There’s this place on disc 3 of Riven. After one steps off of the maglev and passes through the brief frog cave, there is a long stairway that winds up a rocky hillside. The sun is warm, yet the shadows are deep. The birds are chirping. The gentle ripple of the bay, below, carries on the slight breeze. If one progresses down the stairs, one sees the easily-startled sunners lazing on their rock. Up, meanwhile, leads to a rope bridge stretching toward the forest.
I want to spend all day on that set of stairs. There is a small landing where one first emerges from the cave, about large enough for one or two people to sit, and draw.
To some extent I ache that this location doesn’t really exist, as I would so like to visit — at the very least. I would like to nap there. Curl up in the shadows when the sun became too warm; emerge into the light when a chill came over me.
I believe it is that one small location which makes Riven what it is, for me. Everything else revolves around it. Every time I pass through, I linger. I can never seem to get enough.
There are only a few games which have given me a similar sensation. The Legend of Zelda is one. Shenmue is another. Skies of Arcadia comes darned close at times.
This is how Riven succeeds. It creates a place which feels real; which rings so true that one desires to understand it better. Then, it follows through. Everything makes sense, if one gives it enough time; the only thing holding the player back is his own internal wiring. The more time one spends there, the more one pieces together. The more one understands how the world works, and the more real it becomes.
It is essentially a masterpiece of world design, unlike any other that I’ve seen. That’s all that it is; a fully-conceived world, to enter and interpret as one sees fit.
Have moved some money and files around. Have bought some new pants. Not a lot remaining to do before I leave — which is in… three days.
Oy!
Hey. I should be able to sneak into the secret press-only rooms, seeing as how I’m… y’know, press.