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players explore uru as they care to. to start, they can simply move around, but they can also use a map or stop on an object to examine it in detail. unfortunately, the uru world has an annoying habit of panning in and out of focus as you look at the environment, making it difficult to read the words. the graphics are generally very detailed, but the road is very short. outside of pure exploration, you can use the various controls to move to other areas, explore interactive objects, or enter a building or home to interact with characters. there are three unique special items, which include a bee suit, a plastic spork, and a wand. they can be used to interact with characters and objects, and interact with the environment. for example, the bee suit lets players walk on the walls, and the wand allows them to make holographic copies of objects that can be moved to different locations.
while you can use the controls to explore, this isnt your typical point-and-click adventure. there are lots of puzzles to solve, and many of them are very difficult. most of the puzzles only require a limited number of objects and symbols, and are fairly straightforward once you realise what the clues are, but many of the puzzles can involve several hundred objects. even after a decade, the best secrets in uru still exist, and the game is still as difficult as ever. i guess its the best thing about an adventure game - its not about your win/loss record, but the satisfaction of solving a puzzle.
myst was well-regarded on its day, and became even more famous when it was digitally remastered as realmyst a few years after it appeared. realmyst was a truly ground-breaking game by today's standards, and could be argued to have redefined interactive storytelling with its focus on the environment and real-time 3d animations. it could also be argued to have revitalised adventure game design in the same way that doom did with shooters. however, while the former is a truly unique product, the latter is more like a rip-off job, and the myst series as a whole felt like more of a lucky break than anything else. 3d9ccd7d82