6][4] This title marked the first occasion where designers directed live actors; Vander Wende initially felt uneasy about this process.[6] Rand Miller returned to portray Atrus, despite his distaste for acting.[5] Actors were filmed against blue screens for chroma key compositing into the computer-generated environments.[5] Physical elements such as stairs, doorways, and studio lighting were precisely matched to their CG equivalents. Some sequences employed morphing techniques to accommodate nonlinear gameplay paths.[7]
Audio
The soundtrack for Riven was composed by Robyn Miller and later issued as Riven: The Soundtrack through Virgin Records. Miller also took responsibility for the packaging design, which included English translations of the game's fictional language. Unlike the Myst soundtrack, initially available only via mail order, Virgin Records acquired the rights to release a standalone CD. This album was launched on February 24, 1998, containing 54 minutes of music.
Miller developed three distinct leitmotifs representing the primary characters Atrus, Catherine, and Gehn. Although Gehn’s theme is fully revealed only near the conclusion of the game, it is subtly integrated throughout to underscore his dominion over the Age. To create an immersive auditory experience, Miller combined live instrumentation with synthesizer elements, aiming to evoke the game’s "familiar-yet-strange" ambiance.
One of Miller’s main challenges was synchronizing the linear nature of music with the game's open-ended exploration. He deliberately avoided conventional musical climaxes to produce a continuous soundtrack adaptable to player-driven pacing. While Allmusic critic Stephen Thomas Erlewine described the soundtrack as "appealingly atmospheric," he remarked that it "lacks definition" and diminishes in impact when experienced independently from the game.
Release
During Riven’s production period, its original publisher Broderbund encountered financial difficulties due to escalating expenses and declining revenue. After two years, Cyan Productions had not yet delivered a playable version. Broderbund's stock price dropped from $60 to $22 in 1996, largely because of delays postponing the originally scheduled holiday 1996 release. Eventually, Riven launched in North America and the UK on October 31, 1997, under Red Orb Entertainment, a Broderbund subsidiary. Anticipating strong holiday sales, Broderbund invested heavily in marketing and collaborated with Toshiba America for retail promotions. The game generated excitement not only among gamers but also through online buzz and media attention.
Initially, Sunsoft, which published Myst for the Sega Saturn, held publishing rights for Riven on Saturn in PAL territories; however, these rights were later transferred to Acclaim Entertainment. Plans for a port to the Atari Jaguar were ultimately abandoned.
The original release came on five compact discs, followed by a single digital video disc edition in 1998.
According to PC Data, Riven was the top-selling computer game in the United States for 1997 despite being available for less than three months that year. From June 1997 through January 1998, Myst and Riven occupied the first two positions in PC Data’s sales rankings. By April, Riven had sold over one million copies domestically and earned $46.2 million in revenue, making it the fifth best-selling computer game in the US between January 1993 and April 1998. Sales exceeded 1.5 million units within a year and surpassed 4.5 million by 2001. Acclaim Entertainment listed Riven among their highest-selling PlayStation titles up to that time.
Reception
Overall, Riven garnered favorable reviews; its PC edition holds an average score of 83/100 on Metacritic. Jeff Sengstack from GameSpot described it as "a leisurely paced, all-encompassing, mentally challenging experience," especially appealing to enthusiasts of Myst. The graphics were lauded by Computer Gaming World as the finest seen in any adventure game at that time. GamePro highlighted improvements in animation and live-action sequences, predicting it would satisfy both returning fans and newcomers. Laura Miller of Salon commended its artistic merit and refined gameplay mechanics. Multiple sources consistently praised its sound design and visuals.[9][10][11] Meanwhile, Macworld emphasized its richly crafted mysterious world and storytelling quality, likening it to an expertly written novel.[12]
Nevertheless, some reviewers pointed out shortcomings. For example, Computer Gaming World criticized its gameplay for resembling that of Myst, particularly noting limited character interaction.[13] The magazine Edge questioned whether Cyan could move beyond its Tolkien-inspired world-building style in future projects amid evolving industry trends favoring player freedom over graphical detail.[14] Adventure game enthusiasts found certain puzzles excessively challenging,[15] while Computer and Video Games described story clues as too symbolic and sparse.[16] Although Next Generation appreciated its accessibility, they felt puzzles seemed loosely connected and functioned more as arbitrary barriers.[17]
The PlayStation adaptation received mixed feedback: both Electronic Gaming Monthly and GamePro acknowledged its appeal to a niche audience comfortable with slow pacing and intricate puzzles.[18][19] EGM noted enhancements in interaction and puzzle construction compared to Myst. However, John Broady from GameSpot criticized technical drawbacks such as degraded graphics and lengthy load times on this version, concluding it did not match up to the PC original.[20]
Following this success, co-founder Robyn Miller expressed interest in moving away from projects similar to Myst, subsequently leaving Cyan to found Land of Point.[21] Artist Rand Miller also exited to explore other opportunities.[22] The franchise’s next installment, Myst III: Exile (2001), was developed by Presto Studios and published by Ubisoft after they acquired Broderbund’s entertainment assets.[23][24]
At the first-ever Interactive Achievement Awards hosted by the Academy of Interactive Arts & Sciences, Riven earned Outstanding Achievement in Art/Graphics and received nominations for Game of the Year as well as Adventure Game of the Year across multiple platforms.[25]
Remake
To mark the 25th anniversary on October 31, 2022, Cyan unveiled a comprehensive remake of Riven, showcasing fully navigable 3D worlds created with Unreal Engine 5. The original low-resolution models were substituted with newly crafted assets. In this process, Cyan partnered with The Starry Expanse project, a fan-based recreation effort, integrating their contributions.[26][27] Due to the low quality of the initial full-motion video footage, characters were reimagined through computer-generated models utilizing motion capture technology. Robyn Miller returned to voice Atrus, while Gehn’s original audio was preserved posthumously and complemented by an actor replicating his gestures.[28]
Although the remake remains true to Riven’s island settings, certain point-and-click navigation mechanics were modified to enable smooth movement in a 3D space. Additionally, multiple puzzles were either randomized or redesigned to lower their complexity for players new to the game.[29]
Launched on June 25, 2024 for Windows and macOS platforms, with added virtual reality compatibility on Meta Quest,[30][31] the remake garnered "generally favorable" ratings on Metacritic, achieving an average score of 86/100 based on reviews from 32 critics.[32] It also received a nomination for Outstanding Achievement in Game Direction at the 28th Annual D.I.C.E. Awards.[33]
- ↑ 1.0 1.1 1.2 1.3 Cite error: Invalid
<ref>tag; no text was provided for refs namedplay - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namednyt-personal computers - ↑ 3.0 3.1 Cite error: Invalid
<ref>tag; no text was provided for refs namedplay2 - ↑ 4.0 4.1 4.2 4.3 Cite error: Invalid
<ref>tag; no text was provided for refs namedgamespot preview - ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Cite error: Invalid
<ref>tag; no text was provided for refs nameddriven - ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Cite error: Invalid
<ref>tag; no text was provided for refs namedmaking of riven - ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 Cite error: Invalid
<ref>tag; no text was provided for refs namedcomputergraphicsworld - ↑ Lua error in Module:Citation/CS1/Configuration at line 2123: attempt to index field '?' (a nil value).
- ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedgame revolution - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedgamespot rev - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedGPro112 - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedmacworldreviews - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedcvg - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namededge riven - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedadventure gamers rev - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedcvg-review - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedNG - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedEGMPS - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedGProPS - ↑ Cite error: Invalid
<ref>tag; no text was provided for refs namedGSPS - ↑ Robyn Miller departure
- ↑ Vander Wende departure
- ↑ Presto Studios Myst III
- ↑ Ubisoft acquisition
- ↑ Interactive Achievement Awards 1998
- ↑ Polo Polygon 2022
- ↑ Morgan Game Informer 2024
- ↑ Morgan Game Informer 2024
- ↑ Polo Polygon 2024
- ↑ Fanelli GameSpot 2024
- ↑ Smith PCGamesN 2024
- ↑ Metacritic Riven Remake
- ↑ DICE Awards 2025 Nomination