It was during this creative process that I fully realized how important rhythm was to storytelling. I unconsciously discovered the duality of interiorization and distancing between the creator and his artwork.
I wanted to communicate a cinematic experience according to two principles:
First, the succession of images, which is the montage, and second, the direction, the dramatic structure.
Contrary to one may believe, I think it is the second point that most characterises Another World. There is a dramatic tension in the game that does not always rely on visual effects, even though the visual effects appear now and then to reinforce efficiently the direction of the game. This game assists the immersion of the player with no exterior elements to the world (score, energy gauge etc.) displayed on the screen.