Forever Worlds
A 2004 Canadian adventure satire with 360-degree navigation.
Forever Worlds, also released as *Forever Worlds: Enter the Unknown*, is a 2004 adventure satire video game from Canadian developer Hexagon Entertainment. Its gameplay uses a 360-degree navigation system across fixed locations, similar to the engines in *Post Mortem* and *Syberia*, and is reminiscent of the DreamCatcher title *Beyond Time*. Players click to move between scenes and can rotate the view fully. The cursor changes to indicate puzzles, paths, informational popups, and items that can be taken. Hexagon estimated the game takes 25 to 30 hours to complete, and solving puzzles requires "the player to think and experiment a little."
The story follows scientist Jack Lanser, who begins a quest only to have his body stolen by an entity that then runs off with his girlfriend. The player, now inhabiting a different body, must set things right.
The game was created by Courtland Shakespeare and Peter Faluisi. Faluisi, Hexagon’s Production Manager, explained the design philosophy: experienced players know all the clichés and are jaded, so the team wanted to surprise and entertain them, drawing on the creativity and originality of old sci-fi stories and cult movies to make players smile and have fun again. Audio and music were handled by Steve Sauve, who also worked on Hexagon’s earlier game *Jewels of the Oracle* (1995). The development team used graphics packages including LightWave, Maya, 3DS Max, and Virtools Dev. Faluisi noted this allowed high-polygon images for the 360-degree navigation nodes and animations, and made it easier to assemble object-oriented code with Dev’s Building Blocks technology.
Reception was poor. The game holds a Metacritic score of 31% based on ten critic reviews. Tap Repeatedly praised the visuals and cutscene animation but criticized the dialogue and puzzles, saying they lacked the physical intelligence of Hexagon’s earlier work. AdventureClassicGaming concluded that while the game had excellent cinematic cutscenes and animations, it was spoiled by a cumbersome user interface, poor storytelling, and confusing puzzle mechanics.
Quick Facts
- Title
- Forever Worlds
- Developer
- Hexagon Entertainment
- Publisher
- The Adventure Company
- Engine
- Virtools
- Platforms
- Microsoft Windows
- Released
- April 5, 2004
- Genre
- Adventure
Facts from the source article.
Lore & Background
The game was created by Courtland Shakespeare and Peter Faluisi. Hexagon Production Manager Peter Faluisi explained the philosophy: 'Players are so experienced today and know all the clichés and are a bit jaded, so it gets harder to surprise and entertain them. That’s what we wanted to do. We wanted to make everyone smile...with [the] creativ[ity] and original[ity of] old sci-fi stories and cult movies...and have some fun again while playing a game.' The audio and music were done by Steve Sauve, who also worked on Hexagon's previous game Jewels of the Oracle (1995). The development team used graphics packages like LightWave, Maya, 3DS Max, and Virtools Dev. According to Faluisi, 'This allows us to do high-polygon count (hi-res) images for the 360 navigation nodes and the animations and also makes it easier to put together chunks of object oriented code with Dev’s Building Blocks technology.'
The gameplay engine sees the player navigate through fixed locations, where one can then manipulate a full 360 degrees, and click to move to the next location. The gameplay is reminiscent of the DreamCatcher game Beyond Time. In order to solve the puzzles, 'the player needs to think and experiment a little.' The cursor indicates puzzles, paths, informational popups, and potential inventory items. The plot follows scientist protagonist Jack Lanser, who commences a quest, and soon after his body is body-snatched, and the possessor runs off with the player's girlfriend. It is up to the player, now inhabiting a different body, to right the wrongs.
Reader's Guide
Forever Worlds received a Metacritic score of 31% based on 10 critic reviews, indicating generally unfavorable reception. Tap Repeatedly commented: 'Though the game world visuals are sumptuous and the animation in the cutscenes first-rate, the dialogue doesn't play and the puzzles have none of the physical intelligence of the developer's earlier work.' AdventureClassicGaming concluded: 'While the game possesses some excellent cinematic cut scenes and animations, it is also spoiled by far too many failings that range from a cumbersome user interface to poor storytelling to confusing puzzle mechanics.' The game's significance lies in its ambition to satirize adventure game conventions and its technical approach using high-polygon 360-degree nodes, but it is remembered primarily for its critical failure and the disconnect between its visual polish and gameplay execution.
Did You Know?
- The game was developed by Canadian studio Hexagon Entertainment and released in 2004.
- Its game engine is similar to that used in Post Mortem and Syberia.
More in Video Games of the 2000s, Part 1 1-24
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