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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.

Amigaatari-stSNESsega-mega-drive cinematicplatformeradventure 1991

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:

TechniqueBenefit
Vector graphicsSmooth scaling, small memory
RotoscopingFluid, realistic animation
Polygon renderingCinematic camera angles
No traditional spritesUnified 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

PlatformYearNotes
Amiga1991Original
Atari ST1991Contemporary port
SNES1992Interplay
Mega Drive1992Additional content
3DO1994Enhanced graphics
Modern2006+Anniversary editions

Influence

Another World inspired:

  • Flashback (Delphine, more elaborate)
  • Ico and Team Icoโ€™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 werenโ€™t mutually exclusive

See also