Jump to content

Another World (video game)

From Alfawiki
Delphine Software
IndustryVideo game development and publishing
Founded1988
FounderDidier Chanfray, Paul Cuisset
Headquarters
Paris
,
France
ProductsAnother World (video game)

Another World—titled Out of This World in North America and Outer World in Japan—is a cinematic platformer action-adventure game created by Éric Chahi and released by Delphine Software in November 1991. The narrative centers on Lester, a young scientist who becomes stranded on a hostile alien world following an experiment gone awry, where he must fight to survive.

Chahi single-handedly developed the title over approximately two years, with Jean-François Freitas providing the musical score. He engineered a proprietary game engine and utilized vector-based graphics to conserve memory resources, employing rotoscoping techniques to design fluid character animations. The game deliberately minimizes language and interface elements to deepen player immersion in the story. Initially launched for the Amiga and Atari ST, it has since been adapted to a wide range of systems, including consoles, handhelds, and mobile devices. Chahi has overseen several anniversary re-releases of the game.

Praised for its groundbreaking cinematic integration within gameplay and cutscenes, Another World achieved both critical acclaim and commercial success. Its design influenced notable games such as Ico, Metal Gear Solid, Silent Hill, as well as Delphine’s own Flashback. It is widely regarded as one of the most influential video games ever created.

Gameplay

In Another World, players control the protagonist through platform game mechanics using keyboard, joystick, or gamepad inputs to run, jump, attack, and engage in context-sensitive interactions like rocking cages. At the outset, Lester is unarmed and can only kick smaller creatures.

Eventually, players gain access to a laser pistol that offers three distinct functions: standard shooting, generating force fields to block enemy attacks, and a charged beam capable of penetrating force fields and certain barriers. Enemies possess similar capabilities, requiring tactical use of weapon modes and environmental elements.

Both Lester and his alien companion are vulnerable to instant death upon any damage, resulting in immediate game over. Nevertheless, multiple checkpoints allow players to restart from their last progress point indefinitely. On systems lacking save features, alphanumeric codes enable continuation of gameplay. The interface is minimalistic, providing no guidance or HUD aside from an oxygen meter during swimming sequences; characters communicate through an indecipherable alien language.[1][2]

Plot

Lester Knight Chaykin, a young physicist, experiences a catastrophic event during a thunderstorm in his advanced underground laboratory when lightning strikes his particle accelerator experiment intended to simulate the universe’s creation. The incident triggers an explosion that tears open a temporal-spatial rift, teleporting Lester to a desolate extraterrestrial planet.

After narrowly escaping hostile creatures native to the planet, Lester is captured by humanoid aliens and confined underground. He manages to break free alongside an alien prisoner dubbed "Buddy." Together they traverse perilous settings—including prison complexes, caves, and towers—battling alien soldiers and overcoming puzzles essential for survival. In the finale, despite being severely injured, Lester kills his assailant with Buddy’s assistance. They make their escape riding on the back of a dragon-like creature as they soar toward the horizon.[1][2]

Development

Éric Chahi, a French game designer with a background in programming and graphic design dating back to 1983, created Another World after receiving royalty payments from his previous project, Future Wars, developed at Delphine Software. This financial freedom enabled him to develop the title independently, free from external constraints or editorial demands. Following the 1989 launch of Future Wars, Chahi decided to embark on his own project, taking advantage of the expanding development tools available for the Amiga system.

The visual style and mood of the game were strongly influenced by science fiction and fantasy sources, drawing inspiration from literary works like Dune and Hyperion, as well as artists such as Michael Whelan, Richard Corben, and Frank Frazetta. The animation style for characters and attack sequences incorporated elements reminiscent of manga, particularly Dragon Ball. Additionally, weapon designs, including laser pistols, were inspired by Star Wars.

In August 1989, motivated by the flat-color animation techniques seen in Dragon's Lair, Chahi developed a polygon-based graphics engine using assembly language on the Atari ST platform. This engine was later adapted to the Amiga, achieving a frame rate around 20 frames per second. This technical advancement allowed for rotoscoped animations utilizing the Amiga’s genlock feature, with footage of Chahi himself serving as reference. Although he initially experimented with polygonal backgrounds dubbed "pixigons," production difficulties led him to revert to bitmap backgrounds.

Chahi described his influences: Another World drew from all the art forms he admired at that time—primarily pictorial art, cinema, and sci-fi literature such as Dune and Hyperion. Comics and fantasy artists like Michael Whelan, Richard Corben, Frank Miller, and Frank Frazetta also played a significant role in shaping the game's aesthetic.

Much of the game's content was created in an improvisational manner during development; Chahi built it incrementally without a predetermined script. His goal was to craft a cinematic experience devoid of heads-up displays or spoken dialogue, emphasizing atmosphere and narrative tension. To handle animation sequencing efficiently, he developed bespoke tools combining GFA BASIC with Devpac assembler that allowed real-time interpretation by the game engine.

By December 1989, with his development tools operational, Chahi produced the opening sequence to demonstrate the engine’s capabilities and explore cinematic storytelling. The game’s progression mirrored his own emotional states—early segments evoke solitude before introducing an extraterrestrial companion. Gameplay features such as laser pistols were incorporated later to add strategic depth; these were inspired by blaster weapons from Star Wars. Due to limitations in animating staircases, elevators and teleporters were used instead.

After approximately 17 months of work with only a third of the game completed, Chahi optimized development by reusing backgrounds and modular components so he could concentrate on puzzle design. He sought publishing partners, initially approaching Delphine Software and Virgin Interactive. Virgin proposed converting it into a point-and-click adventure, but Chahi declined due to concerns about scope and positive feedback on the existing format. Ultimately, he accepted Delphine’s publishing proposal in June 1991 with plans for a November release.

To adhere to deadlines, Chahi employed storyboards to outline plot points and pacing. Dissatisfied with previous publishers’ cover designs, he insisted on creating his own artwork for the packaging. The game was finalized in 1991, inspiring its tagline: "It took six days to create the Earth. Another World took two years," reflecting both Chahi’s exhaustive effort and the protagonist’s near-fatal experience within the story.

Delphine did not perform extensive playtesting prior to launch; however, U.S. publisher Interplay conducted thorough testing that led to bug fixes. Interplay requested modifications including extending gameplay length and changing the introductory music. Chahi vehemently opposed altering the soundtrack and famously sent an "infinite fax" demanding retention of the original score. Legal action ensured Interplay complied by preserving the initial intro music.

Soundtrack

Jean-François Freitas composed the game's soundtrack, drawing inspiration from film scores such as that of Back to the Future. In August 2017, Black Screen Records issued CD and vinyl editions featuring all 18 tracks from the score.

Release

Initially launched in November 1991 for Amiga and Atari ST platforms at a resolution of 320×200 pixels, these versions underwent limited playtesting resulting in less polished gameplay fluidity. The Amiga version boasted superior audio quality compared to the Atari ST’s more muted sound and less vibrant color palette. Both editions implemented code wheel protection requiring players to input codes from a physical wheel to reload saved progress. A minor distinction was Lester’s yell when grabbing a vine present in these versions but removed in others.

In North America, it was released under the title Out of This World to avoid confusion with an unrelated soap opera named Another World. This renaming coincided with airing of a sci-fi sitcom also titled Out of This World during that period.

Ports

Due to criticism regarding its brief duration, Chahi added an additional level prior to the amphitheater scene for the 1992 DOS version—programmed by Daniel Morais—which introduced more hazards and save points. The Macintosh port featured higher resolution but remained otherwise identical.

Ports handled by Interplay Entertainment included versions for Super Nintendo Entertainment System (SNES), Apple IIGS (1992), and Sega Genesis (1993). The SNES, 3DO, and Apple IIGS editions contained a diary-style prologue; meanwhile, the Mega Drive release presented an alternate prologue. The Sega CD combined this original title with its sequel Heart of the Alien, marketed exclusively in North America as Heart of the Alien: Out of This World Parts I and II.

Console adaptations featured dynamic soundtracks during gameplay; notably, Mega Drive utilized arrangements derived from SNES and Apple IIGS versions. Although Interplay attempted to replace Freitas’s score, Chahi maintained his original compositions through legal support. Programmer Rebecca Heineman innovated performance optimizations for SNES and Apple IIGS ports despite hardware constraints—achieving rapid software-rendered polygons without extra hardware chips. Notably, Another World is uniquely ported directly from SNES architecture to Apple IIGS due to their shared 65C816 microprocessor.

The 3DO edition (1993) developed by Interplay showcased detailed rasterized backgrounds; however, Chahi felt this clashed aesthetically with polygonal graphics. Its soundtrack was altered due to Chahi focusing on other projects; new music played directly from disc media was added. Some versions included a separate minigame titled "Stalactites" along with an Easter egg animation featuring Rebecca Heineman.

Following Delphine Software International's closure in July 2004, Chahi reacquired rights to Another World. Magic Productions ported it onto mobile phones with assistance from Cyril Cogordan; Chahi enhanced playability by rewriting scripts and improving shading effects for low-resolution displays. In July 2005, it debuted on Symbian devices through Telcogames and Magic Productions. In 2006, a remastered Pocket PC version compatible with Windows Mobile 5.0+ launched in QVGA (320×240) resolution. Telcogames entered administration in 2008 leading to Magic Productions' closure; their assets were sold without explicit mention of this title.

An Atari Jaguar port planned by Interplay for September 1994 never materialized. In 2012, Chahi authorized Retro-Gaming Connexion (RGC) to develop an official Jaguar version released in 2013 as a limited-edition collector’s cartridge complete with box and manual. The engine was rewritten to leverage Jaguar’s multiple processors: GPU and blitter managed polygon rendering; GPU handled real-time decompression; DSP provided stereo audio output; CPU executed scripts via just-in-time compilation. It supports both original 16-color graphics and Deluxe 15th Anniversary Edition’s 256-color mode alongside normal and speed-run gameplay options plus five languages: English, German, French, Italian, and Spanish.

15th Anniversary

After releasing on Pocket PC platforms, in 2006 Chahi developed an updated Windows edition targeting Windows XP. Emmanuel Rivoire enhanced visuals up to 1280×800 pixels while Chahi redrew background art with greater detail. Utilizing polygons for characters allowed original assets to scale cleanly at higher resolutions. The game supports both classic 320×200 resolution alongside upgraded background art options; checkpoint frequency was doubled for easier progression; sound effects were freshly remixed.

This edition excludes additional music commissioned by Interplay but incorporates extra levels and enemies originally added in console ports. Released on CD-ROM as Another World 15th Anniversary Edition in 2007, it also includes a development diary document, an autographed postcard signed by Chahi himself, plus a separate soundtrack CD. The CD-ROM enforces strict digital rights management limiting installations per serial number to five without resets upon uninstallation—though this restriction does not apply to digital sales via GOG.com.

20th Anniversary

At the 2011 Game Developers Conference, Chahi revealed plans for an Apple iOS port developed by DotEmu and published by BulkyPix. On September 22 that year, BulkyPix released this anniversary edition for iPhone/iPad, featuring toggles between original pixel art and high-definition graphics modes; options for new touch controls or classic D-pad input; three selectable difficulty levels; plus remastered sound effects. An Android version followed in March 2012 while Steam and GOG releases appeared in April 2013 bundling both 15th Anniversary Edition content alongside this update.

Template:Quote box

Digital Lounge published console adaptations of this edition for Xbox One, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U, and Nintendo 3DS during June 2014. PlayStation versions support cross-platform features between systems. Digital Lounge aimed for faithful reproduction of original gameplay while enhancing it through modern hardware capabilities and polish. Chahi refined animations removing rough edges exposed at resolutions up to 2560×1600 pixels. Together Digital Lounge and DotEmu also ported it onto Nintendo Switch, released July 9, 2018.

In Europe, Microids packaged Another World alongside Flashback in one retail collection for PlayStation 4, Switch, and Xbox One released April 16, 2020.

Reception

Commercially successful throughout the decade following its release during the early ’90s—selling approximately one million copies—Another World garnered widespread critical praise. Computer Gaming World lauded its audiovisual presentation describing it as "one of Europe's most playable and enjoyable arcade efforts," despite minimal documentation and relatively brief gameplay duration. Dragon magazine awarded it a perfect five-star rating calling it "an adventure that will keep [players] on edge." The game's iteration on 3DO was described by GamePro as "destined to be a classic," albeit noting only modest enhancements over earlier versions.

It received numerous awards including Amiga World's Best New Game of 1992 along with Electronic Gaming Monthly's Most Innovative New Game accolade. In recognition of its artistic merit within gaming history, it became one of the first video games inducted into New York's Museum of Modern Art collection in 2012; subsequently nominated for Game Classic Revival at NAVGTR awards in 2014.

Retrospective commentary highlights its pioneering design philosophy: Kristan Reed from Eurogamer hailed it as "one of the most visionary and memorable games" during its era. The Fifteenth Anniversary Edition received commendations for retaining timeless artistry paired with evocative animation sequences. USGamer noted its ahead-of-its-time qualities comparing favorably against contemporary indie titles.

In 2008 Tim Rogers proclaimed it "The best videogame ever made," citing exceptional design elements throughout gameplay experience. It ranked fifteenth among top Amiga games according to Wirtualna Polska's assessment in 2011 while securing position ninety-nine on 1UP.com's list of most essential video games published in 2012—highlighting its cinematic sensibility coupled with emotional resonance. That same year GamesRadar designated it as premier cult-classic franchise deserving revival due to minimalist gameplay mechanics combined with stunning vector-based visuals. Complex ranked it sixtieth best Super Nintendo title in their top SNES games list (2018), praising its sci-fi adventure narrative closely linked stylistically with spiritual successor Flashback. Earlier rankings include #46 on Total!'s Top 100 SNES Games (1995), #73 on Flux Magazine's Top Video Games (1995), inclusion within MegaZone's Top Fifty Games In History (1995), plus placement at #69 among IGN's Top SNES Games.

Iconic characters like alien creature “Beast” placed sixth on GameSpot's best monsters list (1999), while IGN ranked its laser pistol as eighty-sixth best weapon across gaming history (2012). The alien companion “Buddy” earned third place among GameSpot's ten greatest sidekicks list (2000), recognized for broadening player appeal significantly; Rock Paper Shotgun described “Buddy” as “one of gaming’s greatest companions” in a retrospective article (2013).

Entertainment Weekly characterized Another World as feeling “more like being inside a movie than playing a video game,” noting its deliberate pacing combined with noir-inspired style that challenges players’ problem-solving skills within an eerie parallel universe setting.


Legacy

Interplay developed a follow-up titled Heart of the Alien, which launched exclusively on the Sega CD in 1994. This sequel maintained similar visual style and gameplay mechanics, allowing players to control Buddy, Lester’s alien companion. Eric Chahi’s involvement was limited to proposing a redesign from the alien’s viewpoint, though this suggestion was misinterpreted. In 2014 and 2015, fan-made live-action adaptations inspired by Another World emerged, created by Polish director Bartek Hławka and Italian filmmaker Daniele Spadoni respectively. Despite ongoing interest, Chahi has consistently expressed no intention to create an official continuation, preferring to preserve the original’s open-ended conclusion for audience interpretation.

Delphine Software, the studio responsible for Another World, eventually underwent administrative receivership; nonetheless, this title remains their most celebrated work. Another Delphine release from 1992, Paul Cuisset’s bestseller Flashback, shares gameplay similarities and pays homage to Another World through elements such as combat force fields and fluid motion sequences, though Chahi was not involved. The 1999 title Outcast, published by French company Infogrames Entertainment, also reflects thematic influences from this game.

Globally, Another World has left a lasting mark on game developers, particularly in Japan. Fumito Ueda acknowledged it as a source of inspiration for Ico, while Hideo Kojima, famed creator of the Metal Gear franchise, ranked it among his top five formative influences. Designer Goichi Suda has also cited it as his preferred game.

After parting ways with Delphine, Chahi returned to cinematic platformers with Amazing Studio’s 1998 release Heart of Darkness, often regarded as a spiritual successor to Another World. Following a period away from game development, he reemerged in 2011 with Ubisoft’s title From Dust.

References

Citations


External links

  1. ↑ 1.0 1.1 Cite error: Invalid <ref> tag; no text was provided for refs named 1up
  2. ↑ 2.0 2.1 Cite error: Invalid <ref> tag; no text was provided for refs named retro