Myst: The Book of Atrus

Myst: The Book of Atrus

4.7 49
by Robyn Miller, David Wingrove
     
 

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The ages of Myst are worlds of adventure and awe; of mystery and beauty; of intrigue and betrayal. You have seen only a glimpse of the picture. Now, take a step further into the fictional legend of Myst. These pages are your link to the story of Atrus, son of Gehn, and the last of the race of D'Ni - the masters of The Art, the craft of linking to other worlds through… See more details below

Overview

The ages of Myst are worlds of adventure and awe; of mystery and beauty; of intrigue and betrayal. You have seen only a glimpse of the picture. Now, take a step further into the fictional legend of Myst. These pages are your link to the story of Atrus, son of Gehn, and the last of the race of D'Ni - the masters of The Art, the craft of linking to other worlds through the descriptive art of writing. For most of his young life, Atrus thought the stories his grandmother told him were just strange legends. Then his time came to explore the magnificent underground realm...

Editorial Reviews

Publishers Weekly - Publisher's Weekly
In the acknowledgements to this first novel in a projected series, Wingrove is thanked by his coauthors, the Miller brothers, ``for accomplishing the impossible.'' Wingrove's achievement certainly is improbable, at least judging from the sorry results of other computer-game-to-novel translations, like the paperback spinoffs of Doom. For with Wingrove's help, the Miller brothers, who created the Myst CD-ROM, have created a rollicking adventure tale full of engaging philosophical contemplations about the interplay between art and science. The authors follow their hero, Atrus, from breech birth (and his mother's resultant death) into his uneasy relationship with Gehn, the father who abandoned him at birth and who now wants to recreate the culture of the D'ni, beings whose writings could conjure-or at least discover-worlds. The narrative avoids the excesses that plagued Wingrove's Chung Kuo series while imparting the passion that the Millers channeled into the Myst CD-ROM. The result is a thrilling tale that will appeal not only to gamers but to all those who enjoy absorbing, fast-paced, well-constructed fantasy. Fifteen two-color illustrations, not seen by PW. Major ad/promo; author tour. (Nov.)
Library Journal
This is the first of what will be a series of novels revolving around the popular CD-ROM game Myst. Players of Myst discover a mysteriously deserted island and search for clues to its story. In The Book of Atrus, the frame story for Myst, Gehn comes to claim his long-neglected son Atrus. Gehn intends to train Atrus in the godlike like ways of the D'ni, a vanished race that had the ability to create new worlds by writing about them. Eventually, Atrus and Gehn clash over the fate of a potentially faulty world. Although not fully realized enough to stand on its own, this first effort fleshes out the Myst universe nicely and will be of interest to those acquainted with the game. Be aware, however, that this is not a small audience: over 500,000 copies of the CD-ROM are in print; a sequel and two more novels are contracted. Public libraries may be able to claim a share of that market. For popular fantasy collections.-Edwin B. Burgess, U.S. Army TRALINET Ctr., Fort Monroe, Va.
Melanie Duncan
The Miller brothers, creators of the best-selling, award-winning CD-ROM "MYST", have attempted to re-create the colorful, three-dimensional world of their game in a prequel focusing on Atrus' life before he journeyed to MYST. They explore Atrus' early years with his grandmother; his lessons in the art of creating worlds in the pages of special books, which Atrus could step into, with the help of his father, Gehn; and his disillusionment with his father as Gehn began to destroy his creations. Atrus' meeting with Catherine, a student of Gehn, gives him a new purpose as they plot to escape Gehn's megalomaniacal grasp. The basic plot is predictable but is to be expected given the purpose of the book--to either introduce readers to the game or supply players with back stories. The illustrations were unavailable at review time, which is unfortunate given the major function they will play. The game is becoming very popular, so libraries with large CD-ROM collections may want to purchase this title.

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Product Details

ISBN-13:
9780786861590
Publisher:
Hyperion
Publication date:
11/28/1995
Pages:
304
Product dimensions:
6.37(w) x 9.50(h) x 1.00(d)
Age Range:
13 - 17 Years

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