Dictionary Definition
rive
Verb
1 tear or be torn violently; "The curtain ripped
from top to bottom"; "pull the cooked chicken into strips" [syn:
rend, rip, pull]
2 separate or cut with a tool, such as a sharp
instrument; "cleave the bone" [syn: cleave, split] [also: riven]riven See rive
User Contributed Dictionary
English
Pronunciation
- /ˈɹɪvən/
- Rhymes with: -ɪvən
Verb
riven- past participle of rive
Extensive Definition
(Saturn)Summer 1997 In addition to the PC
versions, Riven was ported to several
other platforms, including the PlayStation and
Sega
Saturn.
The story of Riven is set immediately after the
events of Myst. Having been rescued from the machinations of his
sons, the main non-player protagonist Atrus enlists the
help of the player
character, to free his wife from his power-hungry father,
Gehn. Unlike
Myst, which took place on several worlds known as Ages and linked
together by special books, Riven takes place almost entirely on the
eponymous Age of Riven, a world slowly falling apart due to Gehn's
rule.
Development of Riven began soon after Myst became
a success, and spanned more than three years. In an effort to
create a visual style distinct from that of Myst, director Robyn Miller
and his brother, producer Rand Miller
recruited former Aladdin
production
designer Richard
Vander Wende as a co-director. Brøderbund employed a US$10 million
advertising campaign to publicize the game's release. By operating
mechanical contraptions and deciphering codes and
symbols discovered in the surroundings, the nebulously explained
goal can eventually be reached. The cursor
changes in appearance, depending on its position on the screen and
what it is hovering over, to show what effect clicking will have.
These items can then be examined at any time, Atrus needs the
Stranger's help to free his wife, Catherine,
who is trapped on the slowly collapsing Age of Riven by his
unhinged father, Gehn. Atrus and
Catherine had previously trapped Gehn on Riven by removing all
linking books from that Age; the very last book to be removed,
linking to the island of Myst, was the one they held to escape
Riven. Atrus hoped it would fall into the star fissure, a void
leading out of the reality of the damaged Age of Riven and into
unknown space. However, the Stranger discovered the book, sparking
the events of Myst. Catherine was subsequently tricked into
returning to Riven by her sons, and was captured by Gehn. Telling
the Stranger that they must capture Gehn in the trap book, find
Catherine, and then signal him, Atrus gives the Stranger the book
that will take him to Riven.
Once there, the Stranger travels across the
islands of Riven, eventually finding Catherine. Because of the
decay of Riven's structure, the only way to clearly signal Atrus is
to bring about a massive disturbance in the Age's
stability—accomplished by reopening the star fissure,
which Gehn had closed. When it was opened, Atrus immediately links
to Riven to investigate, and meets the Stranger at the brink of the
fissure. Depending on the player's actions, the ending to Riven
varies. In the canon ending, the Stranger tricks Gehn into the
prison book and releases Catherine. Atrus and Catherine thank the
Stranger, before linking back to the Age of Myst. The Stranger then
falls into the star fissure, to be taken on the path back to his
world. Different actions can, however, result in the Stranger's
entrapment in the prison book, or even his death.
Development
Cyan started working on Riven in 1993, immediately after Mysts release. Before development began, when even the name of the game was undecided, the brothers Robyn and Rand Miller said they wanted a "natural flow" from the first game to the sequel. As Myst proved to be a popular and commercial success, the two developers were able to expand their four-person team to a much larger crew of designers, artists, programmers, and sound designers. Development spanned more than four years, and was a much larger undertaking than for the first game;The design for Riven stemmed from a desire to
create something different and more dynamic than the Romantic style
of Myst. The first stage of development was to create the puzzles,
in an attempt to integrate them as smoothly as possible into the
areas in the game. The Millers met their co-designer, Richard
Vander Wende, at a demonstration of Myst for the Digital World
Expo in Los Angeles.
As the third member of Rivens conceptual team, Wende ended up
contributing what Robyn Miller described as an "edgier" and
complementary vision, that made the game dramatically different
than its predecessor. and developed a retail marketing partnership
with Toshiba America.
Anticipation for the game was high even among non-gamers, helped by
web-based word of mouth and well-placed media coverage.
Audio
Robyn Miller composed Rivens music, which was later packaged and released by Virgin Records as Riven: The Soundtrack. Miller designed the liner notes and packaging, which included English translations of the hieroglyphic language found in the game. Whereas the music to Myst was, at first, only available by mail-order from Cyan, Virgin Records had bought the rights to release it initially, prompting Miller to make sure that it could stand alone in CD form. The resulting compact disc was released on February 24, 1998, with more than 54 minutes of music.Miller established three leitmotifs for the game's
three central characters, Atrus, Catherine, and Gehn. Gehn's theme
is only heard in its complete form near the end of the game, but
portions of the melody can be heard throughout Riven, highlighting
his control of the Age. Miller tried to let the environment dictate
the resulting sound, in order to make the music as immersive as
possible. The game sold more than 1.5 million units within
a year of its release, and was the best-selling game of 1997,
Jeff Segstack of GameSpot gave the
game high marks, explaining that it is "a leisurely paced,
all-encompassing, mentally challenging experience. If you enjoyed
Myst, you'll thoroughly enjoy Riven." Computer
Gaming World stated that the graphics were the best they had
seen in any adventure game. Laura Miller of Salon
declared that "Art [...] is what Riven approaches," and praised the
gameplay as having "a graceful elegance that reminds [her] of a
masterfully constructed novel." The game's sound and graphics were
consistently praised. Even long-time players of the Myst games,
such as Heidi Fournier of Adventure
Gamers, felt that a few puzzles were too difficult; Computer
and Video Games, meanwhile, believed that the story clues were
too symbolic and scant, which made following the plot
difficult.
Despite the success of the game, the Miller
brothers eventually pursued other projects. Robyn Miller said: "I
think it would be a detriment to always, for the rest of our lives,
be creating Myst-like projects. […] We're going to change, evolve
and grow, just like any person does in any manner." Wende would
also leave to pursue other projects. The next video game entry in
the Myst franchise would be 2001's
Myst III:
Exile, which was not developed by Cyan or published by
Broderbund; Presto
Studios took over development, and Ubisoft
published.
References
External links
riven in German:
Myst#Riven_-_The_Sequel_to_Myst
riven in French: Riven
riven in Italian: Riven: il seguito di
Myst
riven in Dutch: Riven
riven in Portuguese: Riven
riven in Russian: Riven: The Sequel to
Myst
riven in Swedish: Riven