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Saturday, December 4, 2010

Another World - 15th year appreciation

"The creation is an iterative process where we progressively refine our ideas."
- Eric Chahi

Despite having reviewed the 15th Anniversary Edition of Another World earlier, only recently did I have the pleasure to explore the addendi of the package, namely the making-of featurettes. Comprised of two small notebooks (one of them Chahi's technical programming scrapbook, which I'm afraid I could grasp nothing of) and a video, they do however give a relevant, albeit short, insight into one of the most accomplished works in the medium, and certainly the prime reference back in the times of its release.

The 'Design' notebook, subtitled as a 'Development Diary' compares Chahi's paper sketches with the game's final version. Rather than just an image gallery, we're presented with commentaries from the author. More often than not, hardware restrictions forced a lot of toning down, an interesting concept on a game that is visually so rich, even if somber.

One page focus on the 2nd level's enigma, escaping the prison. It's amazing how Chahi's design process was already so progressive back in 1991, something which became even more apparent in the video feature. His personal handwritten notes on this gameplay puzzle, centered on the necessity of escaping and the possibility from which that escape should become (who should be the liberator? The player? Someone else? Fate?).
This segues into one of Another World's staples on a game design perspective, according to Chahi, the initial idea to develop around defense, rather than attack. Once again, limiting technology got in the way, but this managed to carve its way into gameplay by the use of the player-generated force fields. Still, the clear intent of using Lester as a survivor, as the odds seem to always be against him, rather than a Green Beret who'd take down an entire alien world with his handgun, was a clear correspondence with the fight-or-flight attitude, so differential to the majority of game's of the time (and presently as well).

Later on in the notebook, Chahi emphasizes the importance of rhythm in gameplay. While it's true that the possibility of death is present in almost every screen, elliciting frequent replays while breaking up the action, it's also hard not to realize what he's on about. Much like the simpler shooters Chahi undoubtedly played some years prior to starting this game, the exhilaration of gameplay must stem from being in-sync with the rules of the game. This mental and mechanical coordination based upon the game's brilliant cinematic aesthetic evolves the game from a Dragon's Lair twitch-finger reactional gameplay, to a progressive and absorptive experience. The experience of rhythm, and the quest to keep the game within rhythm is a quintessential, even if hardly grasped, feature of player gratification, in detriment of 'level-ups' and scoring systems.

The video seems to be a TV-style program, as suggested by its presentation, assembled by Nolife, a french cable channel whose focus includes geek culture and japanese pop music (apparently).
During its short 17 minute run, we're treated to Chahi's discussion of the game. Above all, his concern on making something different and his very distinct vision shine through. Other highlights include the presence of Jean-François Freitas, the talented composeur, whose soundtrack was also remastered for the re-release. Without further ado...



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