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.
User reviews:
Overall:
Very Positive (837 reviews) - 86% of the 837 user reviews for this game are positive.
Release Date: Apr 4, 2013

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Reviews

“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

About This Game

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

System Requirements

Windows
Mac OS X
SteamOS + 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
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Overall:
Very Positive (837 reviews)
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497 reviews match the filters above ( Very Positive)
Recently Posted
Murfbard
0.1 hrs
Posted: September 24
I was really looking forward to this, but it crashes too much to be fun.
Helpful? Yes No Funny
SLiverMulti
0.6 hrs
Posted: September 18
Old School Nastalgia ... Gotta enjoy those from time to time.
If you've played it in the past, get it. If not, no clue if
you'd enjoy it.
Helpful? Yes No Funny
Mongoloid Mike
0.1 hrs
Posted: September 3
Instant, unavoidable death over and over until you just memorize where the cheap kills are and memorize a path to avoid them. That is not fun.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
Recommended
0.2 hrs on record
Posted: August 27
Good game, bad port.

The documentary included with it is very interesting, but the dotemu port job is pretty shoddy.


Still worth playing or watching. You might say that this game is out of this world.
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1 of 1 people (100%) found this review helpful
Recommended
0.6 hrs on record
Posted: September 11
This is one of most memorable games I have played in early 90-ties. Played it through plenty of times with my cousin. I have purchased this Anniversary Edition out of nostalgia to play through again. However I must warn you this port is unstable and on my laptop I was unable to complete it due to screen bug and crash to desktop half way through. I still recommend it though to new generation of players as long it works well on your setup!
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1 of 1 people (100%) found this review helpful
Recommended
0.4 hrs on record
Posted: September 11
I loved this when it came out on SNES. This remake is even better!
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1 of 1 people (100%) found this review helpful
Recommended
0.1 hrs on record
Posted: September 16
A cult-classic brought back to life with proper respect and looking even better then it originally did. :)
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1 of 1 people (100%) found this review helpful
Recommended
2.0 hrs on record
Posted: September 12
Let me translate my feelings after more than 20 years. You're running screen by screen praying to not have to shoot, because the gameplay is thorough and hard to come out alive. Then a 2 meters tall gray alien just hits you, and your retro-monolithical Star-Wars blaster falls in the floor far away from you. He lifts you like a ragdoll to kill you barehanded.

This is 1992 and you're playing with a rare Snes cartdrige and late for school. What do you do?

  1. You cut the fight and run back coward, just to get your sorry @ss vaporised
  2. You try to go commando with your fists, just to get your sorry @ss vaporised
  3. You await for death wondering if your neck will hurt less than having your sorry @ss vaporised
  4. You hit the Alien in the balls (at least they're not made of steel) then you vaporise his @ss

This was Out of This World, which meant you wouldn't exactly know the "right answer" until you could die 1001 times to figure it out. Or, you could just place your best bet and end up feeling like a boss. If this game was made today you would just get to choose 4 options with a boring context, but Out of This World was made with all that trial and error from times of old. For my surprise, it still works.

I can't call it Another World. I've made some tweaks and when people see me playing it, it is just written the way I remember it. Like mute movies, the narrative was merely shown. The only dialog possible to hear was ONE indistinguishable mumble, because it was alien. Back there it was realistic, like it could happen to you (ask the 90s and 80s) Maybe it means nothing now, but those are memorable momments.

The music wasn't on the original version but I do miss them from the Snes and Saturn's versions. Curiously, the 20th anniversary made some graphical implementations which are totally uncessary but luckily, they're optional... but not the music. Now that was dumb.

It's nice for me to get to play all that again. Now I better get back to nowadays game where I struggle so much to find one or two nice memoreable momments.
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1 of 1 people (100%) found this review helpful
Recommended
1.1 hrs on record
Posted: August 27
Really superb for a game of its time. Controls are sort of awkward at first but you get used to them later on. Gameplay is good and sound effects/graphics are really sick for such an old game.
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1 of 1 people (100%) found this review helpful
Recommended
0.3 hrs on record
Posted: September 4
The little bit of this game I played was really cool - cinematic platformer with an emphasis on cinematic. Despite its age seemed like a cool world. Unfortunately this port seems rubbish on the playtesting side. The game would not work full screen without a cut off image on my first monitor. Refused to go fullscreen and crashed each time I tried to change the resolution. So I had to play it on my second crappier monitor. Second thing is that the game randomly crashed when I was just getting into it, so yeah. Seems cool. Need a virtual OS to play it properly, it seems.
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1 of 2 people (50%) found this review helpful
Not Recommended
0.3 hrs on record
Posted: September 18
Unless you played it in the 90's, it doesn't worth your time.


It's a very lazy remaster with extremely clunky controls and confusing objectives
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Most Helpful Reviews  Overall
205 of 226 people (91%) found this review helpful
Recommended
4.0 hrs on record
Posted: November 26, 2013
Another World (Known as Out of This World in 1991)is one of those nostalgic oddballs that you never expected to be re-drawn. The game puts you in the shoes of a scientist Lester Knight Chaykin. A lightening strike messes up one of his experiments and he is transported to a brutal alien sci-fi world, where he is pushed into fleeing from the alien inhabitants with the help of an unsuspected new friend. This is basically all the game has to offer story wise, but this isn't an issue as the game doesn't need an amazing story for you to stay interested.

The new art style is beautiful. While the game always had a beautiful art style, the 20th anniversary edition cleans up a lot of the pixels and replaces it with jaw dropping smooth backgrounds bringing a breath of fresh air to the cult classic. Although the few characters the game has may seem basic in design, they still offer charm and hold true to the original game. A smart choice the devs of the 20th anniversary edition made, was allowing the players the ability to turn the classic graphics on, for all those that get a nostalgic boner replaying it in its purest form.

Now of course before you go out and buy the game, I must warn you. This game is very veryy hard, and expect to die and die again. Now for this game I would recommend using walkthroughs whenever you get stuck as there is many different paths you can go down that may get you confused and frustrated. Hell even if you use a walkthrough I'm sure you are still going to have a little bit of trouble with this game. Frustration aside, the hard difficulty is very rewarding whenever you finish a puzzle, and it won't feel like you've wasted your time when you reach the end of this journey. With a walkthrough you should be able to finish the game in around 1 hour (Unfortunately it is quite short) and I imagine without a walkthrough the game would last you maybe a couple more hours... Maybe. But to me the game is worth it.
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102 of 112 people (91%) found this review helpful
1 person found this review funny
Recommended
39.5 hrs on record
Posted: September 15, 2014
Click here for the full review (Steam's character limit doesn't allow me to post the full thing here), and if you've played the game, please check out my Another World survey!

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
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