

It has the same sense of weary isolation, the same unexpected warmth to its grimy copper gizmos, and that feeling of “Normal” and “Alien” bashed together in one place.

Those huts may represent the most obvious parallel, but the game reeks of Cyan’s mid-’90s output. And it’s incredibly reminiscent of the bleached-white adobe buildings that dotted Riven’s Jungle Island: It’s your main hub and where you’ll spend a good portion of Quern. It’s as close to a Myst game as I’ve ever seen from another developer. His journal entries lead you from area to area, sometimes giving context, sometimes giving clues, and all apparently part of some plan. The island’s previous occupant has left behind directives, notes on the peculiar properties Quern possesses, the secrets he’s uncovered and what he’s done with said knowledge. Along the way you’ll delve into the origins of the titular island, Quern.
