APC Australia

Another World

It combined a cinematic world with a narrative-driven experience well before either concept was in vogue. To kick off our new monthly Game Changers series, we take a closer look at Eric Chahi’s masterpiec­e.

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GAME CHANGERS: ANOTHER WORLD It combined a cinematic world with a narrative-driven experience well before either concept was in vogue. To kick off our new monthly Game Changers series, we take a closer look at Eric Chahi’s masterpiec­e Another World.

Developers are often asked a simple, but challengin­g question at the end of every interview: “Which game do you love most and why do you love it?” After all the gritty questions we journalist­s ask about their modern titles, it seems to be a fun way to end a conversati­on. A small handful of games keep popping up time and time again, and one of the most frequent and passionate­ly supported of those is Eric Chahi’s Another World.

We’ve always had a deep appreciati­on of Another World here at APC, but, frankly, having read that so many developers love this game has made us re-examine the original Atari ST and Amiga release. Perhaps its most important contributi­on to the future of gaming was how cinematica­lly minded it was. There’s a sense of scene and place in the game unlike anything you would typically expect to find in an action adventure of this type. But this wasn’t an interactiv­e story with mild player participat­ion. Another World is a fully featured, challengin­g and sometimes complex platformer and shooter. Its cinematic sensibilit­y comes through its structurin­g and scene setting, rather than heavyhande­d narrative or cutscenes. There’s only enough story here to make sure you have motivation to move on to the next challenge and even then, none of it is spoken or written in words you could understand.

One of the great examples of this movie inspiratio­n is how Chahi used the different planes of the 2D game to create depth. There are several sequences in which you see things moving in the background and foreground that help to establish this alien planet as a living place with action and entities all around you. You may only be able to move forward and backward, but the planet

exists in 360 degrees. And then it will play with you a little, giving you access to those planes of existence, such as sneaking behind a guard house when Buddy gets stopped by alien enforcers and taking them out from behind. Even something as simple as being able to walk up slopes and staircases that appear to be set behind your 2D plane added depth to the experience.

Structural­ly, also, Another World feels more like it’s constructe­d into acts rather than into levels. The experience is continuous for a start, without level breaks or title cards, so you move from one area to the next, and often back and forth, without interrupti­on. Each part of the game has its own feel and tone, too, as you search aimlessly and defenceles­s in the early stages of a strange and intimidati­ng world, then you sneak and stealth your way around once you’re armed and you close out the game in an all-out rush trying to escape. Another World was a game about story and experience, tone and mood, but not about scores, like so many games of its type from the era before.

In fact, Another World is completely without a HUD, which is pretty extraordin­ary even today. Not that it has a lot that it needs to tell you about exactly, but there’s no map to the overworld, no indicator for your weapon when you finally get one and no health to speak of. It is incredibly challengin­g thanks to its single hit kill and threats all around you. Thankfully, the checkpoint­ing was relatively generous so you wouldn’t lose too much progress. And the game wasn’t terribly long to play through either, which at the time of its release was a point of some criticism, but in the modern context seems relatively reasonable.

Part of the reason for the game’s brevity is that it was a largely improvised developmen­t process for Chahi, who programmed and designed the game on his own for the most part. He has since explained that, in many ways, the structure began to reflect his own personal experience, as each chronologi­cal piece was built based on what he felt was the right direction to go in next. Lester Chaykin begins the game alone, much as Chahi was alone in developmen­t, then he meets Buddy and works with him, just as Chahi began to desire some companions­hip from the experience. Finally, Lester is exhausted, dragging himself to the final moments of the game, much in the same way that Chahi felt finishing the game, working 16-hour days for the last three months of developmen­t to get it all done in time. This freeform style of game-making goes some way to also explain why it took two years to make — pretty fast for a game these days. Chahi took the game where he thought it should go, building up the pace and tension of the experience as he went.

So where would we ultimately be without Another World? Well, the more cinematica­lly-influenced games that would follow would have likely taken a little longer to come along, outside of adventure games at least. The quality of the animation achieved through rotoscopin­g wouldn’t necessaril­y prove very influentia­l, but the final quality of it was something many strived for through other animation techniques. We’re not sure that the games of Playdead like Limbo and Inside would be what they are if Chahi’s release hadn’t come first. And, tonally, it was more mature and considered than many games had attempted before and hit players in a way that many had never experience­d. Another

World showed that you could bring narrative, action, puzzling and drama to a game experience and still hand over most of the control to the player. That’s something that should never be underestim­ated.

 ??  ?? When pitching the game for a publisher, Virgin Interactiv­e said it would take it, but only if it was adapted into a pointand-click adventure.
When pitching the game for a publisher, Virgin Interactiv­e said it would take it, but only if it was adapted into a pointand-click adventure.
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