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MYST V: END OF AGES was the final entry in the standalone PC Myst series.  It was released in late 2005, only 18 months after a broad decision was made by publisher Ubisoft to shut down their online MMO games division, including Myst Online (Uru)

Given the disappointing sales record of the recent Myst games - RealMyst and Uru actually lost money and Myst IV barely passed the break even mark - Ubisoft wanted to cut costs, trading on Cyan's name and releasing a lower-budget, tighter-schedule Myst game.

The result was not good, but not really bad by any means either.  Myst V had a thin and rather tangential plot, with more connections to Uru than to the singleplayer Myst series.  The graphics were pretty but realtime 3D, like Uru, in the mid-2000s, so not as detailed as the series was in, say, Riven, Myst III or Myst IV.  Still, good art direction, sometimes a bit rushed looking in execution but not bad, and the soundtrack and audio was good but not great.

Puzzle wise it was hard to see any of the puzzles as horrendously ill-concieved and there were some flashes of clever design that made some parts genuinely interesting.

All I can say for Myst V, in the end, is that it was fairly good but could have been far better if there were more time allocated Cyan to the project.

A documentary promoting the game was included witht he Limited Edition and it provides some insight but glosses over Uru completely and the genre's deteriorating situation, and pretends as though the last game was a great product and that the developers were happy about how things were going.
I'm sure there was some real enthusiasm behind Myst V and the game did have some bright spots, but Cyan staffers privately probably were less upbeat and far more nervous - about the truncated production timeline for the game, and about what might happen to their jobs if it tanked like Uru recently had, which it did to some degree.
  
Cyan at the end of 2005 laid a bunch of people off  as the game posted unimpressive sales figures.   The studio was in a dire situation after this, and they pitched a bunch of ideas to any publisher who would listen.  One idea they had involved time travel and the butterfly effect as a core game mechanic, and they had three software tech patents related to the concept.  A second was a Myst-like game that would shift more in the direction of science fiction than pure fantasy (this later became Obduction) and the third was to relaunch Uru in hopes that post-2005 it might catch on given that broadband internet in 2005 was becoming far more common than during Uru's first launch in 2003.

I'll add Myst V screenshots here soon.

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