Panaias: I'm proud to say the Myst marathon came to an end yesterday, as we finished Myst 5.
In general it was a nice game, with some nice puzzles but admittedly somewhat short in terms of length.
There are two main differences with the rest of the series*:
-This one is rendered in real time. Well, I didn't like that :) The visuals cannot compare to the prerendered ones of e.g. Riven. I know it is technically "heavy" to render such photorealistic graphics in real time, but graphics in Myst 5 looked so generic to me that I couldn't get absorbed by it.
-The stone tablet mechanic. This can be hit or miss. Sometimes it is used cleverly, other times it is just there for a specific purpose (which I will not spoil). My main gripe is that there is small tolerance in what you draw on the tablet compared to what has to be drawn. On occasion, this led to getting stuck because we had e.g. a line extruded more than needed, or a shape being wider. On a very specific case, we had to draw something more than 5 times in a row to "get it right" and be able to progress.
Getting these out of the way, I have to say this game was much easier than e.g. Myst 4 (which I still think is the most irritating one in the series). It's not that all puzzles are super easy, but they are more intuitive.
Also, I'm thankful the game has the option to play in "Classic" mode where navigation is classic node-based point and click. What was good in that mode is that you don't get teleported immediately to the next node, but the camera moves in real time towards it so you don't get disoriented.
Just a warning for others who easily get motion-sick like me: mouse sensitivity is big here so the camera instantly moves with the mouse. There is an option to reduce it, but then camera movement is untolerably slow. We had to get frequent breaks while playing because of getting nauseus :/ I wish there was some smoothing to the camera movement, like in Myst 3 or 4, which is very easy to implement.
Now, I will only refer to a specific puzzle which left us stuck the most but in an "unfair" way, because a specific mechanic is not revealed or at least hinted at any point.
***BEGIN SPOILERS***
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(* I am deliberately excluding Uru from the main series, as I always thought it is an outsider and never really appealed to me in Myst terms.)
As for Uru... I agree that it doesn't really fit, but I'd actually place Myst 5 in the Uru series. It's arguably more of a followup to Uru than it is any of the Myst games (which makes sense really since Cyan didn't make Myst 3 or 4 and did make Uru).
Anyway, I do recommend Path of the Shell, that had some clever puzzles and ideas.