Out Of This World - Amiga In-Depth Review With Pics



Out Of This World
1992 (Original Another World 1991)
Delphine Software/Interplay
$59.95

*This review shown in NTSC 4:3 as "Out of this World" was seen
*"Another World" designed in PAL with widescreen aspect

It's fascinating to me when I come across games that get different titles on different systems, or in different locations. What goes into the thinking of changing a title? Does it just need a better name? Are there copyright issues? How much or how little thought goes into the new name? Boxes and manuals need complete redesigns, as well as a new title added to the game itself. Out of this World was originally created by French born Eric Chahi on his Amiga 500, and given the title Another World. He spent two years of his life working alone in the design, with Jean-Francois Freitas handling the music and sound effects. A very special time period  when extraordinarily special games could be created by one, two, or a small team of people. 
^Amiga World Review

When people cover the original Amiga version today, they always cover "Another World", often utterly unaware of the games American release. Well, people online are often quite clueless on the Amiga in America in general, so I suppose I shouldn't be surprised. The American magazine Amiga World, in a top 10 with many American originals present, listed Out of this World as the best game of 1992. Yes; The Amiga was a thing in America, and so was this game. Perhaps they are aware of the many ports given the name Out of this World, but the first release given that name was the American Amiga version. Apparently the reason for the title change was to distance the game from the soap opera Another World. While I do kind of like the original title, personally I do feel Out of this World is the better title. The same basic message is given, yet it comes to your mind in a more intriguing way.
^Amiga World's top 10 of '92 - Notice preface

Of course my thoughts on the title could very well be influenced by the fact that's the name I was given. Name change aside, once past the title screen we were all exposed to the same game, and that game is a great one. Out of this World wastes no time in its quest to stop you from blinking. The games introduction is a long and fully cinematic scene. This is not a few still pictures with some slight animation, this is an animated movie. Dragon's Lair comes to mind as a comparison. The game uses polygons in its quest for impressive yet fast animation. That was a design choice that was often strictly common to simulations. A game like this makes me wonder how many opportunities we missed for mind blowing games at the time. Simulations of the time could very well teach you how to pilot a plane, but despite having a polygon engine, they never bothered to inject cinematic story into those simulations.
^Introduction cinematic

Out of this World is a platformer at its core, yet unlike any other platformer I had ever played. I wonder how many other platformers I might have loved if they had been based on these polygon characters? The game was a first to feature a type of platforming style that is very much still loved to this day, often appearing in newer indie titles. As soon as control is given to you, you're expected to act, and act fast. Wasting any time will result in your swift death on the very first game screen. I hope everyone was paying attention the opening movie, as you're meant to gather from that your place in this world. You are Lester, a scientist who's experiment (and nature?) transports him out of this world, to another...
^First game screens, first deaths

You are constantly at deaths doorstep in this game. Practically every screen has obstacles that can, and are meant to kill you. You progress in the game by experiencing these deaths and then learning from them. When you get past one obstacle, be prepared to get killed by another. The game is hard, but I could never call it unfair. Once upon a time there were games that did not hold your hand. Should you have the drive to continue, you'd find yourself feeling rewarded. You exceeded your very own expectations, because you were ready to give up, weren't you? But there's just something about the good hard games that pull at you, enticing you to never surrender. You get a little further, you see a little more, you want to see the end. That's how you make a hard game good, and this one is excellent. ^Captured, jailed, prison break, a new friend

You are not alone on this journey. You have a "buddy" in arms. We don't know his story or why he's locked in a cage with us, but since your incarceration has no merit, I wouldn't be surprised if he was picked up for equally outrageous charges. Breaking out of your cage produces you an alien friend. I'm quite impressed at how a game with no text and precious little spoken dialogue manages to somehow make me feel connected to my friend here. The manual, while overall a terrible read, does have one good page that also helps cement your feelings for your comrade. At various times throughout this game you will help him, he will help you. At times you'll be separated and you will indeed fear for his safety, for surely he's doing the same for you.
^Separated, page from manual

Beyond the prevalent death traps meant to challenge you on your journey, the game features several puzzles along the way. Your buddy find himself trapped in a vent, if you'd like his help in the future (and you do) you'll have to realize he's stuck because of lines holding up a light on another screen. Shoot down the light and you'll set him free. The game combines a platformer needing twitch reflexes with needing a bit of intelligence. ^Puzzles, swimming, reunited...and... LADIES!!!!

Along the way you get more than enough eye candy, including witnessing the female alien sex in the midst of a skinny dip. At various points in the game you'll get a sense that this world is almost collapsing in on itself. If this world is nothing but a disaster, at least it's a beautiful disaster. Learning the ins and outs of these levels is largely pleasurable. There are "save" points located at key locations throughout the game, so your inevitable deaths don't "usually" take you too far out of your way. You're driven to succeed because everything around you fills you with wonderment. You want to see it through till the end. ^The end

In a final dramatic scene that involves an enemy alien leaving you without the ability to walk and near death, your friend steps in to fight your attacker. With all your remaining energy you pull yourself away to reach a lever to kill the alien. Your energy and life near exhausted, your body gives up just moments from your destination. There your friend comes, to carry you away to safety. Some quite touching music plays at this moment. The game features an introduction and ending tune, both quite good and powerful to the story, and interestingly the subject of quite a battle between the games creator and its U.S. publisher Interplay, who wished to change it. He actually sent an endless loop fax telling them not to change the music, but I believe it was his lawyers that finally convinced them. Beyond the music the game features outstanding sound effects every step of the way, and even a few voice samples which help to pull you into this universe. The game is an all time classic, and I believe it is best played on this Amiga original. Other versions actually added a level that while good, is in no way needed to love this game. Play them all if you want, but definitely make time for the original.

Please check out my video review for Out of this World, one of my best yet (but I think that about them all). This review was a request from my great friend Stygian Phoenix. I put together a little "best of Stygian" video highlighting many of my favorite moments from her first couple years on YouTube. A video that took me a year and a half to put together, actually. Hope you'll check her out as well.

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