So, I'm a die-hard Cyan fan. Myst has been very influential to me as a child and kinda defined my whole idea of what a good game should be able to achieve in terms of immersion and atmosphere. I've been hyped for Firmament ever since I heard Rand say the words "callbacks to Myst" and "steampunk magic vibe" and "cool machinery". But now that I've spent a sleepless weekend playing the game, I'm not quite sure how I feel about it. Because the Cyan fan in me really, really wants to love this game and there's so much good stuff, but some of the decisions in gameplay and storytelling don't work for me and I just know Cyan can do better.
Spoilers for the game under the cut. Also, this post is going be image-heavy because, yeah, it's a Cyan game.
And first of all, YES, there's no absolutely doubt that this game was made by Cyan. Everything feels very Cyan. They just know how to build worlds. Beautiful abandoned places that fill you with a sense of melancholy and nostalgia and spark your imagination. Even on my old potato laptop with abysmal frame rates, I felt like I WAS in the world of Firmament. Sometimes I just stood there and looked around, enjoying the view. All buildings and machines are designed in Cyan's typical style between slightly fantastic and nitty-gritty steampunk realism, and fit seamlessly into the beautiful nature. For the architecture, this time they've opted for a heavily Art Decor inspired style. It makes everything seem very epic and grand, but also a bit austere, and goes very well with the many old and deserted factories we explore in the game. Where Obduction had worlds that felt like a small, close-knit community where people used literal junk to craft their homes and environments, in Firmament everything feels monumental and larger-than-life. The giant arches that span the skies of the worlds are visible from almost everywhere. You handle huge blocks of ice, dump tons of red acid into the sea (yuck), and raise large towers from the ground and open them. This feels like the stuff the D'ni might have constructed at the height of their power. And all of that fits right in with the theme and backstory of Firmament, that megalomaniac multi-generational plan to set off for a new world.
Much of what you would expect from a Cyan game is there. Three very different, atmospheric worlds + a smaller hub world. Epic maglev rides. Turn-on-the-power puzzles. A great visionary tale of hubris and enslavement. An underwater area that is the reincarnation of the selentic maze puzzle. Yeah, even the last one made me roll my eyes in fondness.
(The way the frozen waterfall reflects in the ice ... so gorgeous ...)
(You know it‘s a Cyan game if a puzzle looks like a something out of an amusement park)
(Look at the pretty! I was blown away by the beauty of the whole conservatory area. Just wanted to grab my things and move in.)
The great sound design also does so much to immerse you in the worlds. Headphones recommended! The crunching of ice, the singing of birds, the hissing when you open doors, the grinding of machine parts — I'm quite an auditory person and a big part of the charm of the Myst series for me were the very realistic noises when you turn rusty valves or some heavy door closes and locks behind you. The soundtrack itself left me a bit disappointed. It's mostly ambient and rather unobtrusive, creating a suitable atmosphere, but there were few pieces that stood out for me. One can certainly argue that this should be the point of an immersive soundtrack. Personally, I prefer Robyn Miller's haunting, simple melodies. Still, there were a few songs that I liked, such as Batteries Casting Shadows or Power Station.
(The most beautiful chill disco)
(Firmament also has its own "linking books". Never change, Cyan. <3)
The puzzles were integrated well into the environment. I found them all quite easy. For the most part, I figured out what I needed to do fairly quickly, and it was just a matter of getting it done. A lot of the puzzles dealt with finding your way through an area and navigating the space, so they were puzzles that challenged spatial intelligence. And I love that kind of stuff so I was never really bored, but still a little more variety would have been nice. I would have liked to see some puzzles where you have to take notes or collect clues at different locations in the worlds.
The best puzzles were the ones where you had to learn how to first power and then operate huge machines that required multiple steps. Those kind of puzzles are a staple of Cyan games and always a lot of fun. My favorite puzzle in that regard was the sulfur processing factory. Just staring at the schematics of the huge mixer and the pipelines and figuring out what to do, then moving machinery parts and twiddling with them until it finally clicked — easily the best part of the gameplay for me. I just wish we could have had a bit more of this.
(That whole area gave me so many flashback to the original Myst .)
(YES just give me some huge, unnecessarily complicated, creaking machinery I can rotate and break!)
All the interaction happened via the adjunct only, so you just searched for sockets and operated them. In fact, everything was operated via the adjunct: doors, elevators, the maglevs, everything. And while handling the adjunct itself was very intuitive and the gameplay felt engaging and satisfactory, it did feel a bit monotonous in the long run. I miss my levers and buttons and valves. Interacting only via a blue glowing string that connects to the same socket model all the time made me feel very detached from the environment. As a direct consequence of the adjunct-focused gameplay, there were also no items outside of puzzles to interact with (aside from the few lore documents). No small, seemingly pointless toys that secretly taught you the mechanics of a larger puzzle. No drawers that you could pull open. I remember the creepy little projector in Achenar's room in Myst where a rose turned into a skull. All of this helped so much to make the worlds feel alive but there wasn't anything like this in Firmament. The decision for the adjunct was probably influenced a lot by the fact that the game is designed for VR, I get that. But when I look at the old kickstarter vids for Firmament where the little floating device is combined with "manual" actions like pulling a lever or pushing a button, I can't help but think the gameplay could have could have been more diverse and still applicable for VR.
(I loved taking a bath in sulfuric acid. But even the suit mechanic was getting a bit repetitive by the second time ...)
Speaking of worlds that feel alive ... here, too, I would have liked to see a bit more scenic storytelling to support the plot, which is largely carried by the monologues of the mentor. This is definitely something I know Cyan do better! The worlds they design are always very special in that they are deserted and contain hardly any NPCs, but at the same time so much life and story is conveyed through the setting. And I'm not just talking about the countless journals Myst is infamous for. The characters in Obduction, for example, had personalities — C.W., Caroline Farley, Mayor Josef, they felt real. Walking into the classroom in Riven, or Gehn's temple, you learned so much about him and how he presented himself. You slowly put together a picture of what had happened, of who these people were and who you could trust. And Firmament also makes some promising approaches in this direction. The constant unsettling brainwashing of the Keepers on the one hand. But on the other hand, everything we see presents a picture of a small community that lived very much in peace and simple happiness. There are things that don't add up, vaguely foreshadowing the twist at the end. All of those little bits and pieces are really great and inspire so much intrigue and mystery.
(Totally normal to have all those banners and doctrines on the walls of your workplace. Not creepy at all.)
(Who were those people? Wish we could've get to know them more ...)
But ultimately, at some point, the mentor decides to just tell you the truth and that's it. Most of the plot is covered in fifteen minutes of gameplay at the very end, through her monologues and the newspaper clippings and documents in the spaceship's control room. But at this point the game is already over, because there are no more puzzles to solve, no more decisions to make. The ending plays out like a visual novel. A beautiful one, no doubt — I loved the resolution and the kinda open, but hopeful ending. But I still I think the game would have worked better if Cyan hadn't been so bent on the spectacular effect of that plot twist at the very end. During the game I had already considered whether the mentor would turn out to be Turner, or maybe me? I was coming up with theories on where Turner really came from, and what he did to those people. And what the real purpose of this cycle of Sleeping and Awakening might be. I don't know, I think it would have been so much more exciting to discover clues for theories while exploring the worlds (via lore documents and setting), and not just through the mentor's monologues. The big twist at the end would have been less surprising, but I think the plot would have unfolded more organically and it would have felt more rewarding to come up with the truth on your own.
I am definitely going to replay the game (after buying a new laptop) and I'm curious to see if it changes my opinion. I've heard that Firmament runs very buggy for a lot of people and apparently, VR is broken. I'm not going to talk about bugs, because yes, while the game crashed numerous times during my playthrough and some parts played really janky, I'm not sure how much of that was due to my hopelessly outdated hardware. But all these things — buggy gameplay (I wonder how much playtesting was done?), poor VR implementation, a story that feels a bit lackluster in its presentation, lack of all those little loving details in the scenery that I usually appreciate Cyan for — all of it feels like some things were rushed during the development of this game. It might have needed just another round of polishing.
The basis for another Cyan classic is definitely there, but I'm afraid Firmament won't leave the same long-lasting impression on me as Obduction and certainly not the Myst series. And I'm a bit scared of what that might mean for the future of Cyan Worlds.
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ok but WHAT IF there WAS a Foul Legacy card in TGC Genius Invocation
because some of the cards are of enemies y'know? there's a Mirror Maiden and a Fatui Agent and even Maguu Kenki, so pretend for a second that somehow a Foul Legacy card was made. everyone else thinks it's just a cool character card- hard to find though, since only a few were made (people thought it'd be too scary for the kids and wouldn't sell well)- and one day, as thanks for paying whenever he forgot his wallet and just being a good friend in general, Zhongli gifts you one of the special few holographic Foul Legacy cards. you've got such a huge smile on your face when you see it, since you didn't even know it existed due to just recently learning how to play TGC, fingers gently tracing over the beautifully drawn features of your secret Abyssal lover.
you bid Zhongli goodbye and thank him again before rushing home, the card safely bundled in your pocket- you haven't even looked at Foul Legacy's moveset but you *know* you're going to add him to your deck, even if you have to rework everything else in it. you burst through the door and quickly yank off your shoes, running upstairs to your room where Childe's buried under the blankets. you gently nudge him awake, cooing at the way he mrrps sleepily and blinks up at you, perking up when he sees the excitement glittering in your eyes. you perch yourself on the bed and tell him to close his eye- no peeking!- before setting the card into his outstretched hand.
Childe stares at the card, mouth slightly open in shock, and you lean in to plant a kiss on the edge, carefully avoiding his fangs. this seems to kickstart his brain out of short circuiting and immediately he chirps in sheer delight, holding the card with the tips of his claws and delicately turning it over to examine it from every angle. he loves the way it shines, like rainbow fractals, and the artistry imbued in the picture- although in your humble opinion it's nowhere near as pretty as the real thing, and Childe feels himself blush, crimson upon crimson. he carefully hands it back to you, watching as you take out your deck and spread the rest of your cards onto the bed, intent on building a new deck centered around Foul Legacy. there's a little tug on your shirt and you turn, making room for Childe to snuggle his head into your lap, beginning to purr when you scritch between his horns. there's comfortable silence as you sort out your cards, occasionally asking for Childe advice to be met with clicks and trills until your new, better deck is ready.
so now whenever you play a round of TGC, it's like you have Childe here with you in the form of a card :)
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