Extracting the data from Unity to put it into CC would be easier than extracting them from Plasma 1 since there are tools to do so already. But the result would still look quite horrible in Plasma 2 since it's not the same engine. Even if it doesn't have multiplayer, even if it's not really Myst, I think RMME still looks x1000 better on Unity than it would on Plasma.
However, RMME desperately needs better meshes, materials and lighting. And someone needs to fire those silly performance-heavy, ugly looking shaders and replace them with something better. I'm sure it's possible, unfortunately I know nothing about Unity
Oh, by the way, I think I found another Easter Egg (not sure it's really one)...
In Mechanical, have a close look at the throne in the left room...
(Originally, it was supposed to be put in the first point and click Myst (original image on this page
http://mrillustrated.com/mystnotin.php) )
Speaking of Easter Eggs, you can no longer see the snowy island in the Crystal Monitor of Rime (the one you could change in real time by changing the crystal's colors).
EDIT, after replaying the game more than a year later (yeah, might seem useless to edit this post, but it's just for history).
When you play RMME with low expectations (as I did today when replaying just because I felt like it), you actually enjoy it a LOT more. There are still most of the various problems listed before, but you learn to compare it with the original RealMyst and find that it isn't as bad as I first said.
Sure, some models, textures and lighting still need a lot more work, but it's clear most of it has been improved a lot since RM. Lighting is still very nice in most Ages, there are some new meshes, etc.
Most of the visual awesomeness is still Unity's work, but still, good job Cyan. Could have been far worse.
Also, the two most annoying bugs previously mentioned have been patched:
- you can now change in-game resolution without your desktop resolution going bonkers
- you can now lock the full-FPS controls with right-click. Such a simple change makes the game controls go from "very lame" to "quite good". Was that so complicated, Cyan ?
Diafero also mentioned a bug in the UI when saving the game. When dropping the image on the save slot, don't forget to have your cursor over the slot. Just having 99% of the image on it won't be enough if the cursor is 1 pixel too far.
As for my complaints about shaders (sunshafts, ambient occlusion, motion blur, etc): they are still horrible, performance heavy and bad-looking. But it seems these are the default one shipped with the old version of Unity Cyan used at the time (U3 ? U4 ?). The shaders have been reworked in Unity 5, and look a bit better with less performance impact. But Cyan probably didn't have anyone knowledgeable enough to write better shaders when they worked on RMME.
As for performances, generally... Well, this has not improved a bit. Being modern with tons of features and all, Unity is performance heavy (more than Unreal, which has the same features). That's how the engine is.
However, there are some optimization methods in Unity which Cyan definitely didn't use, and that's unacceptable. For instance, even on a weak PC, the inside of the cabin on Myst should run at full speed, and yet does not. Why ? Because Cyan never bothered with telling Unity not to render the outside of the cabin while you're inside. Dead simple, but missing.