Channelwood
Ah, the back-water bayou charm of Channelwood. From the reticulate
deck-work that hovers over the swampy surface to the Ewok tree forts and then
up into sky lodges filled with decadent bedrooms, this age is a multi-tiered example
of imperialism. The tree-fort layer, which was home to the now absent (genocide,
most likely) locals is a smattering of simple huts replete with primitive furniture
and subsistence tools. Continuing to the upper decks, you discover the decadent
lifestyles of the two brothers. Take special note of the foppish bedroom
belonging to Sirrus – it looks like it was transplanted from the Waldorf-Astoria Hotel.
Of all the ages of this game, Channelwood is my favorite. Primarily because it just makes sense. The branching water-filled pipes, in
which its contents can be directed, is a direct and very logical puzzle. Flip
the Y-lever and the water is diverted to a mechanism that powers an elevator.
Turn another lever and it extends a bridge. There is a part of me that thinks
with enough tinkering I might be able to build something like this in my back
yard to open my gate or to spin a wind chime. But, no matter
how brilliant this puzzle is, this area really shows how Myst’s interface gets
in the way of itself. With each click of the pointer, I never am sure which
direction I went. I often found that I turned 180 degrees instead of heading down
the path on the left. If you were to watch my journey through Channelwood, you would see
a lone wanderer spinning around and around stumbling along the piping like a deranged
idiot.
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