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Another World (video game) - Wikipedia, the free encyclopedia

Another World (video game)

From Wikipedia, the free encyclopedia

Another World
Image:Another World Coverart.png
Developer(s) Eric Chahi
Publisher(s) Delphine Software International
Frogster Interactive Pictures
Interplay Entertainment
U.S. Gold
Designer(s) Eric Chahi
Platform(s) 3DO, Amiga, Apple IIGS, Apple Macintosh, Atari ST, DOS, GBA, Mobile Phone (Symbian OS), Sega Mega Drive, Sega Mega-CD, SNES, Microsoft Windows
Release date 1991, 2006
Genre(s) Cinematic Platformer
Mode(s) Single player
Rating(s) ESRB: T (13+)
USK: 12+
Media Floppy disk, Cartridge, CD-ROM, Download
Input methods Keyboard, Gamepad

Another World, known as Out of this World in the US and Outer World (アウターワールド Autā Wārudo?) in Japan, is a 1991 cinematic platformer designed and developed by Eric Chahi. The graphics and box art were designed by Chahi, while the music was composed by Jean-François Freitas.

While not a great commercial success, Another World was innovative in its use of cinematic effects in the graphics, sound and cut scenes, with characters communicating through their facial features, gestures, and actions only. This cinematic style granted Another World cult status amongst critics and fans.[citation needed]

Originally developed on an Amiga 500 for the Amiga, Atari ST, and MS-DOS platforms, the game was widely ported to other contemporary systems. Recent efforts have resulted in several game engine recreations for the game that have also permitted it to be run on modern computers, consoles and mobile phones. The sequel of this game, Heart of the Alien was only created for the Sega CD.

Contents

[edit] Storyline

The protagonist of the game is Lester Knight Chaykin; a young, athletic, red haired physicist. Lester arrives at his high-tech underground laboratory during a thunderstorm, and continues to work on his experiment using a particle accelerator. Right before the particles reach their intended destination, lightning strikes the lab and interferes with the accelerator causing the unforeseen teleportation of Lester to a barren alien planet.

After evading a number of dangerous local animals, Lester is enslaved by a race of humanoid aliens and taken to a subterranean mine/prison system. With the help of a captive alien, Lester tries to escape, and must continue to evade capture whilst travelling through dangerous environments, battling wild creatures and solving numerous puzzles to survive natural hazards.

In the end, Lester is severely wounded by a guard, but manages to save his alien friend from death. His friend picks up the weak Lester and they escape on a giant pterodactyl-like creature, flying off to the horizon.

Although The end appears at the end of the ending cutscene, the credits has a unique end message...Now Go Back To Another Earth.

[edit] Gameplay

The player can control Lester using the keyboard or gamepad using four directions buttons and one or two action buttons depending on the platform: one for main actions and running, and one for jumping. Depending on the player's current position, movement, and status, the main action key performs a variety of actions including attacking and interacting with Lester's environment.

At the start of the game Lester can only kick to attack, but later he can acquire a gun. The gun acts as main weapon through out the game for both the player as well as most enemies. The gun has three distinct modes which can be reached by holding the fire button down and thus charging it.

The first mode is a normal laser beam which instantly kills enemies, the second mode generates a shield that provides protection against enemy laser beams, the third mode produces a powerful laser blast that can be used to break walls and shields.

Since in Another World a single hit kills both the player as well as enemies, the game requires from the player combined use of all three gun modes to take cover as well as break enemy cover and thus survive. While the movement keys normally make Lester run, the game also features sections where the player must swim, roll, or drive a vehicle. The player has unlimited lives; there are multiple checkpoints he can return to by entering the relevant pass code given at each one.

The game features no text after the main title. The player is guided only by diagrams, gestures, and sounds.

[edit] Development

Cover art of the game. According to Eric Chahi, who painted the illustration himself, this image was chosen because it perfectly reflects the feeling of the whole game.
Cover art of the game. According to Eric Chahi, who painted the illustration himself, this image was chosen because it perfectly reflects the feeling of the whole game.

In August 1989, Chahi was inspired by the flat-color animations used in the Amiga version of Dragon's Lair, and theorized that it would be possible to use vector outlines to create a similar effect using much less computer storage. He wrote a polygon routine in 68000 assembly language on an Atari ST to successfully test his theory. He planned on creating a science fiction game similar to Karateka and Impossible Mission. While Chahi had a clear idea of how to implement his game engine, he mostly improvised when creating the actual content of the game.[1]

He finished the game's introduction sequence in early 1990 and started working on the first level. Because he wanted to create a dramatic, cinematic experience, the game does not use any HUD, dialog, or text, giving the player only a representation of the surrounding game world during both gameplay elements and the cut scenes progressing the story. The game was finished two years later in 1991, which inspired the game's tagline: "It took six days to create the Earth. Another World took two years".

Some original storyboards, drawn up during the game's initial development, reveal an unmade ending in which Lester Chaykin survives and becomes a leader of the alien world. The storyboards can be viewed on the game's official site.

Chahi used an Amiga 500 to create the final game, using Devpac Assembler to program the game engine and polygon outlines and GFA BASIC to create the game's editor. Using a genlock, he imported recordings of his little brother from a video camera to use for rotoscoping animations. He used a tape recorder to record the sound effects for the game. Background art was sketched with Deluxe Paint before being recreated as vector graphics with the game's editor.[2] The game is the first 2D game to use polygons for all of its graphics, as opposed to the more common sprites, which created a distinctive visual style. It took advantage of the computer hardware at that time to display full-screen animation (Amiga 500 and Atari ST were 68000 based, PC AT machines would have been 80286).

[edit] Versions

Screenshot of the introduction to the final level from the original Amiga version.
Screenshot of the introduction to the final level from the original Amiga version.

The game was originally released for the Amiga in 1991, running at a display resolution of 320x200 pixels. This version 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 comparing to contemporary ports. [3] The Amiga version also was shorter than the other versions. The game was then ported to the Atari ST, but with less sharp colours and a rougher sound. This version had a code wheel protection that made it difficult to use unauthorized copies, forcing the player to enter a code (a 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 requested in the screen every time the game is loaded or he/she would have to re-load the game. Another small change between the Amiga version and the others was that in the original Amiga version Lester would yell as he grabs the vine in the first area. This feature was omitted from most other versions.

The game was released in the United States under the title Out of this World to avoid confusion with the popular but unrelated soap opera called Another World. Coincidentally, a science fiction sitcom called Out of This World aired at the same time of the game's US release.

After receiving criticism about the game's relatively short length, Chahi added an entire level just before the arena when the alien friend rescues Lester at the end of a long dead-end corridor. Also were added new dangers like a guard in the prison at the bottom of the lift, more lethal steam jets added in the maze-like ventilation system, and two floor’s traps enemies on the bottom of the pool in the power circuit area. This ended up being the 1992 MS-DOS version, which was ported by Daniel Morais; and also had the same code wheel protection of the Amiga version. The Apple Macintosh version programmed by "Burger" Bill Heineman features higher resolution than the MS-DOS version, but is otherwise identical.

Through Interplay, the game was released for the SNES, the Sega Mega Drive, and the Apple IIgs in 1992. The SNES and Apple IIgs ports were programmed by "Burger" Bill Heineman. Due to technical limitations, the SNES port runs at a lower resolution, while the SMD version has lower quality sounds and music. 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. It was Delphine's lawyer who helped the original intro music be kept.

Nintendo then requested that all scenes that feature blood, or any blood-like thing, such as the venus flytrap saliva, as well as a brief nudity scene, be redrawn.

The Super Nintendo and Sega Genesis versions contain a prologue during the introduction, both differing in content.

The 3DO version was developed by Interplay in 1993, and features very detailed backgrounds. Chahi believes this actually detracts from the game, making the polygonal characters look simple by comparison. The game's soundtrack was changed again, albeit without any legal troubles, due to Chahi's focus on Heart of Darkness. Some new tunes were also added, such as when Lester escapes the big pool in the first level. At the ending was a fragment of Heart of the Alien's intro.

The 1994 Sega Mega-CD version of Heart of the Alien, the game's lesser-known sequel, includes an enhanced version of Another World as a bonus. This version includes an improved CD audio soundtrack composed by Jean-François Freitas. The game also features slight graphical enhancements and new voices for Lester and the aliens. There is, however, a minor glitch in the game that makes certain parts of the underground caverns appear flooded, even when they are not.

Chahi acquired the rights to Another World's intellectual property from Delphine after the company was closed down in July 2004. Then Magic Productions offered to port the game to mobile phones, and with the help of Cyril Cogordan the game was ported. Chahi saw the game's playability could be improved, so he used his old Amiga to reprogram parts of the script. He made the graphics' shading more clear to counter the mobile phones' low resolution. In July 2005, almost fifteen years after it was originally released on home computers, the game was released for mobile phone handsets using the Symbian operating system, thanks to Telcogames and developer Magic Productions. The mobile phone version is currently distributed to mobile operators (notably via Handango) by Telcogames. Magic Productions also released a Pocket PC version for Windows Mobile 5 OS or higher in QVGA (320x240 resolution).

After the release of the Pocket PC version, Chahi created a new Windows version targeted at Windows XP. Emmanuel Rivoire increased the resolution to 1280x800 pixels, and Chahi created more detailed backgrounds for the game. He found that his original choice to use polygons for the game characters enabled him to use the original character art at a high resolution and still have it look convincing. The game still supports the original 320x200 resolution as well as the original background art; it features twice as many checkpoints as the original which makes playing somewhat easier. The game does not include Interplay's extra music, but it does include the extra level from the MS-DOS version, as well as the added enemies and hazards from the console versions and updated sound quality. This version is known as the collector's edition and regarded by Chahi as the ultimate version of the game. This version is also included in the Another World 15Th Anniversary Edition CD-ROM released in 2006, which also include making of documentation, design information, technical handbook, a manual and a video of 17:53 minutes with interviews of the designers Eric Chahi and Jean-François Freitas talking about the development of the game. The 15Th Anniversary Edition also has an Audio CD with the exclusive soundtracks of Another World by Jean-François Freitas.

The demo version of the Collector's Edition can be downloaded and played for free, and it can be upgraded to the full version for €7[citation needed].

[edit] Unofficial ports

In 1995, a Windows 3.x version was released, which was ported by Alexander Okrug. This version includes MIDI renditions of the intro and ending music.

In 2004 Cyril Cogordan, or Foxy, released an unofficial Game Boy Advance port by reverse engineering the Atari ST version. This version's C code eventually led to a Symbian mobile port. Originally Chahi was against the port, but in 2005 he decided to authorize its distribution. Around the same time, another unofficial GBA source port was made by Gil Megidish. This port was based on the 3DO version, and required the original 3DO CD to run so that only those who already owned the game would be able to play it. An unofficial GP32 port was made by Philippe Simons using reverse engineering by Grégory Montoir. The port won a prize during the GBAX 2005 competition.

The game was released as freeware for play on the Game Boy Advance on April 28, 2005 via a game engine recreation by FoxySofts. It has also been released as freeware for play on the GP32 on May 31, 2005 and the Dreamcast on December 31, 2005, via a game engine recreation by Gregory Montoir (cyx) entitled raw (Rewritten engine for Another World). On December 2, 2006, the game engine was ported to the PalmOS Tapwave Zodiac, although the emulator requires original files to be playable.

An unofficial port was also developed for the Atari 8-bit line of computers (Atari 400/800, XL, XE) by a Polish programmer known as Robert Drag. However, it seems to be only a demo version, as when the player breaks out of the cage at the beginning of the second level, the guard is not killed and there is no way to complete the scene. The port can be downloaded from the following link[1].

The 2006 Plus Edition and Premium Edition of the Amiga Forever emulation pack both contain an exclusive version of Another World.

[edit] Sequels

Eric Chahi has stated that he wishes the game to have no sequels as he wants the ending to the original to remain ambiguous so that fans could make their own conclusion to the franchise.[citation needed] Despite this, an official sequel entitled Heart of the Alien was released for the Sega CD in 1994. The game is similar in visual style to Another World. The player takes control of the alien (nicknamed "Buddy" by the manual) who befriends the protagonist in the original game and the backstory to the game is elaborated on. It is commonly mistaken for a midquel, probably due to the presence of (monochromatic) flashbacks in the game's introduction, which show the events of the first game during portions where Buddy and Lester were separated. Chahi had nothing to do with the development of the game, beyond suggesting Lester's death, but has since regretted that decision stating that he did not like it because it made a definite conclusion to the story, which he had deliberately left open-ended.[4]

The 1992 game Flashback and its 1995 sequel Fade to Black (both also from Delphine), were often mistaken for sequels to Another World because of similar gameplay and graphics. However, these games have nothing to do with Another World, except said similarity in graphics or gameplay and had completely different stories. Both games were also made without the involvement of Chahi. Flashback does seem to make a few direct references to Another World, including the prominent use of personal force fields in combat, nearly identical "THE END" text (in the final cinematic), and an almost exact recreation of the gun pickup cinematic.

Eric Chahi returned to the concept after leaving Delphine. In 1998 he and his new company Amazing Studio made Heart of Darkness, which is in many ways very similar in spirit to Another World, although it, too, has a different storyline.

Eric Chahi disappeared from the game industry for some years, but may have recently regained interest in making games. He attended the Game Developer's Conference in 2005.[5] Despite criticizing the games industry for no longer supporting much creativity, Eric Chahi says he is "still very excited" to start working on an entirely new game.

[edit] Influence

In an issue of Official U.S. PlayStation Magazine, Japanese game designer Fumito Ueda cited Another World as an influence for his creation of Ico for the PlayStation 2.

The (1997) Amiga game OnEscapee, while not connected to either Another World or Flashback, features similar gameplay and graphics. OnEscapee won "Game of the Year 1997 - Amiga Flame", "Game of the Year 1997 - Amiga Max" and "1997 CU Superstar - CU Amiga".

The Parisian company which produced and distributed Another World, Delphine Software has since gone into administrative receivership. Another World remains one of their most recognised games.

[edit] References

[edit] External links

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