Cinematic Platformers Codexery

Another World (video game)

Cinematic platformer with minimal UI and vector graphics.

Another World (video game)

Another World (released as Out of This World in North America) is a cinematic platform action-adventure game created by French designer Éric Chahi and launched by Delphine Software in November 1991. The story follows Lester, a young scientist whose experiment goes awry, hurling him onto a perilous alien planet where he must struggle to stay alive.

Chahi built the game alone over roughly two years, with Jean-François Freitas contributing the soundtrack. He crafted his own game engine, drawing all art and animations as vectors to conserve memory, and used rotoscoping to plan character motion. Both the narrative and gameplay were designed to rely on minimal language and no user-interface elements. Originally developed for the Amiga and Atari ST, Another World has since been ported widely to home consoles, handhelds, and mobile devices. Chahi has also overseen several anniversary editions.

The game was praised for its cinematic effects in real-time scenes and cutscenes, earning critical acclaim and commercial success. It went on to influence many later titles, including Ico, Metal Gear Solid, Silent Hill, and Delphine’s own Flashback, and is now regarded as one of the greatest video games ever made.

**Gameplay**

Another World is a platformer where the player controls Lester using a keyboard, joystick, or gamepad to run, jump, attack, and perform context-specific actions like rocking a cage. Early on, Lester is unarmed and can only kick small creatures. Later, he picks up a laser pistol from an enemy, which offers three modes: standard fire, force fields to block enemy shots, and a charged blast that can break through barriers and some walls. Enemies share these same abilities, so the player must use the gun’s modes and the environment to survive.

Neither Lester nor his alien ally can take any damage—a single hit from a projectile, animal, or hazard ends the game immediately. However, frequent checkpoints allow unlimited restarts. On the Amiga and older systems without save functionality, players can note an alphanumeric code for each checkpoint and re-enter it later. Scenes offer no hints about what to do, no HUD except an oxygen bar during swimming, no on-screen text, and characters speak an unintelligible alien language.

**Plot**

The protagonist, Lester Knight Chaykin, is a young physicist.

Developer
Éric Chahi
Publisher
Delphine Software
Release year
1991
Genre
Cinematic platform action-adventure
Original platforms
Amiga, Atari ST
Known for
Cinematic effects, minimal UI, vector-based graphics

Lore & Background

Another World was developed by Chahi alone over a period of about two years, with help with the soundtrack from Jean-François Freitas. Chahi developed his own game engine, creating all the game's art and animations in vector form to reduce memory use, with some use of rotoscoping to help plan out character movements. Both narratively and gameplay-wise, he wanted the game to be told with little to no language or user-interface elements. The game was originally developed for the Amiga and Atari ST but has since been widely ported to other contemporary systems, including home and portable consoles and mobile devices. Chahi has since overseen release of various anniversary releases of the game.

The game's French designer Éric Chahi had previously worked as a graphic designer on Future Wars (1989), and did not work as a game programmer before Another World.

Reader's Guide

Another World was innovative in its use of cinematic effects in both real-time and cutscenes, which earned the game praise among critics and commercial success. It also influenced a number of other video games and designers, inspiring such titles as Ico, Metal Gear Solid, Silent Hill, and Delphine's later Flashback. The game features a control scheme where the player uses either the keyboard, joystick or gamepad to make the protagonist run, jump, attack and perform other, situation-specific actions. The player acquires a laser pistol from a fallen foe with three capabilities: standard fire, force fields, and a charged shot. Lester and his alien ally cannot sustain any damage, and the game ends immediately if either is struck. The game uses numerous checkpoints enabling the player to keep restarting at the last point indefinitely. In any given scene, the game provides no clues as to what the player should do next, features no HUD except for an oxygen bar during swimming sequences, and no on-screen text; characters speak in an unintelligible alien language. The game's development involved Chahi writing a polygon routine for the Motorola 68000 on an Atari ST, later achieving about 20 frames per second on the Amiga. He used rotoscoped animations with polygons, using video recordings of himself performing various actions. Chahi improvised when creating the actual content, allowing the game to develop 'layer by layer without knowing where it was going.'

Did You Know?

The Solo Vision Behind the Code

Éric Chahi, a French designer who had been programming and creating graphics for games since 1983, made Another World essentially as a one-person project over roughly two years. The financial freedom he gained from royalties on his earlier work with Paul Cuisset on Future Wars (1989) allowed him to develop the game without editorial pressure or constraints. He built his own engine from scratch, initially writing graphical routines in C before switching to assembly language for the Motorola 68000. A pivotal moment came in August 1989 when the flat-color animations in the Amiga port of Dragon's Lair convinced him that vector outlines could achieve a similar look while consuming far less storage. After testing a polygon routine on an Atari ST, he confirmed the code ran on the Amiga at approximately 20 frames per second—a breakthrough he later called a major turning point. Jean-François Freitas contributed the soundtrack, but every piece of art and animation was Chahi's own, rendered in vector form and planned with rotoscoping to guide character movement.

A Game That Refuses to Explain Itself

Another World strips away nearly every convention players expect. There is no heads-up display beyond an oxygen meter during underwater sequences, no on-screen text, and no dialogue the player can understand—every character speaks in an alien tongue. The game offers no hints about what to do next and provides no user-interface elements to guide progress. This radical minimalism extends to the control scheme: the player runs, jumps, attacks, and performs context-specific actions like rocking a cage, all through a keyboard, joystick, or gamepad. Combat is equally unforgiving. Lester and his alien companion Buddy cannot absorb a single hit; one projectile or touch from a creature or hazard ends the run instantly. The game compensates with frequent checkpoints, and on systems without save functionality, players could jot down alphanumeric codes to resume later. The laser pistol, acquired mid-game, offers three distinct modes—standard fire, force-field generation, and a charged shot that pierces barriers—mirroring the abilities of the enemies who wield the same technology.

A Story Told in Lightning and Silence

The narrative opens with a thunderstorm. Lester Knight Chaykin, a young physicist, arrives at his underground laboratory in a black Ferrari and begins an experiment with a particle accelerator, attempting to reconstruct the birth of the universe. A lightning strike disrupts the accelerator, triggering an uncontrolled fusion and explosion that tears a hole in time and space, hurling Lester onto a desolate alien world. After dodging predatory indigenous animals, he is captured by humanoid aliens and imprisoned in a subterranean camp. There he befriends a fellow captive called Buddy, and the two escape together. Their journey carries them through a prison complex, a sprawling cave system, and a towering structure, with the pair battling soldiers, wild creatures, and solving puzzles along the way. In the climax, Lester is gravely wounded by one of the aliens but, with Buddy's aid, defeats his attacker. Collapsing at the tower's peak, he is lifted by Buddy, and the two flee on a dragon-like creature, vanishing into the horizon.

Ripples Across a Generation of Games

Released by Delphine Software in November 1991 and marketed as Out of This World in North America, Another World quickly earned critical acclaim and commercial success, largely for its pioneering use of cinematic techniques in both real-time gameplay and cutscenes. Its influence radiated outward in ways Chahi likely could not have predicted. Designers and studios cited it as a touchstone for titles as varied as Ico, Metal Gear Solid, Silent Hill, and Delphine's own later title Flashback. The game's philosophy—telling a story with minimal language, relying on atmosphere, visual storytelling, and player intuition—became a blueprint for narrative-driven action games that followed. Originally built for the Amiga and Atari ST, it was subsequently ported across a wide range of home and portable consoles and mobile platforms. Chahi has personally overseen various anniversary editions, keeping the title in circulation decades after its debut. Today it is widely regarded as one of the finest video games ever produced.

Frequently Asked Questions

What is Another World and who made it?

Another World (sold as Out of This World in North America) is a 1991 cinematic platform action-adventure created entirely by French developer Éric Chahi and published by Delphine Software. Chahi spent roughly two years building the game solo, designing his own engine, drawing every visual as vector graphics, and planning character motion through rotoscoping.

What makes Another World's presentation so distinctive?

The game is famous for its near-complete absence of traditional UI—no health bars, no menus, no text screens—forcing players to read the world cinematically. All visuals are rendered as smooth vector-based graphics rather than pixel sprites, giving it an animated-film look that was extremely rare for 1991.

What is the plot of Another World?

You play as Lester, a young scientist whose laboratory experiment goes catastrophically wrong, flinging him onto a hostile alien world. From there he must survive, uncover the planet's dark secrets, and find a way back home while navigating a story told almost entirely through cutscenes and environmental cues.

Why is Another World considered important in gaming history?

It proved that a single developer could craft a fully realized cinematic narrative with zero dialogue text, showing that games could tell stories the way films do. Its pioneering use of rotoscoped animation, vector art, and minimal interface influenced a generation of later narrative-driven titles.

What platforms was Another World originally released on?

The game launched in November 1991 on the Amiga and Atari ST, both popular in Europe at the time. It was later ported to a wide range of systems including the Genesis, SNES, PlayStation, and PC, with Jean-François Freitas's soundtrack accompanying most versions.

More in Cinematic platformers 1-24

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →