Another World is a brilliant classic in the way that the game feels. The music (and lack thereof), sound effects, landscapes and fluid animations provide a streamlined and exciting game. However, the excitement is marred by hundreds of jumps that you must time perfectly. Ni no Kuni is a series of role-playing video games published by Bandai Namco worldwide and developed and published by Level-5 in Japan. The first games in the series chiefly follow the young Oliver, and his journey to another world to save his mother and stop the beckoning evil.
{{Refideas|1=Retro Gamer feature
Heart of Darkness a Sequel?[edit]
Would Heart of Darkness be considered a follow-up? MajorB 23:05, 11 Sep 2004 (UTC)
Mmm..[edit]
I liked Heart of Darkness very much, and it resembles the Another World world in many ways, but it's set in an another world than Another World. (I'm sure I made some horrible grammar mistake there that would cause English Teachers worldwide to hang themselves from their genitals in despair). Anyways, I added it to the article.
I removed the trivia piece:
It's possible because Lester takes the elevator down, and not up. Somos
Through the crack you see the elevator chamber going down (I'm %96 positive about this, I should d/l Another World and check). Besides, you can see the lightning travel quite a lot in the pipes before it hits Lester.
Does anybody else has an opinion about this?
Released to the public domain?[edit]
Two items in the trivia section get my attention:
I can find a link confirming the latter (and Chahi's blessing of it) but thesources I could find suggested that Eric Chahi was discouraging the emulation projects in the interest of a future commercial re-release -- a tricky feat to pull off if it really has been released to the public domain. Can anyone find some links to back this up?
Jean-François Freitas[edit]
The above fellow should not be credited in the 'designers' column in the info box. Mr Freitas made some sound effects for the game, nothing more, and accordingly he gets a mention in the 'technical aspects' section. The only person who designed this game was Eric Chahi; he designed the game, programmed the game, and even did the artwork for the box. Jimd 00:12, 6 March 2006 (UTC)
Heart of the Alien was NOT a sequel to Another World, it is a prequel to it[edit]
A sequel is set AFTER the original.
Heart of the Alien is not set after Another World. Most of it is set during the same time as the Another World. And some of it is even set BEFORE the original.
A prequel is set BEFORE the original.
In Heart of the Alien, the player takes control of 'Buddy', the alien who befriends the human protagonist in Another World. We see 'Buddy' in events that are set BEFORE the original game.
So, is Heart of the Alien a sequel or a prequel? Clearly, the more fitting description is a prequel.Jimd 00:35, 6 March 2006 (UTC)
Hey, look at Heart of the Alien article and read at the 'Plot'. It says 'The story picks up immediately after the end of the first game. You begin as Lester and his alien friend, 'Buddy,' land their pterodactyl in the ruins of Buddy's village'. So it's a SEQUEL. It says nothing about simultaneous action or meanwhiles. Pictureuploader 09:36, 9 March 2006 (UTC)
OK, I have corrected the Heart of the Alien article Jimd 17:16, 10 March 2006 (UTC)
Story Analysis?[edit]
What in the world is that ludicrous pseudoanalysis supposed to be, and what place does it have in an encyclopedia article?
Unconfirmed (?) Info[edit]
Can someone please cite the source for 'Today Chahi is working on a version of Another World with vector animation rendered at a higher resolution and more detailed background graphics.'?
There is a link on 'The official homepage' that allows you to download/purchase an enhanced version for XP. I have have a copy I purchased from the link. It is enhanced somewhat (higher resolutions, etc), without detracting from the original (no new levels or over-the-top enhancements). I'll update the article with this information. --Fracture98 20:39, 5 August 2006 (UTC)
I added this information and then realized I had duplicated information in the new 'Releases' section. I've removed my edits as redundant. --Fracture98 20:54, 5 August 2006 (UTC)
Releases[edit]
I've added a Releases section and moved some Sequels stuff over to it, as appropriate. However this new section definitely needs more information. For example, the game was originally written for the Amiga as far as I know, and different versions have different graphics and sounds than others, and stuff like that should probably go in Releases. CGameProgrammer 21:28, 14 April 2006 (UTC)
Cleanup tag[edit]
The article is currently inconsistent, has an advocative tone and doesn't really flow properly. I imagine it contains all the right information, but it needs a thorough rewrite for style. Chris Cunningham 09:34, 14 August 2006 (UTC)
The image[edit]
The image of Lester crossing a bridge is clearly from an early Amiga version or something.
I'm getting the PC Collector's Edition soon and will replace it with a high-res version.
Ironically[edit]
'Ironically, a science fiction sitcom called Out of This World aired at the same time of the game's US release.'
This is a coincidence, not irony. âThe preceding unsigned comment was added by 69.55.232.38 (talk ⢠contribs) 04:56, March 1, 2007 (UTC)
No, it is ironic. 'Coincidentally' doesn't do the paragraph justice. It's ironic because they changed the name from Another World to Out Of This World to avoid having the same name as a TV show, but then a TV show called Out Of This World came out anyway, thus making the name change useless. I'm going to change it back. Sir Lemming 18:19, 31 March 2007 (UTC) Heart of the Alien - sprites?[edit]
What? --HanzoHattori 06:07, 28 May 2007 (UTC)
Chahi had nothing to do with Heart of the Alien?[edit]
Chahi had nothing to do with the development of the game, beyond suggesting Lester's death, and he has since regretted that decision stating that he did not like it because it made a definite conclusion to the story, which Chahi had deliberately left open-ended.[4]
The Another World and Heart of the Alien articles seem to disagree on this. The citation in the Heart of the Alien article points to an interview where Chahi apparantly does talk about working on Heart of the Alien for 6 years. The citation in the Another World article points to a citation in the Heart of the Alien article which is a broken link.
Probably for accuracy's sake this should be cleaned up. Ian Lewis 02:13, 10 July 2007 (UTC)
Re: The Last Sentence in the Gameplay Section[edit]
The game did have text in it apart from the title. The intro is full of text and does a great deal to set up the action and the world. I would consider revising it. 207.6.249.142 (talk) âPreceding comment was added at 06:12, 22 November 2007 (UTC)
Ranking on Mobygames.com[edit]
The article states Moby Games ranked this the #1 DOS game of all time. It is actually ranked #2, behind The Secret of Monkey Island.http://www.mobygames.com/stats/top_gamesâPreceding unsigned comment added by 72.185.7.104 (talk) 02:58, 8 February 2008 (UTC)
It might've well been #1 at one time. Currently it's indeed #2 at the 'mobyscore'. It's not found on that mobyrank.
Fair use rationale for Image:AnotherWorld Cover 960.jpg[edit]
Image:AnotherWorld Cover 960.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
Please go to the image description page and edit it to include a fair use rationale. Using one of the templates at Wikipedia:Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.
If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images lacking such an explanation can be deleted one week after being tagged, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.
BetacommandBot (talk) 03:57, 12 February 2008 (UTC)
Fair use rationale for Image:Another World 1.PNG[edit]
Image:Another World 1.PNG is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
Please go to the image description page and edit it to include a fair use rationale. Using one of the templates at Wikipedia:Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.
If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images lacking such an explanation can be deleted one week after being tagged, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.
BetacommandBot (talk) 19:09, 13 February 2008 (UTC)
Ports[edit]
i want to point out that there is a wii port out too. http://wiibrew.org/wiki/Raw75.36.132.97 (talk) 23:55, 26 February 2009 (UTC)
Technical details?[edit]
I would like to know more of the technical details like:
The Windows 3.1 / MS-DOS version[edit]
it says the win 3.1 version came in 1995. That may be so, but why is there no mention of the MS-DOS version. Me and my friends played it together for days way back in 1993-94 already.Nunamiut (talk) 05:37, 11 March 2009 (UTC)
'From Dust'[edit]
Eric is making a new game for XBLA and PS3 called 'From Dust'. Perhaps this could be added to the section about Eric taking a break and beign excited to make new games? âPreceding unsigned comment added by 143.117.13.81 (talk) 11:08, 19 August 2010 (UTC)
DRM on 15th Anniversary edition[edit]
This information was obviously included in order to slam the inconvenience of DRM. I removed some biased language but I have to wonder if including information about the DRM is even necessary at all. The paragraph doesn't cite any sources and I personally don't think it's relevant at all to the article's topic. 24.168.240.243 (talk) 05:46, 17 December 2010 (UTC)
GA Review[edit]
Reviewer:FJ 1 (talk·contribs) 08:32, 19 October 2012 (UTC)
I'll review this article. FJ 1 (talk) 08:32, 19 October 2012 (UTC)
I removed a hell of repeating refs after every single sentence and now they're only sourcing whole paragraphs, unless another ref is used in-between. --Niemti (talk) 13:26, 24 October 2012 (UTC)
Plot?[edit]
Is the added plot on 26/12/14 something from a later rerelease of the game? Otherwise i appears to have been made up, it's not in the older ones: 'Buddy lands the creature on a desolate part of the planet where the aliens can't see them. However, right when Buddy lands the creature, Lester dies of his injuries. Buddy lays Lester's body in a church, and Buddy looks at him in sorrow.' â Preceding unsigned comment added by 115.64.89.165 (talk) 07:21, 19 January 2015 (UTC)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:Another_World_(video_game)&oldid=905098687'
Another World,[a] known as Out of This World in North America, is a 1991cinematic platformeraction-adventure game designed by Ãric Chahi and published by Delphine Software. The game tells a story of Lester, a young scientist who, as a result of an experiment gone wrong, finds himself on a dangerous alien world where he is forced to fight for his survival.
Another World was developed by Chahi alone over a period of about two years, with only help with the soundtrack from Jean-François Freitas. Chahi developed his own game engine, completing all the game's art and animations in vector form to reduce memory use, with some use of rotoscoping to help plan out character movements. Both narratively and gameplay-wise, he wanted the game to be told with little to no language or user-interface elements. The game was originally developed for the Amiga and Atari ST but has since been widely ported to other contemporary systems, including home and portable consoles and mobile devices. Chahi has since overseen release of various anniversary releases of the game.
Another World was innovative in its use of cinematic effects in both real-time and cutscenes, which earned the game praise among critics and commercial success. It also influenced a number of other video games and designers, inspiring such titles as Ico, Metal Gear Solid, Silent Hill, and Delphine's later Flashback.
Gameplay[edit]
The first level of the Sega Genesis version, with Lester climbing out of the pond into which he has been teleported.
Another World is a platform game, featuring a control scheme where the player uses either the keyboard, joystick or gamepad to make the protagonist run, jump, attack and perform other, situation-specific actions, such as rocking a cage back and forth. In the initial part of the game, the player's character Lester is unarmed. He is able to kick at small creatures, but is otherwise defenseless.
Another World Video Game Hall Of Fame
Later in the game, the player acquires a laser pistol from a fallen foe. The pistol has three capabilities: a standard fire mode, the ability to create force fields to block enemy fire, and a powerful charged shot that can break through force fields and some walls.[5] Enemies also have the same capabilities, requiring the player to take advantage of the three gun modes and the environment to overcome them.
Lester and his alien ally cannot sustain any damage, and the game ends immediately if either of them is struck by a projectile or comes in contact with an animal or an environmental hazard.[6] However, the game uses numerous checkpoints enabling the player to keep restarting at the last point indefinitely. On the Amiga and older consoles without the ability to save a game, the player can write down an alphanumeric code for these checkpoints and re-enter it when restarting the game later. In any given scene, the game provides no clues as to what the player should do next, features no HUD except for an oxygen bar during the swimming sequences, and no on-screen text; and the characters the player meets speak in an unintelligible alien language.[7][8]
Plot[edit]
The protagonist of the game is Lester Knight Chaykin, a young genius physicist. In the opening cinematic, Lester arrives at his high-tech underground laboratory in his Ferrari 288 GTO[9] during a thunderstorm and goes to work on his experiment using a particle accelerator, attempting to reconstruct what happened when the universe was born. Immediately before the particles reach their intended destination, a lightning bolt strikes the laboratory and interferes with the accelerator, causing an unforeseen particle fusion and an explosion, opening a hole in time and space and teleporting Lester to a barren, alien planet.[7]
After evading a number of dangerous indigenous animals, Lester is captured by a race of humanoid aliens and taken to a subterranean prison camp. Lester escapes along with an alien captive known as 'Buddy' and the two of them must evade capture while travelling through a series of dangerous environments, battling alien soldiers and wild creatures while solving numerous puzzles in order to survive. The duo traverse the prison complex, a cave system and a tower structure.[7][8] In the game's climax, Lester is severely wounded by one of the aliens, but with the help of his alien friend, manages to kill his attacker and escape. After reaching the top of the tower, Lester collapses, but is promptly joined by Buddy, who picks Lester up and the two escape on a dragon-like creature, flying off to the horizon.
Development[edit]
Ãric Chahi, the creator of Another World, at the 2010 Game Developers Conference
The game's French designer Ãric Chahi had previously worked as a game programmer and then as a graphic designer for video games since 1983. It was the success of his earlier work with Paul Cuisset as a graphic designer for the adventure gameFuture Wars for Delphine Software and its royalties that gave him the chance to develop Another World 'without any constraint of any sort or any editorial pressure.' After Future Wars was released in 1989, Chahi had the choice either to work on Cuisset's next game, Operation Stealth, or create his own game. As 'there had been many books and tools released to develop easily on the Amiga at that time,' Chahi felt confident that he could go back to programming.[10]
The game was influenced by works that Chahi liked at the time. The art and atmosphere were influenced by science fiction books such as Dune, artists such as Michael Whelan, and comic illustrators such as Richard Corben.[10]Manga such as Dragon Ball influenced the way it suggests a lot with very little, character blurring effects, and charging power attacks.[11]
In August 1989, Chahi was impressed by the flat-color animations that the Amiga version of Dragon's Lair had and thought that it would be possible to use vector outlines to create a similar effect using much less computer storage. After first attempting to write the graphical routines in C, he turned to assembly language. He wrote a polygon routine for the Motorola 68000 on an Atari ST to test his theory, with much success. Later, he found that he could run the code on the Amiga platform and achieve a frame rate of about 20 frames per second, later recognizing this as 'a major turning point in the creation of the game' and the point where he knew the polygon approach would work.[12] He was able to take advantage of the Amiga's genlock capabilities to create rotoscoped animations with the polygons, using video recordings of himself performing various actions. Though he had tried to use smaller polygons (which Chahi called 'pixigons') to construct the backgrounds for the scenes based on Deluxe Paint artwork, the process of creating them was excruciatingly slow, and he returned to using bitmapped images.[12][13]
Another World was influenced by everything I liked at that time of my life â mainly by pictorial art, movies and science fiction books, like Dune or Hyperion. Comics and fantasy art also inspired me; artists like Michael Whelan, Richard Corben, Frank Miller and Frank Frazetta.
Ãric Chahi[10]
While Chahi had a clear idea of how to implement his game engine, he mostly improvised when creating the actual content of the game, allowing the game to develop 'layer by layer without knowing where it was going.'[12][14] He planned on creating a science fiction game that was similar to Karateka and Impossible Mission. Because he wanted to create a dramatic, cinematic experience, the game features no HUD or dialog, giving the player only a representation of the surrounding game world during both gameplay elements and the cutscenes progressing the story. However, with no idea of the technical limitations he would face while building out the story, he focused more on creating ambiance, rhythmic pacing, and narrative tension to the game.[12] Chahi resorted to developing his own tool with a new programming language through GFA BASIC coupled with the game's engine in Devpac assembler, to control and animate the game, interpreted in real-time by the game engine, effectively creating his own animation sequencer.[12][13]
With the creation of the tools needed for building out the rest of the game by December 1989, Chahi began working on the introductory sequence as a means to validate the full capacities of his engine. The introduction sequence also gave Chahi the chance to explore the types of cinematics he could create through the engine. Chahi later considered this the 'first step in the improvisation process' that he used throughout the rest of development. He finished the game's introduction sequence in early 1990 and started working on the first level. Chahi worked at the game at a linear pace, developing each section of the game in chronological order and influenced by his own personal feelings and attitude at the time. For example, as Chahi recognized he was trying to create a game on his own, the first portions of the game evoke loneliness and isolation, reflecting Chahi's mood at the time. He did not have the original intention of the character meeting an ally, but again described the improvisation approach led him to include the alien friend, and had included specific cinematics that showed a close up of the alien to help the player imagine this world.[12]
Later in the game's development, Chahi added laser pistols, including the one that Lester carries for several effects. The idea was influenced by the Star Wars franchise, but added depth to the gameplay by giving the player more options. He also found that repeated laser fire by the enemies helped to enunciate the rhythm of the game. Chahi would later add in the plasma ball that increased the available strategy to players. Several points in the game use elevators or teleporters to move Lester between levels; Chahi had used these instead of stairways, as it was difficult to produce proper animation for these.[12]
After 17 months of development, Chahi was only about one-third finished with the game, and realized that this rate would have been impractical. He began to take steps to simplify the development, including reusing background graphics and creating building blocks that allowed him to focus more on the game's puzzles. At the same time, he began to seek a publisher for the game. He first spoke to his former employer, Delphine Software, but also sought other distributors. One, Virgin Interactive, was favourable to Chahi's game but had suggested that he change it to a point-and-click style adventure game. Chahi had considered changing the game in line with this request but realized 'the effort to do this would have been too huge, and some friends who played the game loved it.'[15] Ultimately, he accepted Delphine's offer in June 1991, and set a tentative release date in November. To meet this deadline, Chahi used storyboards to sketch out the rest of the game's plot, balancing the overall pacing of the game. One ending captured on these storyboards, but abandoned, was Lester becoming the leader of the alien world. Chahi also argued for his own cover art for the game even with the time crunch for release; he had been disappointed in cover art that was foisted on his games by previous publishers and insisted he be allowed to create it for this game.[16] The game was finished in 1991, which inspired the game's tagline: 'It took six days to create the Earth. Another World took two years'; Chahi noted his own exhaustion at completing this project is mirrored in the near-death of Lester at the end of the game.[12]
Upon publishing, Delphine did not perform a playtest of the full game, only having previously tested the first portion of the game. Delphine's U.S. publisher Interplay undertook a full playtest and Chahi fixed a number of bugs that arose from this. Interplay had also requested additional changes in the game, including making the game longer and changing the game's introduction music. Chahi was adamant about retaining the game's opening music, and had attempted to change Interplay's minds by sending them an 'infinite fax', a looped piece of paper, with the message 'keep the original intro music' on it. Only when Delphine's lawyer got involved and told Interplay they legally could not change the music did Interplay relax this requirement.[12][17]
Soundtrack[edit]
The game's music was composed by Jean-François Freitas. The music was influenced by film soundtracks such as Back to the Future.[11] Black Screen Records released CD and vinyl versions of the 18-song soundtrack in August 2017.[18]
Release[edit]
Screenshot of the introduction cutscene to the final level from the original Amiga version. Nintendo requested that all scenes that feature blood, or any blood-like thing, such as the venus flytrap saliva, as well as this brief nudity scene, be redrawn, and so 'crack of the naked aliens' bottoms was reduced by 3 pixels.'[17]
The game was originally released for the Amiga and Atari ST in November 1991, running at a display resolution of 320Ã200 pixels. These versions received less play-testing than other versions, making for a less-fluid game, but the Amiga's sound capabilities afford it a high sound quality compared to contemporary ports. The game released on the Atari ST is identical, but with a less refined sound, and its colors are less sharp than on Amiga. These versions had code wheel protection that made it difficult to use unauthorized copies, forcing the player to enter a code (series of figures) looked up from a code wheel that came with the game. The player had to turn the wheel according to the number that was requested in the screen whenever the game is loaded in order to reload the game.[17] Another small change between the Amiga and ST versions and the others was that Lester would yell as he grabs the vine in the first area if he was not being chased by the beast in these versions; this feature was omitted from most other versions.
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The game was published in North America under the title Out of This World in order to avoid confusion with the popular but unrelated soap opera television series Another World. Coincidentally, the science fiction sitcomOut of This World aired at the same time as the game's USA-Canada release.
Ports[edit]
Reviews praised the game's graphics, sound, and gameplay, but criticized its short span. Chahi, working for 16 hours a day for two months, responded with creating a new level just before the amphitheatre scene, when the alien friend rescues Lester at the end of a long dead-end corridor. Chahi said: 'I like this extra level a lot because it reinforces the close relationship between the hero and the alien by developing their mutual aid.'[10] Also added were more dangers and more save points. This ended up being the 1992 DOS version, which was coded by Daniel Morais, and had the exact code wheel protection of the Amiga and ST versions. The Macintosh features higher resolution than the DOS version, but is otherwise identical.[17]
Through Interplay Entertainment, the game was ported to the Super Nintendo Entertainment System (SNES), the Sega Genesis (Mega Drive), and the Apple IIGS in 1992. The SNES, 3DO Interactive Multiplayer (3DO) and Apple IIGS ports each contain a prologue before the introduction begins, which consists of an entry that comes from Lester's diary. The Mega Drive port's prologue is different from that of the SNES and 3DO ports. The Sega CD version of Another World combines the original game (with CD-quality new music by Freitas) with the sequel, Heart of the Alien,[17] and was released exclusively in North America as Heart of the Alien: Out of This World Parts I and II.
All of the console versions include some form of dynamic musical score during gameplay, and in the case of the Mega Drive conversion, use arrangements of the music originating in the SNES and Apple IIGS versions. This differs from other versions which only have music for the opening and ending segments. Interplay wanted to add additional tunes by Charles Deenen. They also wanted to exchange Jean-François Freitas's music for a different soundtrack, but Chahi did not agree to the change and Delphine's lawyer helped to keep the original intro music.[17] The Apple IIGS and Super NES versions were programmed by Rebecca Heineman, who said: 'Since Interplay wouldn't pay for a Super FX chip, I found a way to do it with static RAM on the cart and DMA which got me a great frame rate. Interplay wouldn't pay for the static RAM either, so I ended up using Fast ROM instruction. Interplay wouldn't pay for a 3.6 MHz ROM either. So, frustrated, I shoved my block move code into the DMA registers and use it as RAM running at 3.6 MHz. It worked. I got fast block moves on slow cartridges and made a game using polygons working on a 65816 with pure software rendering.'[19]Another World is the only game directly ported from the Super NES to the Apple IIGS, which has the same 65C816 microprocessor.
The 3DO port was developed by Interplay in 1993, and features very detailed raster graphics backgrounds. However, Chahi believes that this actually detracts from the game, because the polygons do not fit in with this, and thus make the backgrounds look flat. The game's soundtrack was changed again, albeit without any legal troubles, due to Chahi's focus on a new project. Some new tunes were also added, all played from the disc, such as when Lester escapes the big pool in the first level and when he is grabbed by the guard that appears at the end. At the ending, there is a fragment of the introduction of the sequel, Heart of the Alien. Also included in some versions of this 3DO release is a separate minigame 'Stalactites', in which the player pushes up stalactite shapes falling from the top of the screen.[20] Another hidden feature of this version is the animation of Bill Heineman getting his head chopped off.[21]
Chahi acquired the rights to Another World's intellectual property from Delphine Software International after they closed down in July 2004. Magic Productions then offered to port the game to mobile phones, and it was ported with help from Cyril Cogordan. Chahi saw that the game's playability could be improved, so he used his old Amiga for reprogramming certain parts of the script and made the graphics' shading clearer in order to counter mobile phones' low resolutions.[17] In July 2005, almost a decade and a half after it was first released on the Amiga, the game was released for mobile phone handsets using the Symbian operating system, thanks to Telcogames and developer Magic Productions.[22] In 2006, Magic Productions also released a remastered Pocket PC version for Windows Mobile 5.0 OS or later in QVGA (320Ã240 resolution).[22] Telcogames entered administration in 2008, closing the Magic Productions studio. The administrator's letter to stakeholders mentions that its assets will be sold, but does not indicate to whom or mention Another World assets by name.[23]
An Atari Jaguar port of Another World was originally in development and planned to be published by Interplay in September 1994 but it was never released.[24][25][26][27][28][29] In 2012, the Jaguar port of the game was confirmed and approved by Chahi. It was released as a limited collector's item in cartridge form, complete with a box and manual published by the association Retro-Gaming Connexion (RGC) in 2013. The game engine was rewritten especially for the Atari Jaguar to make use of the console's several processors: the GPU and blitter perform polygon rendering; the GPU performs on-the-fly data decompression; the DSP plays stereo music and sound effects; and the 68000 CPU performs JIT compilation and execution of the scripts. The Jaguar version is playable in the original graphics 16-color mode and Deluxe 15th Anniversary graphics 256-color mode. It can be played in normal and speed-run modes. It supports five languages: English, German, French, Italian, and Spanish.[30][31]
15th Anniversary[edit]
After the release of the Pocket PC version, in 2006 Chahi created a new Windows version targeted at Windows XP. Emmanuel Rivoire increased the resolution to 1280Ã800 pixels and Chahi created more detailed backgrounds. He found that his original choice to use polygons for the game characters enabled him to use the original character art at a higher resolution. The game still supports the original 320Ã200 resolution, as well as the original background art (as an option), and it features twice as many checkpoints as the original, which makes it somewhat easier,[17] as well as newly remixed sounds.[32]
The game does not include Interplay's extra music, but it includes the extra level, as well as the added enemies and hazards from the console versions. This version is part of the Another World 15th Anniversary Edition CD-ROM released in 2007, which also includes a development diary, an exclusive postcard autographed by Chahi and a separate soundtrack CD.[33] The CD-ROM version of 15th Anniversary Edition contains strict digital rights management technology â upon installation, the game verifies the user's serial number through the Internet, allowing only for five installations of the game using any given serial number. Uninstallation does not reset the count, so after five installations, the player must purchase a new copy. This problem does not exist on the digital copy sold by GOG.com.[8]
20th Anniversary[edit]
At the 2011 Game Developers Conference, Chahi announced that an Apple iOS port of the title would be created by DotEmu and distributed by BulkyPix.[34] On September 22, 2011, BulkyPix released a special 20th anniversary edition for the iPhone/iPad, featuring a switch between the original and HD graphics, new intuitive touch controls or a classic D-pad, three difficulty modes and remastered sound effects. The Android version was released in March 2012, the Steam version was released in April 4, 2013 and the GOG version was released April 22, 2013 (15th Anniversary Edition available on GOG in the same package as 20th Anniversary Edition).[35][36]
Retouching the background in such high resolutions was not so easy. I had to find the equilibrium between details and vectorial design. .. Finally, I decided to use subtler shades of light than before with some very crisp detail and razor edge polygons.
Ãric Chahi[37]
The console versions of the 20th Anniversary port were released by Digital Lounge for Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U, and Nintendo 3DS in June 2014.[38][39] The three PlayStation versions allow cross-platform functionality. According to Digital Lounge, the goal was to 'simply to deliver the original experience of Another World faithfully, with the benefits of todayâs hardware and a high level of polish'. Chahi said the animations were 'refined to remove the rough edges revealed by such a high resolution rendering' of up to 2560Ã1600 pixels.[37] Digital Lounge and DotEmu also worked on the port for the Nintendo Switch, which was released on July 9, 2018.[40][41]
Another World, along with Flashback, will ship as a single retail package by Microids for the PlayStation 4, Switch, and Xbox One in November 21, 2019.[42]
Reception[edit]
Another World was commercially successful, selling about one million copies during the 1990s.[63] The game received critical acclaim. Computer Gaming World criticized the brief documentation and short length of gameplay, but praised the game's graphics and Amiga sound, and called it 'one of Europe's most playable and enjoyable arcade efforts.'[64] The Lessers of Dragon gave the game 5 out of 5 stars and called it 'an adventure that will keep [the player] on the edge of [one's] seat for some time to come.'[65] Reviewing the 3DO version, GamePro said 'Out of This World is destined to be a classic', but that the 3DO version has too little improvement to be worthwhile for those who have already played the game.[66]
Among many other accolades, Another World was named as number one top new Amiga game of 1992 by Amiga World[67] and received the award for the Most Innovative New Game of the year from Electronic Gaming Monthly.[68] In 2012, it became one of the first 14 titles added to the video game art exposition at the Museum of Modern Art.[69][70] It also received the nomination for Game, Classic Revival at the 2014 National Academy of Video Game Trade Reviewers (NAVGTR) awards.[71]
Retrospectively, Kristan Reed of Eurogamer called Another World 'one of the most visionary and memorable games of its time.'[10] Reviewing the 15th Anniversary Edition in 2010, Eurogamer's John Walker called it 'still utterly beautiful', adding that the game's art style is 'just fantastic. Chahi's design is exquisitely simple and enormously evocative. Built from spare polygons, its paper-craft-like animation conjures the world, the creatures and the threat wonderfully.'[8] In a 2014 review of the 3DS version, Bob Mackey of USGamer opined 'Another World is definitely an experience every gamer should have â and not just for the sake of checking out a historical curiosity. Another World still feels incredibly forward-thinking, almost as if Chahi had developed a game for this decade's indie scene without even realizing it.'[72]
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In 2008, Tim Rogers named Another World 'The best videogame of all time', describing it as 'an Actual Geniusâs osmosed omniscience regarding game design.'[73] In 2011, Wirtualna Polska ranked the 'visionary' Another World as the 15th best game for the Amiga, remembering it for a cinematic feel and 'uncommonly' high difficulty (for a first-time player) and calling it 'one of the most important titles in the history of electronic entertainment.'[74] In 2012, 1UP.com ranked this 'short-but-sweet cinematic action game' as the 99th most essential video game of all time, commenting: 'Especially in an age of entertainment where fans cry out for pages upon pages lore and glossaries for the tiniest minutiae of their fiction, Out of this World's dimension contains a sense of mystery that makes it all the more lonely, and often, quietly beautiful. The game can be brutal and heartbreaking, but Chahi's amazing vision makes [it] a thoroughly gripping experience.'[7] That same year, Lucas Sullivan of GamesRadar named it as number one top 'cult-classic franchise' that should be rebooted in a way Prince of Persia was, commenting that 'despite a small cast of characters, minimalist gameplay, and some truly grueling difficulty, Another World .. resonated with gamers in ways they weren't expecting. The game's vivid vector graphics were utterly stunning at the time, and the pacing of the heavy, nicely animated platforming naturally melded with taking in the sights of the sublime alien landscape,' and adding that 'slowly adapting to the hostile surroundings offered a hard-earned satisfaction and a surprisingly moving story.'[6]
The alien 'Beast' creature from the game's first level was ranked sixth on the GameSpot's 1999 top list of best monsters in gaming[75] and IGN ranked the game's laser gun as the 86th best weapon in gaming history in 2012.[5] The alien 'Buddy' was ranked third on GameSpot's list of the ten best sidekicks in 2000, along with a comment that the 'groundbreaking' Another World 'is one of those rare games that everybody seemed to love.'[76] Discussing 'Buddy' in 2013, Rock, Paper, Shotgun's Adam Smith called him still 'one of gamingâs greatest companions'.[77]See2 xtreme driver windows 10.
Entertainment Weekly wrote that 'More like being in a movie than playing a video game, this leisurely paced, noir-tinted adventure demands that you use your wits to find your way out of an eerie parallel universe.'[78]
Legacy[edit]Another World Video Game Walkthrough
I think the story is complete. It has a lot of mystery, so doing a sequel would be very tricky. It could break the magic it has.
Eric Chahi[79]
A sequel titled Heart of the Alien was developed by Interplay and released exclusively for the Sega CD in 1994. The game is similar in graphics and gameplay, as the player plays as Lester's alien friend Buddy. Chahi had nothing to do with the development of the sequel, beyond suggesting 'redesigning the game from the alien point of view,' by which he meant making an alternative version of the original game but was misunderstood.[17] In 2014, Polish filmmaker Bartek HÅawka created a live-action fan film titled Another World: The Movie.[80] Chahi has stated in several interviews that he has no intention of making a sequel, as he wants the ending of the original to remain ambiguous and fans could make their own conclusion to Lester's story.[81][82]
End Of The World Video
Itâs not a survival horror moment, but the beginning of the game Another World made me feel like I had really been swallowed and dropped alone on a vast, new world. That scene had a deep impact on me, and it was at that moment that I first began to consider the potential games had for stirring an emotion like fear in the player.
Powershell 5.0 download windows 10. Silent Hill creator Keiichiro Toyama[83]
The company that produced Another World, Delphine Software, has since gone into administrative receivership and Another World remains their most recognized game. Paul Cuisset's best-selling 1992 game Flashback, also released by Delphine but created without any involvement from Chahi, features similar gameplay and graphics and makes a few nods to Another World, including the use of personal force fields in combat, a nearly identical end text in the ending cutscene, and an almost exact motion recreation of the gun pickup cutscene. A very similar plot premise was used in 1999's Outcast by Infogrames Entertainment, too from France.[8] The game also had a big influence on several other game designers, especially in Japan. Fumito Ueda cited Another World as an inspiration for his creation of Ico.[84]Hideo Kojima, creator of the Metal Gear series, said it was one of the five games that influenced him the most.[85] Video game designer Goichi Suda called it his favourite game.[86]
Chahi returned to the concept of cinematic platform games after leaving Delphine. In 1998, he and his company Amazing Studio made Heart of Darkness, which is in many ways a spiritual successor to Another World. After that, Chahi disappeared from the game industry for several years, but in 2005 he regained interest in making video games.[87] In 2011, Ubisoft released his next game, From Dust.
Notes[edit]
References[edit]Another World Video Game Sequel
Citations
External links[edit]
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