Amerzone
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Amerzone (also known as Amerzone: The Explorer's Legacy, ) is a first-person fantasy graphic adventure game developed and published by Microïds and designed by Benoît Sokal, who based it on his 19861 Inspector Canardo comic strip L'Amerzone. Amerzone was originally released for Microsoft Windows, the classic Mac OS and PlayStation in 19991, and re-released for iOS and Android in 2014 by Anuman Interactive, who had bought out Microïds in 2009. A remake was released in 20251. Like the comic, the game tells the story of a French explorer, Alexandre Valembois, who goes on an expedition to the mysterious South American country of Amerzone. There, he discovers many fantastical animals including a species of magical White Birds, who require human intervention for their survival. These become threatened when a friend of Valembois turns Amerzone into a brutal dictatorship, and Valembois endeavors to rescue the endangered species. The game adds a journalist as the player character, who continues Valembois's quest as the man nears death. Amerzone received generally positive reception. It was praised for its atmosphere and visuals, with critics claiming that it lent it a poetic and dreamlike quality; while criticism targeted the sound, controls, and difficulty. It was a great commercial success, with over 1 million copies sold in its original release.…
Amerzone (also known as Amerzone: The Explorer's Legacy, ) is a first-person fantasy graphic adventure game developed and published by Microïds and designed by Benoît Sokal, who based it on his 1986 Inspector Canardo comic strip L'Amerzone. Amerzone was originally released for Microsoft Windows, the classic Mac OS and PlayStation in 1999, and re-released for iOS and Android in 2014 by Anuman Interactive, who had bought out Microïds in 2009. A remake was released in 2025. Like the comic, the game tells the story of a French explorer, Alexandre Valembois, who goes on an expedition to the mysterious South American country of Amerzone. There, he discovers many fantastical animals including a species of magical White Birds, who require human intervention for their survival. These become threatened when a friend of Valembois turns Amerzone into a brutal dictatorship, and Valembois endeavors to rescue the endangered species. The game adds a journalist as the player character, who continues Valembois's quest as the man nears death. Amerzone received generally positive reception. It was praised for its atmosphere and visuals, with critics claiming that it lent it a poetic and dreamlike quality; while criticism targeted the sound, controls, and difficulty. It was a great commercial success, with over 1 million copies sold in its original release. The game's setting became the foundation of Sokal's Syberia series, and is the namesake for the video game development company he co-founded White Birds Productions. ===Pre-production=== Before entering the gaming industry, Benoît Sokal drew comic books like Canardo, which he colorized on a personal computer. With the advent of CD-ROMs, which could store hundreds of times more data than then-ubiquitous floppy disks, Sokal was inspired in 1995 to create a multimedia CD-ROM containing 2D and 3D art which would add up to a cohesive universe. His comic publisher, Casterman, approved of the idea, and after a successful demonstration Sokal began work on the project with software developer Gregory Duquesne. Casterman's initial vision was of a cheap, small-scale product with a very limited production run; they eventually realized that such a niche product would not sell, and decided to do something more ambitious. Sokal and Duquesne began planning a full-fledged video game, which Sokal decided to base on his comic book L'Amerzone. It would be made up of prerendered screens, linked together using the Phoenix VR engine. Sokal held complete creative control over the product, doing all the design work himself. He believed that working alone would foster creativity, whereas collaboration would result in a banal and standard commercial product. He did hire fellow comic book artist Benoît Peeters to assist with writing, but he soon left the project. film Fitzcarraldo (1982), about an ambitious rubber prospector and opera entrepreneur who portages a steamboat between two tributaries of the Amazon river; a prop boat left over from the film is pictured.]] Sokal wanted to keep the game accessible to inexperienced players. This meant avoiding sudden difficulty spikes, which could leave a player stuck; point-of-no-return scenarios, in which a player is stuck because they missed an item; and failure states in which the player character is killed. He admitted to thinking the game may have been too simple as a result, and promised that "if [they] were to make a sequel, I think it would be more complex, especially toward the end". Sokal wrote the game much as he typically wrote comics: first writing a linear story, then rendering it frame-by-frame as a storyboard. His guiding principle was to make "the kind of adventure that you no longer get these days, an adventure out of the early 20th century". The challenge for Sokal was making this adventure interactive; in that regard, he found Duquesne's input very valuable. He credits Myst as his inspiration to make the game, and also cites Werner Herzog films like Fitzcarraldo and the writings of Gabriel García Márquez as influences. He is quoted especially as saying "Myst is really the game that made me want to make Amerzone". ===Production=== The team began producing artwork in 1996, using LightWave 3D for character and object models, and Bryce 3D for environments. Modeling characters at Sokal's desired quality level was time-consuming, so the cast of characters was kept small. Being unfamiliar with 3D graphics, Sokal had to learn on the fly by studying the software documentation and getting help from the more technically proficient Duquesne. The latter's skills were applied to the game's more complex visual effects, such as dust particles being buffeted about. Sokal eventually realized the project was too ambitious for the two-man team, and hired Supinfocom graduates to help with the graphics from 1996 onwards. In 1998, Duquesne left to pursue a career at LightWave in the United States, and Sokal called on the Belgian company Grid Animation to produce cutscenes and do further graphics work. The experience made Sokal overcome his misgivings about working collaboratively. In an interview with JATV, he was quoted as saying: "I recall that [for] the first chapters of Amerzone, I modeled everything because I wanted to be on top, but it was impossible of course. So little by little, people made their way into the team and started modeling, and I told myself it made me sick but... in a way it was a revolution in my mind!" He ended up highly satisfied with the output of his collaborators. Sokal recalls that the game's development was troubled at many points. In 1997, Casterman had fallen on hard times and called upon the publisher Microfolie's to help with financing. Microfolie themselves went bankrupt and the project was "saved" when Microïds bought them out and agreed to fund the game. The total budget was 5 million francs (€760,000), much higher than Sokal's initial sub-million-franc estimate. He would go on to describe the game's completion as a "miracle". Amerzone underwent several changes in direction as some design ideas proved impractical or unappealing. Sokal originally wanted a strictly 2D art style, but was disappointed in the results. The team considered using live actors keyed into computer backgrounds instead of time-consuming 3D character modeling, but found the compositing of real and fake elements jarring. Concurrently, Duquesne and the publishers pushed for a highly interactive product, whereas Sokal had initially conceived of the game as a more passive experience. A day-to-night progression was scrapped, as was a requirement to feed and hydrate the journalist, since this would have created frustrating failure states. ===Sales=== Amerzone was a surprise commercial success; GameSpot UK noted in June 1999 that it had become a "big hit in France". Following its release in France in March 1999, it sold 10,000 units by early May, a number that French paper Libération considered a promising sign. The game proceeded to have a long shelf life. Its global sales surpassed 500,000 copies by March 2002. At the time, Mathieu Van Overstraeten of La Libre Belgique noted that these sales were unusual for Benoît Sokal's work, as each volume of Inspector Canardo averaged 30,000 units sold. In 2007, Michel Bams of Sokal's White Birds Productions reported that Amerzone had risen above 1 million sales. Ultimately, the game sold 1.5 million copies by 2013. ===Critical reviews=== The game was generally positively received at the time. The presentation was ubiquitously praised: the visuals were called "magnificent" and "amazing", and frequently compared to those of Myst, although some complained of excessive pixelation. The cutscenes were praised for high video quality. The storyline and atmosphere were called "very good", "interesting and well-developed" and "sublime", with some critics drawing comparisons to Jules Verne novels. The linearity of the narrative drew criticism, however. More divisive was the difficulty: some welcomed it for keeping players from getting stuck, while others complained that it made the game too simple and end too soon. There were also occasional complaints that the point-and-click interface was cumbersome or awkward. The sound design was the most criticized aspect of the game: the limited music was deemed repetitive and poor. A few reviewers were positive about the ambient sound effects. The game also received some attention from mainstream publications such as Télérama and Libération, both giving extremely positive reviews.
Text derived from https://en.wikipedia.org/w/index.php?oldid=1373508582 under CC BY-SA 4.0; modifications have been made.