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Classic Games

Another World

Cinematic gaming redefined

Eric Chahi's Another World used rotoscoped animation and vector graphics to create a wordless cinematic experience that felt like playing a film.

commodore-amigaatari-stsuper-nintendosega-mega-drivecinematicplatformeradventure1991

Overview

Another World (known as Out of This World in North America) arrived in 1991 as a singular vision. Eric Chahi spent two years alone creating a game that rejected conventional design: no score, no HUD, no dialogue. Just a physicist stranded on an alien world, communicated entirely through animation and body language.

Fast facts

  • Developer: Delphine Software (Eric Chahi solo).
  • Development time: approximately 2 years.
  • Engine: custom vector graphics system.
  • Original platform: Amiga (1991).

Technical approach

Chahi used vectors instead of bitmaps:

Technique Benefit
Vector graphics Smooth scaling, small memory
Rotoscoping Fluid, realistic animation
Polygon rendering Cinematic camera angles
No traditional sprites Unified visual style

Cinematic design

The game pioneered techniques now standard:

  • No HUD: health and state communicated visually
  • Cutscene integration: seamless transitions
  • Camera work: dramatic angles, zooms
  • Environmental storytelling: no text needed

Gameplay

Despite cinematic presentation, demanding gameplay:

  • Trial-and-error progression
  • Precise timing requirements
  • Puzzle-solving through observation
  • Companion AI cooperation

Development

Chahi worked in isolation:

  • Custom tools for vector animation
  • Rotoscoped his own movements
  • Composed music and sound
  • Published through Delphine Software

Ports

Platform Year Notes
Amiga 1991 Original
Atari ST 1991 Contemporary port
SNES 1992 Interplay
Mega Drive 1992 Additional content
3DO 1994 Enhanced graphics
Modern 2006+ Anniversary editions

Influence

Another World inspired:

  • Flashback (Delphine, more elaborate)
  • Ico and Team Ico’s work
  • Limbo and Inside
  • Cinematic indie games broadly

Legacy

The game demonstrated:

  • Solo developers could create visionary works
  • Games could be art without compromising gameplay
  • Cinematic and interactive weren’t mutually exclusive

See also