Message from the author: This article was originally published
on my website www.player1enter.com, all the way back in 2012. When my
website went under the next year, I started migrating all my reviews
+ articles to Chalgyr's Game Room (who have been very kind and
accommodating). This is the first of two very long articles I wrote
back in the day. Enjoy!
Estimated reading time: 17 minutes
Bonjour!
French maestros, Delphine Software International had a brief
but memorable run in the video game industry. Their chance of making
an impression was a short one; but it ran deep.
Active chiefly in the 90’s, several of their games have been the
focus of groundbreaking and innovative moments in video games.
Indeed, so groundbreaking that one of their games, Another World,
popularized a sub-genre that’s stylish in execution and agony
to master.
In their short foray into developing under the Delphine Software
International (DSI) banner, the crew behind one of the greatest
developers worked tirelessly, passionately, and most importantly,
with this intention and philosophy that art and games need not be two
separate things.
Games like Flashback, Another World, Fade to Black, and Future
Wars all corroborate this, and should a whisper of a doubt form
in your head, you need only play few minutes of their masterpieces
(which are easily accessible in almost every platform available) to
erase it.
|
Delphine Software International - Zeus Mascot
|
The company was founded in 1988 as a subsidiary of Delphine Group,
in Paris, France, by Paul de Senneville (who acted
as the head director) and the unsung gaming hero, Paul Cuisset
(who, in addition to being the co-director, would also be the
lead designer for several of their games).
The name refers to the town of Delphi in Greece, the
residing place of the Oracle Pythia. She is considered to be
the most important Oracle in Greek mythology. The town also
holds an importance of equal value. A myth goes that Zeus,
wanting to find the center of earth (or Gaia), sent two eagles
from the opposite extremities; one from the west, the other from the
east. When they met over the town of Delphi, the omphalos,
or navel, of Gaia was found.
|
The only surviving image of the Delphic
Pythia Aegeus the mythical king of Athens |
In 1989, just a year after formation, DSI released their first
video game: Castle Warrior – a sort of Zork imagined
as an Ultima Underworld in a third-person view
dungeon-crawler. Thought up by Michael Sportouch and given
life by Emmanuel le Coz, Castle Warrior never made it to the
spotlight; instead staying in the darkest corner of shadows, only
stumbled upon by the ever-curious. The game is notable in the fact
that it was one of the first video games that composer Jean
Baudlot (a recurring name in the timeline of DSI) worked
on.
Having a unique control system – the character moved vertically
automatically – your aim is to kill the enemies that appear
on-screen.
Needless to say, Castle Warrior flew under the radar.
Their next game,
Bio Challenge (a side-scrolling beat ‘em
up)
, too, never achieved the spotlight status, though it did
give a glimpse of what the company would ultimately utilize and be
well known for. However, despite not reaching the masses initially,
it is held as one of
Amiga’s best games by fans of the
system.
Bio Challenge has a bizarre enough plot and some mean
character animation, plus decent parallax scrolling and a night/day
cycle shift. Also, Jean Baudlot returns, this time with a
catchy tune that is bound to find its way in your playlist.
But DSI’s first true success would not come later in the
same year when they hired Eric Chahi - a relatively unknown
person at the time - to work on their next game, Future Wars.
Future Wars proved to be a great hit for the company, who were
(then) recently suffering from the disappointing James Bond spin-off
Operation Stealth. The striking production and a
time-traveling story made Future Wars a success, and is
nowadays thought of as one of the greatest point-and-click adventure
games.
But yet worldwide success eluded them; and it was not until the 90s
came about that Delphine Software International’s presence
was noticed on the map. Starting in 1990-91, the release of Another
World – a.k.a Outer World and Out of This World –
marked the start of their brief, but successful and influential,
run.
But before all that, a brief detour regarding the sub-genre known as
cinematic platformer, a technique called rotoscoping
animation, and a man named Jordan Mechner.
|
Éric Chahi |
In 1989, the sub-genre, the technique and the man were all printed
out in
bold on the gaming map via the release of the
uber-influential
Prince of Persia. Set in ancient Persia, the
eponymous Prince must brave danger, jump perilous, often-fatal, gaps,
avoid spikes, open doors, do swordplay with guards, and save the
damsel in distress. Though the story may not have been original, the
inclusion of the rotoscoping animation technique in the world of
video gaming certainly was.
What Mechner did was tell his brother to wear white clothes
and then jump off a box - while Mechner traced his movements
and implemented them into the game. This gave the game a smooth,
fluidm realistic effect. Where Mario moved in blocky,
stuttering steps, the Prince ran, jumped, walked and fought with
relative realism. The release of Prince of Persia brought
video games to new, unconquered heights and sent a clear message
across the world that Jordan Mechner was here to stay.
Though he had already struck gold by his first game, Karateka, a
1984 beat ‘em up title that served as a predecessor of all that was
to be expected from Jordan Mechner, it was by his 1997
time-period adventure title, The Last Express, and the 2003
reboot of his original game, Prince of Persia: the Sands of Time -
which would quickly culminate into one of the best-selling and
persistent franchises of all time - that he became a permanent
household name. It even spawned a movie starring Jake Gyllenhaal,
albeit not a great one.
Prince of Persia was groundbreaking and influential on many
levels. It spawned a new sub-genre in the platform genre called
cinematic-platformer. They are usually distinguished by their
over-use of trial-and-error, one-touch death, vulnerable characters,
realistic movements, a great amount of climbing and running, and
(usually) step-based controls. These features and more - such as
beautiful, often exotic landscapes, static-screens, and violent
action - give a raw edge and a distinct feel to the games that fall
under it.
Prince of Persia is perhaps the most iconic and well-known
example. But more so, and sometimes the more-cited, is Another
World.
|
Jordan Mechner |
Having being impressed by the smooth animation style adopted by
Dragon Lair, Eric Chahi, with the blessing of
Paul Cuisset,
set about to making a new game that would bear the mark visibly
of everything that influenced him.
With the levels being a visual presentation of the current mood Chahi
was going through (the opening and ending level are metaphors for
the loneliness and the exhaustiveness the creator felt,
respectively), and a minimalistic, rhythmic, poetic approach to the
narrative, Another World is as beautiful and haunting as it is
agonizing and grueling in difficulty. Very early in the game the
point is clear that Another World is a hard game that’s
unforgiving in nature.
It was one of the very earliest games to have captured the aggressive
and bleak, yet hypnotic and mesmerizing, atmosphere and tone of an
alien world perfectly. The composer this time around was
Jean-François Freitas. His memorably addictive and
wonderfully ambient score is both a testament and contributing factor
to the game’s lasting appeal; especially the piece that’s heard
in the ending. That’s class. With the release of this game, Eric
Chahi made superstars out of DSI.
Unfortunately, he did not stick around. He quit sometime after the
release of Another World and founded his own company, Amazing
Studio; which only managed to release one game, Heart of
Darkness - a cinematic-platformer in the same vein as Another
World, albeit with a more graphic presentation and deep emphasis
on disturbing, unexpected deaths.
It took Amazing Studio six long years to develop the game, and
was finally released in the year 1998. Over the period of time, Heart
of Darkness achieved a rightly deserved cult status and is now
heralded among the best games in the Playstation 1 library.
|
Run Lester, run! |
|
Hi, I'm Juni
Cortez! |
|
Heart of Darkness |
|
Heart of Darkness, too |
Chahi’s departure, however, did not signal the end of the
world for DSI. In fact, they were just warming up.
1991 saw the release of Cruise for a Corpse; a game this
author believes to have one of the coolest titles in video game
history. Helmed by Philippe Chastel, Benoist Aron, and Paul
Cuisset himself, this point-and-click adventure game put you in
the shoes of Raoul Dusentier, who is invited to Niklos
Karaboudjan’s boat for some quality time.
However soon upon arrival, Niklos is murdered, and it is up to
you to don the detective hat and solve a well-written “whodunit”!
Drawing inspiration from retro murder novels, especially those of
Agatha Christie, this game is a treat for lovers of intriguing
story with death as the main backdrop.
Exactly one year after Cruise for a Corpse came a title that
would, over time, become synonymous with the company - almost
gaining the title of an unofficial mascot.
That game is Flashback: the Quest for Identity, or just
Flashback for short.
Just the mere mention of this game will set in motion a
chain-reaction of memories and musings associated with the game;
primarily among those who played it on the original systems back in
the day. The resemblance between this game and
Prince of Persia
does not go beyond the fluidity in the animations. Though
Flashback indeed utilizes the rotoscoping technique, it
employs a more complicated version of it; thus resulting in a game
far superior than its influence, in terms of animation, story,
characters and just about everything.
Upon its release it was hailed by Guinness World Book of Records
as the best-selling French video game of all time.
Flashback is set in a sci-fi futuristic world which sees you
in the control of Conrad B. Hart. You are an agent of the
Galaxy Bureau of Investigation. After stumbling upon a plot to
destroy earth by using shape-shifting aliens who have disguised
themselves as government officials, you are kidnapped and have your
memory erased. But because Conrad is actually a smart dude,
he made a backup copy of his memory and had it stored. Hence he’s
able to get back everything that’s rightfully his. Now he must deal
with the rogue aliens and set everything right.
All of the major tropes of this infant-genre had established
are present, no expense spared. Every individual frame holds
terrible, yet seductive secrets; danger is just around (or below) the
corner; objects are liable to give way any moment; and the deaths are
swift. Released in 1992 to a wide range of systems, it is perhaps the
Amiga original, Sega Genesis port and the DOS version that is fondly
remembered by gamers today. Though nothing beats the original, the
other two versions are respectable in their own right. The DOS
version has more cut-scenes than the other two, and this author sees
it fit to recommend newbies out there to have their first outing with
this version.
Flashback has many features that were previously unseen. Your
character, Conrad, can take cover and even duck. Guess what,
the enemies can, too - a good strategic angle for the more
methodological player. This adds a whole new level of realism to an
already realistic style of playing. Also unlike others, Flashback
also has a HUD (heads up display) and a point-and-click adventure
style option-tray at the bottom of the screen.
A fitting placement seeing DSI’s past repertoire.
Flashback’s excellent surpassing of the boundaries proved to
be the pinnacle of DSI’s – and Paul Cuisset’s –
career.
Author note: The beeping sound you hear when you collect an
item is easily one of the most iconic and satisfying sound effects in
history.
|
Danger, Will Robinson! |
|
Smooth cut-scenes and
animations |
|
The
byzantine New Washington |
|
Beautiful... and deadly |
Lamentably, Flashback proved to be both a blessing and a
curse.
Its appeal and maturity did indeed bring DSI on the map,
marketing them as the go-to company for great games; but
simultaneously prevented them from making another Another World or
Flashback-level classic again. Disaster stuck, and millions of
hearts were broken when DSI chose to combine the technique
they had perfected… with a basketball player.
This marriage of two unlikely forces culminated in the ill-fated Shaq
Fu - the single worst titled video game in the industry's
history.
An egotistical embarrassment, Shaq Fu caused the downfall of
an empire that never recovered - though a coruscant did come in the
form of Fade to Black (more of that later). Featuring
Shaquille O’Neal as the, er, titular character and, er,
hero, you’re thrown into a portal that’s a gateway to magical
worlds. Once there, you must fight other characters for glory in a
typical fashion of vs. fighting games.
Released for the Sega Genesis, it was instantly and universally
panned, ending up in several worst games of all time lists. Even
despite the fact Shaq Fu employs the same animation style as
that of Flashback (as well as the same frame-rate), and
identical hand-drawn backgrounds (albeit now with scrolling screens),
its unresponsive controls, glitches, nonsensical setup, and
difficulty due to poor programming all contributed to the failure of
the game and made it an epic for all the wrong reasons.
Even with a failure in their hands, DSI displayed a sense of
equanimity, and this showed perfectly in their 1995 release, Fade
to Black - possibly the final hurrah for the company.
With the bulk of the production done by Paul Cuisset, this
sequel to Flashback, though could not emulate the worldwide
appeal of its predecessor, emitted a ray of hope that that the
company still had life in them. In the making of Fade to Black,
the company eschewed everything they had thus far practiced and
what made their previous games unique from their contemporaries.
Unlike its predecessor, Fade to Black utilizes gouraud shading
in full 3D. Even so, for a computer game, Fade to Black isn’t
on the whole pretty... but it gets the job done.
Furthermore, the use of 3D breathed new life into the game and gives
a sense of freedom and open-world; a feeling that of being trapped
in/by something much bigger (both philosophically and figuratively)
than yourself. With just over an hour of gameplay, Fade to Black
is surprisingly short - but it makes up for that by the
unprecedented freedom exercised in the game. In this author’s
opinion, Fade to Black is slightly better at gameplay than its
predecessor.
|
Get down… and boogie |
|
“I
said freeze!” |
|
Fade to Black |
|
Get outta the way, B9! |
By now releasing one game per year (or two) had become a thing of
second nature for the crew of
DSI. Considering the vast
technical and graphical aspects of their games and the size of the
company, this was indeed an accomplishment. In 1997 their release of
Moto Racer would not only take them out of their element, but
also result in the only proper series they managed to string together
before going defunct.
Moto Racer is an arcade-type motorcycle racing game that
features both street and dirt bikes, and is great for casual gamers
and/or fans of the racing genre.
This Electronic Arts published title was able to generate
enough enthusiasm for four sequels, all developed by DSI. Starting
in 1998 and ending in 2002, the sequels are as follows: the cleverly
named Moto Racer 2, Moto Racer World Tour, Moto Racer 3, and
finally Moto Racer Advance (developed in conjunction with
Adeline Software; a subsidiary of DSI, given birth in
1993).
This author believes the latter to be one of the best games available
on the Game Boy Advance - for its smooth graphics, uncomplicated
gameplay, realistic bikes and sounds, and the overall superb
presentation.
The 90’s, especially in its middle and tail-end years, saw a boom
in
RPG (role-playing game) and
RTS (real-time strategy)
video games - fueled and spearheaded by the likes of
Diablo,
StarCraft, WarCraft, and the
Final Fantasy series.
Drawing inspiration from the original Diablo, DSI decided to
jump on the RPG bandwagon and crack their hands at this new
money-maker. The result was the silently-ignored but enamored by
fans, Darkstone;
their most ambitious, intricate, and longest game ever.
A typical RPG experience, Darkstone employs all the major and
recurring tropes of the genre. Gems, magic, portions, spells, strange
sounding characters, towering presence of evil, fatal encounters,
swordplay, mana, powerful stones - yup, they're all present.
This author would like to bring into notice to the reader that he
hasn’t played Darkstone yet and says that he cannot comment
more on the game. But from the videos he has seen of the game, he
does deduce Darkstone to be a potentially satisfying, engaging
title.
|
90mm |
With several great games under their belt,
Delphine Software
International boldly stepped into the 21st Century… only to
find it very unkind to them.
With a total of only three games released (Moto Racer World Tour,
Moto Racer 3 & Moto Racer Advance), the company
relocated to Saint-Ouen in 2001. In the next year, they were
removed from the Delphine Group. In the year after that, DSI
was sold to Doki Denki. In the year after, they closed on
accounts of bankruptcy and liquidation (a process in which a company,
or part of it, is brought to an end and the assets redistributed).
Around the same time their official website also closed down; if you
attempt to open it, you will be redirected to a blank page. However,
unofficial and fan-made websites do exist, and they are testament of
their adoration of the company.
Though Delphine Software International may not be around
anymore, through nostalgic tributes and memorabilia - and ubiquitous
classics such as Another World, Cruise for a Corpse, Fade to
Black, and Flashback - their spirit lives on.
Au revoir!
|
Paul Cuisset – …the legend! |
Article by:
Hamza