As you explore, you find what appears to be the jumbled, fragmented remnants of lost civilizations it’s as if everything that gets forgotten in our world slips through some cosmic crack into the Submachine, which may itself be limitless. There are a lot of fan theories my own theory is that the Submachine is some kind of pocket universe, a place that may be accessible from our own in certain soft spots. The Submachine series is eight games long, with more to come, and it still hasn’t entirely explained itself. The original Myst began with the unknown, but gradually explained itself as you played the game. When the second Submachine game came out, this one set in a lighthouse, it became clear: you, the nameless protagonist, were trapped in some kind of abandoned world, and there was way more to discover. Nothing out of the ordinary - but even then, something about the lonesome setting and soft, ominous music makes you think there’s way more than meets the eye. I’m not sure he intended the series to become as epic as it did the first game plunks you down in a basement where the only goal is to explore, solve some puzzles, and escape. Nope, I can’t tell you exactly what the Submachine is, because Skutnik himself may not know. It’s hard to describe how evocative they are. These games are small, quiet, and minimalist, and yet they cast an unbreakable spell over the player. But the Submachine series is by far his most popular creation, and it’s easy to see why. He has a large library of Flash games to explore, including such series as Daymare Town, Covert Front, and 10 Gnomes. The creator of the series, Mateusz Skutnik, is a Polish graphic artist, programmer, and all-around awesome-seeming dude. What is the Submachine? That’s actually a very good question. Follow this link to enter.(dramatic pause). In the spirit of the franchise, let me introduce you to one of the absolute coolest little Flash game series, which you can play for free on the good old Internet. However, you can definitely make a game in the Myst spirit without requiring all those lush pre-rendered 3D landscapes. Let me stress that this is not a bad thing I’ve always believed that if a formula works, why toss it aside? Myst V tossed the formula aside and I will always resent it for that. In my Myst IV post, I pointed out a couple in-development games that seem to be following in the footsteps of the Myst series - by which I mean, completely copying it.
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