another world (feature)
TRANSCRIPT
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ANOTHER WORLD
REMAINS OUT OF THIS WORLDW
HEN TALKING ABOUT A cult classic game,one always runs the risk of never
truly conveying what kind of an impact thegame had on the gaming consciousnessat the time. This is because unlike movies,games slide progressively further awayfrom modern conventions as time ticksby with new evolutions, advancements intechnology, game methodology and evencontrol schemes. The more time passes,the harder it becomes to convey an adequateframe of reference. A movie may becomemore difficult to watch the older it gets (alsodue to frame of reference and context). Citizen
Kane , despite being an absolute silver-screen
classic, is a little boring compared to modernofferings, but how you watch movies remainsunchanged. Only the timing, the pace andperhaps the lack of accepted improvementsin cinematography may impede potentialenjoyment, but you can still watch it despitetechnological advancements. The samecannot be said for games. The older the game,the more it lacks things current gamers havecome to expect from their entertainment:quicksaves; impressive, computer-generatedcut-scenes; full orchestral scores; infiniteresolution settings; and graphical adjustmentoptions, to name but a few. Technology hasprogressed much faster for games, wideningthe divide rapidly.
Another World (also known as Out Of
This World ) is such a cult classic - a gamethat practically anyone even remotelyinterested in gaming as a form of distractionor entertainment should play at least onceor, failing that, should watch someone playat least once. There’s no real way to express just how different, impressive and downrightgroundbreaking Another World was at thetime of its release. By today’s standards, itmay look a little like a quality Flash game(in part due to it s shared nature with vectorgraphics), but at the time, it was the de facto standard for cinematic gaming.
Released in 1991 along with roughly 1,079other games, Another World made its debut
on the Commodore Amiga. Its creator anddesigner, Eric Chahi, never even knew whathe had developed until the reviews startedcoming in. To him, Another World was simplyan expression: a work of art he wanted tocreate for the sake of creating. The unwittingdeparture from established conventions ofthe time made Another World somethingentirely different and new; something that just blew gamers away.
Working from of his parents’ home inFrance, Eric Chahi was a young graphicsprogrammer who got into programmingthrough computer science using his school’sZX81. Chahi was actually erroneously guidedtowards computer engineering and wouldonly much later shift his focus to his true
passion: art. In 1989, Chahi worked on Les
Voyageurs du Temps (also known as Future
Wars), which would be published by DelphineSoftware, a rare French entertainmentflagship. Chahi created the art and artdirection for the game, but longed to returnto programming his own games. However,he hated the prospect of the work involved increating a game from scratch.
The inspiration for Another World actuallycame from Dragon’s Lair , a game Chahi usedto play at a nearby arcade. When Dragon’s
Lair was released for the Amiga, it usedan unprecedented eight disks to store themassive amount of bitmap frames the game
required. Chahi hit upon the idea of storing theflat colour data as a series of connected pointsinstead (which would later form the foundationof Shockwave Flash), saving on disk spaceand allowing for unparalleled control of theimagery on screen. He quickly programmedhis own editor, a simplistic yet powerful toolthat allowed him to both create the artworkand set up the game logic that drove it, lettinghim test game ideas literally on the fly.
Chahi approached former school friendJean-Francois Freitas to help with themusic for Another World . The music fromBack to the Future was given to Freitas as areference, as it had a rhythm to it based on asnare drum - something Chahi liked becauseit created a military and overall inescapable
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FIFTEEN-YEAR ANNIVERSARY
ORIGINAL ANNIVERSARY
Not only does the Fifteen-year Anniversary Edition of Another World
have more save points (though still not enough) and a new level that waslacking in the original Amiga version (but found in the PC version), but it
also has improved backdrops and resolution options.
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THE COVER OF
ANOTHER WORLD
Immensely frustrated at not having been able to
design the cover for Future Wars, Chahi illustrated
the box art for Another World himself. His love
for fantasy illustration is evident in the vast
vista portrayed via subtle tones. Chahi created
several quick colour mock-ups until he found the
perfect combination to express the dreamlike yet
nightmarish experience Another World represents.
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F E A T U R E : A n ot h er W or
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ANOTHER WORLD
Written in GFA BASIC, the editor Chahi created let
him adjust the game and play it instantly without
compiling. He could change colours, add or remove
background elements, add in new effects or draw
entirely new cut-scenes or levels and view them all
without leaving the editor.
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DESIGNING
ANOTHER WORLD
Much of Another World was designed on paper as
sketches in Chahi’s notebook. Later, many of the
levels were conceived and designed directly in the
editor he created.
FUTURE WARS
As a point-and-click adventure, Future Wars
was very pretty but very shallow. You played
as a window cleaner who foiled an alien plot to
destroy humanity, and while the exact method by
which you achieved that was quite involved (you
travelled to the Middle Ages, the future as well as
the Cretaceous period), it wasn’t quite the same
class and quality as King’s Quest or Space Quest .
Eric Chahi created all the stunning art for the
game and you can already see the beginnings of
Another World in the art direction of Future Wars.
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POPULAR GAMES OF 1991
3D Virtual Studio
4-D Boxing
Actraiser
The Adventures of Willy Beamish
Alex Kidd in the Enchanted Castle
Alien Breed
The Bard’s Tale III: Thief of Fate
Battle Chess
Battletoads
Bomberman
Bubble Bobble
Buck Rogers: Countdown to Doomsday
California Games
Carrier Command
Castle of Dr. Brain
Castlevania II: Belmont’s Revenge
Centurion: Defender of Rome
Chessmaster 3000
Chip’s Challenge
Chuck Rock
Commander Keen 4: Secret of the Oracle
Commander Keen 5: The Armageddon Machine
Commander Keen 6: Aliens Ate My Baby Sitter!
Commander Keen: Keen Dreams
Conan: The Cimmerian
Continuum
Crystal Caves
Dangerous Dave in the Haunted Mansion
Double Dragon
Dr. Mario
Drakkhen
Duke Nukem
Dungeon Master
Elite
Final Fantasy Adventure
Final Fantasy II
Final Fight
Gods
Golden Axe
Hard Drivin’
Hero Quest
Indiana Jones and the Last Crusade: The Action Game
J.R.R. Tolkien’s The Lord of the Rings, Vol. I
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feel; something that goes forward, but notbackwards. Chahi knew Freitas for fouryears, but had never mentioned to him that hedeveloped and sold games. Chahi admittedthat the reason for this was that he actually
didn’t like talking about Another World : hebelieves the game speaks for itself.
At the time, Another World lacked thecommon elements found in games of thatera, such as scoring points. Chahi didn’twant scoring in Another World , believingit would take the focus away from whatthe player was supposed to feel whileplaying the game. As a work of art, Another
World had many unintentional analogies toChahi’s own emotions at the time. The leadcharacter in Another World , Lester, is leftalone in a parallel universe unknown to himand with nothing to guide him. As a game,Another World was unlike anything else atthe time, and there was nothing to guideChahi in its conception.
Another World is a combination of many
inspirations, some logical and others surprising.During the opening scene of the second level,where Lester is caged in a prison, a guardmoves in from the side in the background asLester starts swinging the cage. The guard is
animated with a blur effect using lines, an effectinspired by Chahi’s love for a popular manga atthe time, Dragon Ball. He liked how the artistcould suggest a lot with very little. The powershot of the game (achieved by holding down the
fire key) was inspired by the Kameame attack inDragon Ball.
Much of Another World is more suggestionthan actual definition - the limited numberof colours and solid shapes naturally lendthemselves to stark and imagined detail. Theiconic black monster at the start of the gameis a typical monster - an outline filled withblack that players can project a lot onto. Itsstrong mass and wild creature movementsshowed no actual details, yet remains all themore terrifying for it, something Chahi to thisday still remarks on fondly.
Much of what made Another World
an experience comes from its cinematicconstruction, something previously donein only a single title: Karateka. By applyingideas and styles used in films, Karateka
draws the player in by setting the scenewith moody, poignant cut-scenes. Just likeAnother World , Karateka used the techniqueof rotoscoping to trace every frame of areference video to use as animations in the
game (which would later also be used for theinsuperable Prince of Persia). Chahi actuallygot the idea from the animated productionof Lord of the Rings by Ralph Bakshi, whichused rotoscoping for many of its impressively
animated scenes. The cinematic constructionof Another World comes across not only inits fluid cut-scenes made possible by vectorgraphics (full-motion video was unheard of atthe time and would remain so for many yearsstill), but also by the multitude of stunninglycrafted scripted events. These eventsoccur where players least expect them andinstantly create a sense of thrill becausethey’re so unexpected. Yet, they neverdistract you from the action or interfere withsuspension of disbelief.
It’s this unflinching dedication fromChahi to create a work of interactive art,instead of a traditional videogame, thattakes players somewhere they have neverbeen before and makes Another World a cult classic: a game that should never
be forgotten. High praise for somethingmany debunk as frivolous entertainment(usually the same people who argue thatgames cannot be art), but deserving fromthose who know bet ter. NAG
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F E A T U R E : A n ot h er W or
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The Legend of Zelda: A Link to the Past
Leisure Suit Larry in the Land of the Lounge Lizards
Lemmings
Marble Madness
Masterblazer
Metal Mutant
Metroid II: Return of Samus
Micro Machines
Monkey Island 2: LeChuck’s Revenge
Ninja Gaiden
OutRun
Paperboy
Pit-Fighter
Pool of Radiance
Populous
Prince of Persia
Raiden
Rampart
Rick Dangerous
Scorched Earth
The Secret of Monkey Island
Sid Meier’s Civilization
Sid Meier’s Pirates!
Sid Meier’s Railroad Tycoon
SimAnt: The Electronic Ant Colony
SimCity
The Simpsons Arcade Game
Sonic the Hedgehog
Space Quest I: Roger Wilco in the Sarien Encounter
Star Control
Super Mario World
Tiny Toon Adventures
Toejam & Earl
Turbo Outrun
Turrican
Turrican II: The Final Fight
Ultima VI: The False Prophet
Where in Time is Car men Sandiego?
Wing Commander II: Vengeance of the Kilr athi
Wizardry 6: Bane of the Cosmic Forge
World Circuit
X-Men 2: The Fall of the Mutants
Xenon 2: Megablast
Yoshi
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