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.
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 Icoโs 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 werenโt mutually exclusive