Genuine Evil said:
You can't judge a 20 year old game by today's standards. Heck, Halo 1 and Half Life 2 are both fairly shit by today's standards, but like them, what you have to note is
1) If they seem clichéd and old-hat it's because they were the original innovators in their field and
2) You have to judge them at least partly on their historical context: what was gaming like when they were released, and how did they affect gaming that came after.
Yes, Another World is incredibly punishing - sometimes unfairly so - but back in the 90s that was perfectly par for the course. It's a rare game these days that even bothers with a "lives" system. Games back in the 90s weren't the slick, streamlined, linear experiences that games are today. They were trial-and-error and stop-start in nature. There were no onscreen hints or Gamefaqs walkthroughs; if you wanted to keep track you had to get out some paper and a pencil and make your own maps. With certain games, managing to get to level X or past puzzle Y or defeating bad guy Z was the stuff of playground mythology and bragging rights (somebody who actually COMPLETED the game would be worshipped as a god). And Another World is precisely one of those games.
Let's look at the historical context a bit more. Back in the early 90s console adventure games were few and far between (stop gloating, you PC geeks with your Kings Quests and your Monkey Islands and your bewildering no-graphics text adventures). Basically, you had rudimentary JRPG party management sims like Final Fantasy (SNES) and Shining Force (Sega), action-RPGs like Zelda and Story of Thor, and a handful of Westernised efforts - often Dungeons and Dragons inspired and hard as fucking nails, like The Immortal (sega). The new wave of rotoscoped "platform games for grown-ups" (Flashback, Prince of Persia...) represented an exciting coming-of-age for console gaming. Not only did they bring to the table narratives more complex than "bad guy threatens world destruction" or "dude abducted your girlfriend, kill him, yo", but they also blended the previously unlikely genres of adventure, platforming, and shoot-em-up (or hack-and-slash, in PoP's case).
As for their legacy - well, I feel quite confident in saying that without the likes of Flashback and Another World, there would have been no Tomb Raider. You know, the game that pretty much
invented third-person action-adventure. I'll just let that sink in.
But what about the game itself? Well, I admit I've got my nostalgia glasses on, but I think Another World is certainly a worthy mention in any discussion of the 16-bit era, if perhaps lacking the popularity and polish of Flashback. It has a frikkin' vertical learning curve, but once you've kind of accustomed yourself to the kind of bullshit the game expects of you, you're able to
almost start taking it on your own terms. The story is a good one, at least by the standards of the time, and is all the more clever for establishing the characters and dilemma without any (intelligible) dialogue or onscreen text. The context-specific controls do tend to mean that you're constantly in a state of learning and rarely in a state of comfort, let alone mastery, which I could see upsetting a lot of players. But then again, you're a scrawny dude who has just been teleported to an utterly alien world - isn't it quite fitting that the game constantly keeps you on your toes? A lot of the same elements have been used since - Oddworld: Abe's Oddysee and Limbo come to mind, for starters. In summary, if you want a consistent game, go for Flashback. If you fancy some occasional sparks of genius interspersed among a lot of "hit-and-miss" moments, then give Another World a whirl. And if you want a newbie-friendly popcorn game with onscreen hints and a tutorial level, with infinite lives and regenerating health... f*** off and play a current-gen title.
Well, that's my two pennies. Just out of interest, GenuineEvil, how far through the game did you get?