Also known as Out Of This World™, Another World is a pioneer action/platformer that released across more than a dozen platforms since its debut in 1991. Along the years, Another World™ has attained cult status among critics and sophisticated gamers alike.
Évaluations d'utilisateurs : Très positive (423 évaluation(s))
Date de parution: 4 avr 2013

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Recommandé par les curateurs

"Wonderful cinematic platform. It's a bit frustrating at times, but worth sticking with."

Articles

“Another World is a landmark game for a host of reasons, from the 2D polygonal work to its excellent narrative.”
8.5/10 – IGN

“A great example of how to offer a classic game to a new audience with improved graphics and sound for a low price.”
8/10 – Destructoid

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À propos de ce jeu

Also known as Out Of This World™, Another World is a pioneer action/platformer that released across more than a dozen platforms since its debut in 1991. Along the years, Another World™ has attained cult status among critics and sophisticated gamers alike.

Another World™ chronicles the story of Lester Knight Chaykin a young scientist hurtled through space and time by a nuclear experiment that goes wrong. In an alien and inhospitable world, you will have to dodge, outwit, and overcome the host of alien monsters, while surviving an environment as deadly as your enemies. Only a perfect blend of logic and skill will get you past the deadly obstacles that lie in wait.

Key Features:

  • Remastered presentation: a joint effort between visionary game-designer Eric Chahi and developer DotEmu, Another World is back in its 20th Anniversary Edition with High Definition graphics faithful to the original design.
  • 3 difficulty modes: Normal (easier than original game), Difficult (Equal to original game) and Hardcore (more difficult than original game)
  • A new immersive experience: rediscover a cult adventure with 100% remastered sounds and FX
  • Social features: Steamworks™ integration with 13 achievements.
  • Extra features: development diary, making of video, technical handbook

Configuration requise

PC
Mac
Linux
    • OS: WINDOWS XP SP3/WINDOWS VISTA SP2/WINDOWS 7/WINDOWS 8
    • Processor: 1.6 GHZ
    • Memory: 512 MB/2048 MB (Vista/7/8)
    • Graphics: OpenGL 2.0 compatible
    • Hard Drive: 800 MB
    • OS: MAC OSX 10.7
    • Processor: 1.6 GHZ
    • Memory: 2048 MB
    • Graphics: OpenGL 2.0 compatible
    • Hard Drive: 800 MB
    • OS: Ubuntu 12.10 or similar.
    • Processor: 1.6 GHZ (32 and 64 bit supported)
    • Memory: 2048 MB
    • Graphics: OpenGL 2.0 compatible
    • Hard Drive: 800 MB
Évaluations intéressantes des utilisateurs
5 personne(s) sur 5 (100%) ont trouvé cette évaluation utile
3.4 heures en tout
Autant le dire de suite, Another World n'est pas un jeu à mettre entre toutes les mains, et ce, pour plusieurs raisons. La première, c'est bien sûr l'aspect graphique style début années 90 totalement dépassé. Ensuite, le côté sonore est extrèmement dépouillé : il n'y a pas de musiques et les bruitages sont très basiques. On n'oubliera pas non plus l'extrème difficulté du titre : à côté, on peut considérer des jeux comme Super Meat Boy ou VVVVVV comme facile. Et enfin, la durée de vie : pour peu qu'on arrive à comprendre comment progresser, le jeu ne dure pas plus de 3 heures.

Mais alors, pourquoir le recommander ?

Parce que c'est un putain de classique du jeu video qui a été excellement bien porté sur Steam par les gars de Dot Emu : la prise en charge des manettes est tip-top et les graphismes ont subi un lifting afin de bien rendre en 1080p. Ensuite, ce jeu, c'est aussi une ambiance, et le dépouillement de la bande-son (fidèle au jeu original, faut-il le rappeler) accentue encore plus ce sentiment de malaise... Où se trouve le héros qu'on dirige ? Quel est ce monde et ces habitants ? Qu'est-ce que je dois faire pour progresser ?

Pour ce qui est de la difficulté du jeu, celle-ci tient non seulement du fait que certaines énigmes sont bien ardues à résoudre, mais aussi que votre personnage ne dispose que d'un seul point de vie. Au demeurant, et contrairement au jeu de base, ici, on dispose de continues infinis, ce qui permet de progresser assez rapidement dans le jeu. Pour un Die & Retry, c'est pas du luxe.

Donc voila, vous êtes prévenus : si vous voulez jouer à un classique du jeu vidéo, qui plonge dans une ambiance de folie et avec une difficulté assez ardue, foncez, Another World vous comblera. Pour les autres, il vaudra mieux passer votre chemin tant le jeu ne réussira qu'à vous frustrer... Ce qui serait sacrément dommage tant ce jeu est génial.
Posté le : 21 mai
Cette évaluation vous a-t-elle été utile ? Oui Non
1 personne(s) sur 1 (100%) ont trouvé cette évaluation utile
5.3 heures en tout
J'ai fini ce jeu en 4h30 mais vous pouvez le finir en 2h x). Il est vraiment excellent !

Il faut vraiment se casser la tête à certains moments ce qui peut bloquer pendant quelque temps ^^"

De léger petit Bug mais qui passe crème si ont ce casse la tête pour les contourner x, D

En bref, je le recommande ;)
Posté le : 14 août
Cette évaluation vous a-t-elle été utile ? Oui Non
13 personne(s) sur 13 (100%) ont trouvé cette évaluation utile
5.2 heures en tout
Well, that took me back to 1991, when I owned an Amiga 500 and an Atari joystick! Its hard to belive that was 23 years ago, and the game is still great. The graphics, animation and ambiance was ahead of its time back then, if your an old fart like me wanting to recapture your youth, or just interested in the classics then I highly recomend this if you have never played it.
Posté le : 1 juillet
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9 personne(s) sur 10 (90%) ont trouvé cette évaluation utile
32.1 heures en tout
Click here for the full review

In 1991 I first played Another World (also known as Outer World and Out of This World in some regions), a game that would have a greater and more lasting impact on me than any other.

On the surface, it seems clear that Another World is a product of its time, and does not align well to some modern dominant design sensibilities. At the time though, it was pushing the envelope with its use of polygons and 'pixigons' and broke with many established motivational paradigms of the era, relying on a desire to explore and drive through the story rather than achieving a score or preserving lives.

In spite of its vintage, there are things that developer Éric Chahi was able to achieve in Another World that I believe are still relevant, enjoyable and worth aspiring to, even twenty one years after its release.


Upon launching the game, the first thing that stands out is its atmosphere. Within the first moments of the intro cinematic, much of the game's tone is set, as the protagonist Lester (who is only named in the credits) is depicted arriving in his Italian sportscar at an isolated lab on a dark and brooding night. Lester immediately comes across as being successful, independent and yet lonely as he is greeted by the lab's AI and seats himself at a solitary workstation. The cinematic's score echoes this, playing an eerie isolated melody leading up to Lester's appearance, which is joined by a purposeful military percussion as he enters his workplace. As the experiment begins, rhythmic tensions builds before suddenly and unexpectedly, Lester and his desk are vapourised, leaving a charred crater with dissipating charge arcing across its surface.

The game itself begins with Lester and his desk materialising beneath the surface of a deep stone pool, a stark contrast to his technically advanced (and air filled) lab. The sense of displacement is real and highlights that Lester is no longer in an environment that he controls.

Another world has very little incidental music, using the intro cinematic to provide an initial sense of tone and pacing before giving way to sound effects. The first several scenes offer a full soundscape, with forlorn wind whistling through a rocky canyon, punctuated by seismic rumbles. All of the game's sound effects feel raw and visceral, adding to the game's air of danger and urgency. As the game progresses, ambient audio becomes more sparse, relying mostly on footfalls and laser fire to fill in the space. As a result of publisher pressure from Interplay[1], the SNES port (and derivatives) feature additional in-game tension music that deviates significantly from the style established in the cinematics. In addition to being out of place, I feel that this also detracts from some of the game's sense of loneliness and isolation.

In contrast to many other games of the era (Civilization, Monkey Island 2: LeChuck's Revenge, Lemmings, Street Fighter II and Sonic The Hedgehog, for example) Another World has a comparatively understated 16 colour palette with recurring dominant blue hues that help support its atmosphere of isolation and loneliness. Its muted tones depict an not only an unforgiving and unmoving world (in which Lester with his red hair stands out), but also one that can be eerily beautiful.

The game capitalises on its low-fi presentation, using implied detail over actual detail in a way that allows the player to project and interpret things rather than have them explicitly defined. It's difficult to know how much of this is a happy coincidence due to technical limitation of the time and how much was intentional minimalism, though there are a number of moments where the game gives the player fleeting glimpses of something separated from normal gameplay (using the short city view or black monster cutscenes as an example), enough to only give a sense or impression of what's shown.


Lester is presented for the most part as a "silent protagonist", leaving his character open to player interpretation and projection. Beyond highlighting how out of place he is, the only definition the game gives Lester is when he is shown briefly emoting during his first encounter with members of the alien race (who presumably are indigenous to this planet, leaving Lester the real alien).

There's a degree of history and heritage to the indigenous people depicted within the game, who at once display aspects of technical advancement alongside cultural barbarity, with energy weapons and teleportation providing a stark counterpoint to the apparent slavery and bloodsports.

All three lines of dialogue are delivered in an alien language, two delivered by aggressive guards and one by the companion encountered by the player early in the game. This companion is shown to be amicable, caring and resourceful, and is undoubtedly the most developed character in Another World.

There's a degree of implied co-dependence that Lester and his companion share, and though Lester does not show direct response in game, the manual included with Another World contains a page from Lester's journal expressing concern.

I'm yet to see someone play through the game without feeling a sense of connection to this character, empathy which I believe speaks to the success of Lester's "silent protagonist" role.


The pacing of Another World's gameplay is structured so as to heighten the impact of the game's tension centrepieces. The placement of encounters, obstacles and save points gives the sense that flow and pacing were heavily in mind as the game evolved.

As mentioned earlier, the game relies on players using trial and error (often resulting in death) to explore possibility space and discover solutions. For example, most players' first death will occur whilst they are absorbing the shock of Lester's transition from an air filled lab to beneath the surface of a murky pool. Invariably, all first time players I have observed are quickly pulled down into the depths by a mass of tentacles reaching from below. This first death introduces the notion that this new world (and the game itself) is not a friendly one, and that Lester's immediate task is to survive.

In modern context, this death oriented learning would be considered a negative aspect. At the time of release, the popularity of titles like Dragon's Lair and Sierra's line of adventure games, which heavily featured player death, made this much more accessible. To help make death feel less negative, many of these games employed special death animations or cutscenes as a reward. In particular the death messages/puns and animations in Sierra adventure are highly celebrated. Deaths with cutscenes in Another World are short and in line with the survival horror aesthetic, showing a glimpse of tightly framed jaws or claws in a way that implies the violent outcome without directly depicting it. Several types of deaths don't feature cutscenes and tend to be more graphic and bloody, though the zoomed out perspective gives them lesser impact.

Unlike Dragon's Lair however, each death in Another World (with the exception of combat encounters and platforming obstacles) provides a learning opportunity, and as such, technically isn't an end-state. This perspective feels to be an important aspect of finding Another World enjoyable and rewarding.


Two years before Another World's release, Jordan Mechner's Prince of Persia solidified what would be known as the "cinematic platformer", a style of platformer known for relatively realistic movement and more maturely constructed storytelling...

Continued on Cheesetalks
Posté le : 15 septembre
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8 personne(s) sur 10 (80%) ont trouvé cette évaluation utile
3.1 heures en tout
One of the first, is not the very first, games that made you feel you are playing a movie or a comic. As a narrative experience is a complete masterpiece, an art piece in bits, with an exquisite design, setting, action and scenes. As a game its major flaws is the lack of response in the control, understandable by the time, but not in this re-edition, that can become a very frustrating experience, and more than once would make you want to throw the whole PC through the windows. The comic like level design also force you to do exactly as the developers thought in order to complete an scene, so basically no level of freedom here. Even if you die 10,000 times like me, it won’t last for more than 3 hours, so you should definitely give it a try.
Posté le : 17 avril
Cette évaluation vous a-t-elle été utile ? Oui Non