You might say that by the time we came to the fifth installment of the Myst saga (not counting Uru) that the franchise had been long worn out. That they should have stopped at either one, two, or three sequels. And maybe you’re right. But you can’t disagree that End of Ages really does wrap up the storyline in a way that any future installment would have to include none of the original characters and, besides the ancient dead city, none of the locations. Among other things, Myst 5 also brings around the full meaning of what reading and writing can do for people. Continue reading
Monthly Archives: March 2023
Literacy in Myst Games, Part 4.5: Ages Beyond Myst
While quite possibly the least beloved installment of the Myst franchise (and technically a spinoff), the experimental Myst: Uru took the very mode of storytelling in a unique direction. It was much more you-centric, and community-centric, so much so that story was the background for personal exploration. Continue reading
Literacy in the Myst Games, Part 4: Revelation
So far in the Myst games we found a book, we delivered a book, and we saved a book. Something different happens in the fourth installment of the Myst franchise. Not only are we able to read journals, but we are able to use a necklace to read memories. Somehow, Yeesha’s special jewel she leaves behind allows us to experience or “see” powerful memories in certain places. Continue reading
Literacy in Myst Games, Part 3: Exile
We’ve been exploring how themes of literacy play out in the Myst games. In Myst, we opened a book. In Riven, we were shown and given a book. In Exile, we must chase after a book. The third Myst game involves a story of betrayal and revenge, similar to the first installment, but also one of exile. Continue reading
Literacy in Myst Games, Part 2: Riven
Say “Myst” to any reader or gamer, and they’ll probably think of that puzzle game with a strange magic book. While none of its sequels were as famous, the one with the highest reputation was the first direct sequel, Riven. In the past post we talked about literacy in Myst. Let’s now look at how literacy is explored in Riven. Continue reading
Literacy in the Myst Games: Part 1
Do you remember your first time playing Myst? In the darkness and stars you hear a strange narration, and find a book on the ground.
For any fan of the Myst series, the story always began with finding a book. With all the puzzles, questions, locations, and characters, the power of books is at the center of this most unique gaming experience. I decided to explore how each game presents the act of reading (and of writing) metaphorically in a different way. Lets start with that first iconic puzzle adventure.
Review of The Day That Changed Long Island by Louciano Sabatini
The Day that Changed Long Island by Lou Sabatini recounts the impact of Hurricane Sandy on Long Island, New York, in 2012. In order to convey this story, the author creates for his readers the characters of Lucas and Sybil, a typical Long Island couple who must undergo the storm and its aftermath. Drawing from firsthand experience, Sabatini describes the physical devastation caused by the storm, including the destruction of homes and businesses, as well as the emotional trauma suffered by those affected.
Sabatini provides a vivid and compelling account of the events of Hurricane Sandy, and does so through the eyes of two relatable characters. With realistic detail he describes the physical damage caused by the storm and the emotional impact on those affected. The book also provides an interesting look at the challenges faced by the residents of Long Island in the aftermath of the storm, including the difficulties of rebuilding homes and businesses.
Overall, The Day that Changed Long Island is a personal and moving book that provides a valuable insight into the impact of natural disasters on individuals and communities. I’d recommend this book for anyone interested in the topic of natural disasters or those who want to learn more about the effects of Hurricane Sandy on Long Island.