ANOTHER WORLD (AMI)
Judging by some of the more adept speed runs, it’s possible to play through the entirety of Another World in around eight minutes. If ever there’s been a more disingenuous appraisal of a game than this however, I’ve yet to hear it. A slew of unforgettable moments and the merciless loneliness of the alien planet still live long in the memory for a generation of players. In what is very possibly the greatest introduction sequence there has ever been, Lester Chaykin, Another World’s flame-haired protagonist, carries out an experiment that sees him (inadvertently) teleported to an alien world. Materialising unceremoniously in the middle of a lake, it’s soon clear that his fortunes are about to get a whole lot worse.
Indeed, in an early nineties gaming climate of marketable mascot platformers, Another World appears startlingly bleak. Over the first few minutes, you’ll learn in no uncertain terms of the struggle that lies in wait. A highly unusual opening screen will likely see Lester dragged to his death by a lurking sea monster, as the player is given the briefest of moments to catch their bearings and suss out the controls. Escape to dry land and you’ll need to navigate poisonous leeches before being chased by a giant predator that possesses the bulk of a gorilla and the speed of a panther. Outrun and outsmart this beast and congratulations, you’ll have earned capture by aliens and Lester’s subsequent internment in a cage, within a high-security prison block.
You'll spend a lot of time being killed and the rest of the time narrowly avoiding being killed.
From here on out, you’re treated to a spellbinding cinematic platformer with some of the most beautiful, effective and immersive visual design of its time. Fast, frenetic and frightening, Another World is a maddeningly dangerous prison break, taking Prince of Persia’s evocative high-wire platforming and spicing it up with a number of ingenious twists. It’s a cinematic platformer that punishes mistakes, completely and without mercy. The guns are versatile enough to create a brief forcefield, fire rapid laser shots and even blast through walls. They are utterly deadly however and as Lester is regularly outnumbered, there’s a greater emphasis on out-thinking opponents than trying to shoot through them.
It’s odd to think that Another World received criticism in some quarters at the time of its release1 for the lack of conventional on-screen displays. In retrospect, the absence of a HUD is a major part of what makes Another World so iconic. It’s cinematic to a fault and, familiarity notwithstanding, there simply isn’t a need for a health bar or inventory display. Delphine’s adventure is famed for its one-strike deaths. It’s very black and white: Lester’s alive, or he’s not. This adds a persistent tension to proceedings, because Lester’s frailty is inescapable; there are so many ways for him to come unstuck. Deaths are a very regular occurrence. Part of the process, almost. However, quick restarts are the order of the day, with checkpoint passwords the reward for progress. Everything is designed to cast Lester as the outsider that he is in a truly alienating landscape. But he’s not completely alone.
It’s odd to think that Another World received criticism in some quarters at the time of its release1 for the lack of conventional on-screen displays. In retrospect, the absence of a HUD is a major part of what makes Another World so iconic. It’s cinematic to a fault and, familiarity notwithstanding, there simply isn’t a need for a health bar or inventory display. Delphine’s adventure is famed for its one-strike deaths. It’s very black and white: Lester’s alive, or he’s not. This adds a persistent tension to proceedings, because Lester’s frailty is inescapable; there are so many ways for him to come unstuck. Deaths are a very regular occurrence. Part of the process, almost. However, quick restarts are the order of the day, with checkpoint passwords the reward for progress. Everything is designed to cast Lester as the outsider that he is in a truly alienating landscape. But he’s not completely alone.
FOCAL POINT: ANOTHER WAY TO DIE
Whether it’s by drowning, shooting, blundering into a spike pit, being mauled by a beast, blasted by steam, having his neck wrung or being squished by falling boulders, there’s a disconcertingly extensive array of deaths awaiting Lester Chaykin. One that many gamers might have missed first time around, however, is a bonus (if you can call another death a bonus): the UFO. After escaping his cage near the beginning, should Lester linger too long at the scene, a small object will come into view, drifting slowly along the top portion of the screen. Should it draw level with our plucky protagonist, you can expect to witness barbecued scientist in double-quick time.
One of the cleverest aspects is the role played by the alien known as “Buddy”, who, after being sprung from his cage alongside Lester, serves as his accomplice at points. Lester must protect his new-found ally as the alien overrides security and there are a couple of points where he’s able to return the favour, coming to our intrepid human’s rescue when all appears lost.
AW delights in fiendish puzzles of observation, the most sneaky being the shooting of a suspended glass ornament, as the movement of a guard below is reflected by the positioning of the light on the bauble’s underside. Time it right, and you can get it to drop on said goon. A bit of lateral thinking never goes a miss, such as disturbing a pterodactyl-like creature in a cave, which triggers a sequence of events that clears a safe path.
AW delights in fiendish puzzles of observation, the most sneaky being the shooting of a suspended glass ornament, as the movement of a guard below is reflected by the positioning of the light on the bauble’s underside. Time it right, and you can get it to drop on said goon. A bit of lateral thinking never goes a miss, such as disturbing a pterodactyl-like creature in a cave, which triggers a sequence of events that clears a safe path.
It’s a little sad to think there wasn’t a truly definitive version of Another World amongst its original releases and ports. Many gamers (myself included) grew up with the Mega Drive version, though its slightly untidy visuals, massive screen borders and slow-down riddled action sequences tarnish things somewhat. The Amiga version is the closest you’ll come to a definitive experience, because it looks incredible and plays supremely. It isn’t perfect, however. Trade-offs include a very brief runtime (missing as it does an extra section creator Eric Chahi added to later versions to assuage concerns over the adventure’s brevity), whilst it’s also lacking some of the atmospheric music present in Interplay’s console ports.
Nevertheless, Another World is an especially powerful experience, in large part thanks to its outstanding visual design. As well as a completely extraordinary opening video (which occupies almost the entirety of the first floppy disk), the environment design (and muted but effective colour palette) is incredibly beautiful. The architecture includes bathhouses, amphitheatres and elaborate, ornate pillars, like Planet of the Apes set in Roman times, with sci-fi lasers thrown in for good measure. The quality of the animation is also in a league of its own.
Nevertheless, Another World is an especially powerful experience, in large part thanks to its outstanding visual design. As well as a completely extraordinary opening video (which occupies almost the entirety of the first floppy disk), the environment design (and muted but effective colour palette) is incredibly beautiful. The architecture includes bathhouses, amphitheatres and elaborate, ornate pillars, like Planet of the Apes set in Roman times, with sci-fi lasers thrown in for good measure. The quality of the animation is also in a league of its own.
Cause and effect: Another World does it right.
There are so many graphical highlights. From the beast at the beginning who stalks Lester from the hills, to miners toiling away in the prison sequences, to the astonishingly detailed and exotic bathhouse late on which, like a few other sections, make superb use of foreground animations to drum up activity and excitement. There’s a sense of events unfolding around you, such as one room where you’ll see Buddy attempting to move through the vent system, under where Lester is walking. In hindsight, it’s a shame the Amiga version doesn’t contain the additional level, which sees the pair building a further rapport, which adds further weight to what is already an excellent ending.
The extra section would also have helped add a little run time to what is an undeniably brief encounter. That said, longevity also takes into account the likelihood you’ll return to it, time and again. There was nothing like Another World when it came out and, just shy of its thirtieth anniversary, only Delphine’s own classic Flashback can claim to have surpassed it. Few titles pack as much of a punch: as compelling as it is brutally punishing. Every screen pushes the envelope, a real case of all-killer no-filler. A pioneering, unforgettable work.
The extra section would also have helped add a little run time to what is an undeniably brief encounter. That said, longevity also takes into account the likelihood you’ll return to it, time and again. There was nothing like Another World when it came out and, just shy of its thirtieth anniversary, only Delphine’s own classic Flashback can claim to have surpassed it. Few titles pack as much of a punch: as compelling as it is brutally punishing. Every screen pushes the envelope, a real case of all-killer no-filler. A pioneering, unforgettable work.
1 Presley, Paul. The One for Amiga Games #40. January 1992: p.50.
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VERDICT
"The Amiga version is the closest you’ll come to a definitive experience, because it looks incredible and plays supremely. It's brief, but a real case of all-killer no-filler. A pioneering, unforgettable work." OVERALL: 9/10 |