🕊️ A look back at what made the 1999 original so magical! ✨
A great classic of the adventure genre that sold more than a million copies, Amerzone is returning with an ambitious remake to mark its twenty-fifth anniversary. So, what was it that made the original game so brilliant? Let’s refresh our memories together in this article!
[h2]A stunning visual atmosphere that stood out from the rest[/h2]

The first thing to grab players’ attention when they loaded up Amerzone was its visual appearance. They could explore pre-rendered 3D environments that went beyond anything possible in real-time in those days. “It went even further than Resident Evil, for example, which had fixed pre-rendered scenes,” Lucas Lagravette added, Game Director at Microids Studio Paris. “In Amerzone, it was possible to turn the camera 360 degrees and become totally immersed in the world.”
This world was an amazing jungle, offering plenty of realism and yet inhabited by imaginary plants and animals. Players would often wonder if what they were seeing on their screens was real or made-up. “This was the signature of the creator Benoît Sokal,” Lucas Lagravette explained. “There was a kind of ‘austereness’ in Benoît’s fantasy world, which made the illusion all the more effective. It’s impossible to separate Amerzone from Benoît Sokal; it truly is an art game and it always had a special place in his heart.”

[h2]An engrossing narrative with a deep subtext[/h2]
Benoît Sokal, who sadly left us in 2021, put a great deal of work into the atmosphere in Amerzone, for instance by drawing all the sketches in Valembois' notebook. He was also a great storyteller; the narrative in Amerzone is another thing that marked players at the time.
“Players learned more about the world through a letter here, a phone call there, or an amazing cutscene. This way of conveying the story wasn’t common in 1999,” Lucas Lagravette recalled. Amerzone also carried messages to be discovered between the lines, on topics such as colonialism, dictatorship and endangered species.
For players to interact with the story, the original team opted for point-and-click gameplay: another contributing factor to the title’s massive appeal. “
[h2]A stunning visual atmosphere that stood out from the rest[/h2]

The first thing to grab players’ attention when they loaded up Amerzone was its visual appearance. They could explore pre-rendered 3D environments that went beyond anything possible in real-time in those days. “It went even further than Resident Evil, for example, which had fixed pre-rendered scenes,” Lucas Lagravette added, Game Director at Microids Studio Paris. “In Amerzone, it was possible to turn the camera 360 degrees and become totally immersed in the world.”
This world was an amazing jungle, offering plenty of realism and yet inhabited by imaginary plants and animals. Players would often wonder if what they were seeing on their screens was real or made-up. “This was the signature of the creator Benoît Sokal,” Lucas Lagravette explained. “There was a kind of ‘austereness’ in Benoît’s fantasy world, which made the illusion all the more effective. It’s impossible to separate Amerzone from Benoît Sokal; it truly is an art game and it always had a special place in his heart.”

[h2]An engrossing narrative with a deep subtext[/h2]
Benoît Sokal, who sadly left us in 2021, put a great deal of work into the atmosphere in Amerzone, for instance by drawing all the sketches in Valembois' notebook. He was also a great storyteller; the narrative in Amerzone is another thing that marked players at the time.
“Players learned more about the world through a letter here, a phone call there, or an amazing cutscene. This way of conveying the story wasn’t common in 1999,” Lucas Lagravette recalled. Amerzone also carried messages to be discovered between the lines, on topics such as colonialism, dictatorship and endangered species.
For players to interact with the story, the original team opted for point-and-click gameplay: another contributing factor to the title’s massive appeal. “