Fragments of Another World Part 2
I associate that kind of puzzle/action only with a few games, like the original Alone in the Dark or Dragon’s Lair (or Flashback, but we’re not gonna talk about that).
In my eyes, Another World stands apart from those games in the creativity of its solutions. It has the speed of an action/adventure game, but the puzzling elegance of a static adventure game.
-crmbreault
One of the first yet minor things that I noticed was how the game used these long halls with (I guess it’s called) negative space either above or below the action to signal transition from one stage to the next. For some reason, I really like this design choice. It seems to bookend the action with these moments where atmosphere speaks on behalf of the game. This appeals to my sensibilities as a gamer.
-twentyeigth
Wow, the Arena perfectly mirrors the player and the protagonist’s emotional state and experience. I was just frantically mashing buttons, praying something would happen. That’s exactly what the protagonist was doing.
-nelsormensch
The ending made me rethink who the “protagonist” of the story was really supposed to be. I had almost no empathy for the human character, other than wanting him to get further along in the story and survive to the end. The game didn’t really present his actions as selfless; they were mostly a means to an uncertain end. Even the moments where he “rescued” the alien are framed in a survival context, both intra-textually (“I must do this to have this guy as cover and direction”) and extra-textually (“I must do this because I can’t progress in the game unless I do”). The alien, on the other hand, had more freedom and knowledge of the alien world, and could have probably escaped on his own, making his sudden appearances especially heroic.
It makes you wonder how necessary or enriching “moral choice,” or at least its current implementation, really is contemporary games. Simply watching characters unfold through their actions, whether you directly choose them or not, seems poignant enough sometimes.
-Frohike
I think that is related to what I loved about the game on this replay; it gave us everything we needed and which we would plausibly have no more, no less. We had no information regarding the aliens other than what we saw. The only dialog was untranslated (because it was untranslatable) alien speech (in the 15th anniversary edition at least).
That fidelity to plausibility — within certain limitations — is what allowed the game to convincingly instill that sense of loneliness that Lester must feel and the utter sense of alienness the world must hold for him. In turn, in that world, survival and companionship are the best one could realistically hope for.
-sqlasheen
All fragments are taken from the discussions surrounding the Vintage Game Club playthrough of Another World.
To read more: The Vintage Game Club: Another World forum
To get involved: Another World on Good Old Games
To try a different path: Official site for Another World



The description reads: A Reality Check.