Amerzone: The Explorer's Legacy box art

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Amerzone: The Explorer's Legacy

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Amerzone: The Explorer's Legacy

Mar 18, 1999

Main game

3.06 average rating based on 34 ratings

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Amerzone is a first person adventure, similar to Myst, using 360º vision, movement and point & click interface. It's the first adventure game from the author of Syberia and Syberia 2, Benoît Sokal, presenting very rich scenarios and more than 50 puzzles to solve and 200 locations to visit.
Release Dates
Mar 18, 1999 Full Release (Europe)
Mac, PC (Microsoft Windows)
Oct 18, 1999 Full Release (North_America)
Mac, PC (Microsoft Windows)
Dec 13, 1999 Full Release (Europe)
PlayStation
Sep 28, 2012 Full Release (Worldwide)
iOS
Jan 30, 2014 Full Release (Worldwide)
Android
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User Stats
871
In Collection
11
Wish Listed
2
Playing
693
Backlogged
How Long Is Amerzone: The Explorer's Legacy?
Main story: 3.1 hours
Total completions: 1
Related Content
Gunkaloo
Gunkaloo gave Feb 12, 2024
Gunkaloo gave Feb 12, 2024
Very Myst-like.
This review is for the PC (Microsoft Windows) version

Very Myst-like. Great graphics, but very, very short. Fun novice game.

nokobon
nokobon gave Feb 4, 2017
nokobon gave Feb 4, 2017
First-person adventuring done the way you shouldn't

This came with the Syberia Collection I was playing, so I gave it a try as well. Good job I played the Syberia games first, though, or I might never have progressed to them after this one. Seriously, Benoît Sokal needs to learn that switching the camera angle every time you exit a room does not make for an amazing puzzle, but for a disorientating player experience. He did this in both Syberia games, too, but I can forgive it in a third-person-game. In a first-person Myst-like, I found it so infuriating I almost quit playing.

The dry, boring story, told mostly through long ingame documents, did nothing to move me either. A lot of the plot elements of the Syberia games are already found here, such as the wildlife motif, the "indigenous population with great tech" trope or the fact that you have to essentially finish another person's journey for them. However, these ideas haven't been properly developed yet.

The puzzles are simply "find object, use object" and pose no challenge, the game plays like a modern-day walking simulator in this regard. Also, German translation awful, grammar no existing, litters swetched and wrods garbled, not worse have ever read. …

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This came with the Syberia Collection I was playing, so I gave it a try as well. Good job I played the Syberia games first, though, or I might never have progressed to them after this one. Seriously, Benoît Sokal needs to learn that switching the camera angle every time you exit a room does not make for an amazing puzzle, but for a disorientating player experience. He did this in both Syberia games, too, but I can forgive it in a third-person-game. In a first-person Myst-like, I found it so infuriating I almost quit playing.

The dry, boring story, told mostly through long ingame documents, did nothing to move me either. A lot of the plot elements of the Syberia games are already found here, such as the wildlife motif, the "indigenous population with great tech" trope or the fact that you have to essentially finish another person's journey for them. However, these ideas haven't been properly developed yet.

The puzzles are simply "find object, use object" and pose no challenge, the game plays like a modern-day walking simulator in this regard. Also, German translation awful, grammar no existing, litters swetched and wrods garbled, not worse have ever read. :-D

The best thing about the game were its long, beautiful cutscenes that provided a much stronger feeling of immersion than the actual gameplay itself. Every time I wanted to quit, one of those nice cinematics played and made me want to continue. As a first-person-movie (is there such a thing?), this might have worked a lot better.

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