Compara los precios de Riven: The Sequel to MYST en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Cyan Worlds. Publicado por Cyan Worlds. Lanzado el 29/10/2002. Disponible en PC. Géneros: Adventure.

A first-person point-and-click adventure across five brooding islands, built entirely around environmental observation and logic puzzles that will make you question your own sanity.

Riven is a slow, methodical, first-person puzzle adventure from Cyan Worlds, and it plays exactly like what it is: a game that treats you like an adult and then immediately makes you feel like you aren't smart enough to be one. You pick up where Myst left off. Atrus sends you to the Age of Riven with a single task: trap his megalomaniacal father Gehn and rescue Catherine, his imprisoned wife. From that opening handshake, the game says nothing else useful. The rest is on you. The world is spread across five distinct islands - Temple Island, Jungle Island, Plateau Island, Crater Island, and Prison Island - connected by submarine, roller coaster-like transports, and drawbridges that you have to figure out how to operate yourself. There is no inventory, no item combining, and no hand-holding waypoints. The puzzles are almost entirely environmental: you need to learn the Rivenese numbering system by observing carvings in the architecture, track down Fire Marble Dome locations spread across the islands, decode the logic behind massive mechanical contraptions like the Great Golden Dome, and piece together the cultural and personal history of a world that communicates through objects rather than dialogue. A notepad beside your keyboard is not optional. Some numbers in critical puzzles are randomised per playthrough, so walkthroughs will only get you so far. What works is the atmosphere. The volcanic landscape, with its steep cliffs, crater lakes, Victorian-era pipes, levers, and elevated transports, is pre-rendered but still holds an eerie, photorealistic quality that made a genuine impression at release and aged better than most of its contemporaries. Robyn Miller's minimalist ambient score is doing quiet, effective work in the background the whole time. The story is told almost entirely through what you find - notebooks, carvings, the arrangement of objects in rooms - and the few live-action character encounters are sparse enough that the sense of isolation never breaks. Multiple endings exist, including some truly bad ones if you skip steps or trigger the wrong sequence, so attentiveness has real consequence. What does not work as well: the backtracking is relentless, and the game's scale makes it easy to lose track of connections between clues found on opposite ends of the archipelago. The point-and-click slideshow navigation, while functional, creates disorientation when you are trying to mentally map a space that spans five islands. Players who bounced off Myst will not find Riven more forgiving - it is harder, bigger, and less linear. It genuinely rewards patience and obsessive note-taking over raw puzzle instinct, which is a specific kind of fun not everyone shares. If you are the type who likes a game to treat its world as a coherent, internally logical place rather than a collection of rooms with locks, Riven delivers that with more conviction than almost anything else in the genre. Go in with paper, patience, and low expectations for your own intelligence. You will come out the other side with something that feels genuinely earned. Alex, Scout Team

Riven: The Sequel to MYST

Riven: The Sequel to MYST

29 oct 2002Cyan Worlds
GamerScout opina

A first-person point-and-click adventure across five brooding islands, built entirely around environmental observation and logic puzzles that will make you question your own sanity.

PC
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Acerca de Riven: The Sequel to MYST

Riven is a slow, methodical, first-person puzzle adventure from Cyan Worlds, and it plays exactly like what it is: a game that treats you like an adult and then immediately makes you feel like you aren't smart enough to be one. You pick up where Myst left off. Atrus sends you to the Age of Riven with a single task: trap his megalomaniacal father Gehn and rescue Catherine, his imprisoned wife. From that opening handshake, the game says nothing else useful. The rest is on you. The world is spread across five distinct islands - Temple Island, Jungle Island, Plateau Island, Crater Island, and Prison Island - connected by submarine, roller coaster-like transports, and drawbridges that you have to figure out how to operate yourself. There is no inventory, no item combining, and no hand-holding waypoints. The puzzles are almost entirely environmental: you need to learn the Rivenese numbering system by observing carvings in the architecture, track down Fire Marble Dome locations spread across the islands, decode the logic behind massive mechanical contraptions like the Great Golden Dome, and piece together the cultural and personal history of a world that communicates through objects rather than dialogue. A notepad beside your keyboard is not optional. Some numbers in critical puzzles are randomised per playthrough, so walkthroughs will only get you so far. What works is the atmosphere. The volcanic landscape, with its steep cliffs, crater lakes, Victorian-era pipes, levers, and elevated transports, is pre-rendered but still holds an eerie, photorealistic quality that made a genuine impression at release and aged better than most of its contemporaries. Robyn Miller's minimalist ambient score is doing quiet, effective work in the background the whole time. The story is told almost entirely through what you find - notebooks, carvings, the arrangement of objects in rooms - and the few live-action character encounters are sparse enough that the sense of isolation never breaks. Multiple endings exist, including some truly bad ones if you skip steps or trigger the wrong sequence, so attentiveness has real consequence. What does not work as well: the backtracking is relentless, and the game's scale makes it easy to lose track of connections between clues found on opposite ends of the archipelago. The point-and-click slideshow navigation, while functional, creates disorientation when you are trying to mentally map a space that spans five islands. Players who bounced off Myst will not find Riven more forgiving - it is harder, bigger, and less linear. It genuinely rewards patience and obsessive note-taking over raw puzzle instinct, which is a specific kind of fun not everyone shares. If you are the type who likes a game to treat its world as a coherent, internally logical place rather than a collection of rooms with locks, Riven delivers that with more conviction than almost anything else in the genre. Go in with paper, patience, and low expectations for your own intelligence. You will come out the other side with something that feels genuinely earned.

Alex
Alex · Scout Team

Catch-all

Etiquetas

steamEnvironmental Puzzle-SolvingFirst-Person ExplorationMinimalist StorytellingMultiple EndingsPre-Rendered VisualsAtmospheric Horror-AdjacentNote-Taking RequiredSlow Burn

Requisitos del sistema

Mínimos

Memory
512 MB RAM
DirectX
9.0c
Storage
7 GB
Processor
1.8 GHz
System requirements
Windows 7 / 8 / 10

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Información del juego

Desarrolladora
Cyan Worlds
Distribuidora
Cyan Worlds
Fecha de lanzamiento
29 oct 2002

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¿En qué plataformas está disponible Riven: The Sequel to MYST?

Riven: The Sequel to MYST está disponible en PC.

¿Cuándo se lanzó Riven: The Sequel to MYST?

Riven: The Sequel to MYST se lanzó el 29 de octubre de 2002.

¿Quién desarrolló Riven: The Sequel to MYST?

Riven: The Sequel to MYST fue desarrollado por Cyan Worlds.