

Another World: 20th Anniversary Edition
released on Sep 06, 2011
A remaster of Another World
This is an updated version of Another World (also known as Out of This World) for the 20th anniversary of the original game. It is adapted for mobile devices offering both touch controls and a virtual D-pad. The backgrounds are reworked for higher resolutions with subtler shades of light, and crisper detail and edges to the polygons and animations. It is still possible to switch to the original graphics. This version also contains remastered sound effects and three difficulty modes.
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Man those redrawn graphics are ugly lol
You can play with the original pixel art, though, so if you like the original this is a perfectly good way to play it on modern hardware
normal mode is baby mode but at least you won't have an aneurysm
If you haven't played this game, play it. If you have played this game, play it again.
FIVE STARS
Another World at once feels modern and old style. There's no UX cruft on screen while playing, and the game lacks tutorials—after getting dropped into another world it's up to you to figure out what your two action buttons do, what holding them does, what using them while moving does. The clean pixel art style and the slick presentation, which transitions smoothly in and out of cutscenes, makes it almost feel like an indie game from today. Even it's pace, which moves between puzzle sequences, action/shooting sequences, and short breather exploration sequences, feels incredibly modern—a precursor to the AAA Zelda-likes like the new God of War or Naughty Dog games.
What has not aged as well is the way it feels to play. The puzzles can be annoyingly obtuse in the way adventure game puzzles are, but the real problem is the action and platforming segments that you have to get through to solve them. The absolute worst case of this was the cave section, in which you have to do running jumps over biting pits, some of which have tentacle curtains hanging over them that will also eat you. You have to stop, shoot them one by one with your charged shot, then you can give jumping over the pits a go. Pressing the jump button once while standing will jump over exactly one unit of the ground, which happens to be the same size as the teeth pits. The most annoying room in the game has one biting pit, one unit of normal ground, then two biting pits, so you have to complete a running jump over the first pit and then tap jump again exactly when you land so you can hop to the other side. This annoying room is also centered between two more platforming rooms, and if you die in any of them you're sent to the start of the first room—you have to run through that one, stop, kill the tentacles, try (and fail over and over) to do the long jumps, then jump over a pit and another biting pit in the next room, before making it to a checkpoint. And after you get that checkpoint, you have to do it all over again in the opposite direction. This section climaxes with a platforming section where you are being chased by water that will drown your character if it touches you, and I died over and over trying to get through it. (Another modern touch is the unique death cutscene/animations you get, which is exhausting because you will see them often.) Altogether the cave sequence was a real gauntlet of my patience, and made this short game feel long. That's the worst of the game, but not by much—there's frustrating segments like this throughout.
The platforming and action sequences have an arcade air to them—it certainly expects precision. But I felt like the game wasn't very responsive, and I'm honestly not sure if it actually isn't, or if it's a consequence of the port or what. It never felt good to play or snappy in the way that great arcade games can feel like. This obviously compounds the difficulty of the action sections.
Still I'm glad I played through this game. It's hard to recommend since it's so trying, but the highly modern presentation still feels really unique. The game's plot is a 80s Heavy Metal magazine-style empowerment fantasy—your cool programmer character explicitly drives a Ferrari, and there's even female alien nudity. If you're the kind of person who has a Backloggd account, you'd probably get something from playing through it, or watching a play through.
Another World is a masterpiece of the cinematic platformer genre and Atari age. Although mechanically simple, Another World paints an incredible alien landscape that feels shockingly real with ease.
Um jogo com 1 linha de diálogo que consegue contar uma história absurda.
Another world é uma evidencia da completa ruptura de narrativa e escrita.
Apesar da escrita ser um artefato que favorece muitas obras, não deixa de ser um adorno, sendo por tanto dispensável, ou como Another World faz se entender, insalubre.
Na medida em que a grandiosidade desse jogo não se faz presente apenas em suas mecânicas e puzzles tecnicamente a frente de seu tempo e, devo dizer, até inteligentes, mas pela valÇencia de suas mecÇancia, e arte a favor de uma narrativa íntima, curta e efetiva.
Aqui nos vemos perdidos, como um bom adventure te faz sentir, mas não apenas de forma concreta, também platônica.
Aquele sentimento visceral de ser um alienígena casa perfeitamente com mecânicas e puzzles em adventures ( nesse caso com ação) e ainda se completa com as diversas tentativas erradas resultando em mortes brutais e o loop cruel do: tente de novo.
Esse jogo me deu raiva muitas vezes por conta do controle e pelos checkpoints confusos, mas isso até que agregou a experiência na medida em que aquele inferno confuso fazia parecer tudo ainda mais onírico.
Excelente jogo, não me assusta ser um clássico.
Another world é uma evidencia da completa ruptura de narrativa e escrita.
Apesar da escrita ser um artefato que favorece muitas obras, não deixa de ser um adorno, sendo por tanto dispensável, ou como Another World faz se entender, insalubre.
Na medida em que a grandiosidade desse jogo não se faz presente apenas em suas mecânicas e puzzles tecnicamente a frente de seu tempo e, devo dizer, até inteligentes, mas pela valÇencia de suas mecÇancia, e arte a favor de uma narrativa íntima, curta e efetiva.
Aqui nos vemos perdidos, como um bom adventure te faz sentir, mas não apenas de forma concreta, também platônica.
Aquele sentimento visceral de ser um alienígena casa perfeitamente com mecânicas e puzzles em adventures ( nesse caso com ação) e ainda se completa com as diversas tentativas erradas resultando em mortes brutais e o loop cruel do: tente de novo.
Esse jogo me deu raiva muitas vezes por conta do controle e pelos checkpoints confusos, mas isso até que agregou a experiência na medida em que aquele inferno confuso fazia parecer tudo ainda mais onírico.
Excelente jogo, não me assusta ser um clássico.