Myst IV: Revelation (2)
The Myst game series has an odd quality about it. Some of the puzzles are frustratingly complex, and hardly make any sense within the stories, which in addition tend to abound with psychological cliches. But of course the strength of Myst lies in the design of the worlds, called Ages, in which it is set, and Revelation is no exception to these rules. The cliched story is accompanied here by some pretty horrific acting efforts, and the difficulty of at least one of the puzzles verges on the ridiculous, with another one being bad enough for a character within the game to suggest that if you get too frustrated, you should go away and try again later. But, oh, the Ages. Tomahna is a cluster of buildings in a sheltered cove that I wouldn't hesitate to move into in an instant, Spire a marvellously desolate and forbidding hovering crystal tower, Haven a lush jungle full of strange creatures, and Serenia a cool looking mix of several stone masonry cultures. Just walking around in these environments would be a pleasure, and the occasional riddle adds to that a nice sense of involvement.