Thorgal: Curse of Atlantis

Last updated
Thorgal- Curse of Atlantis.jpg
Developer(s) Cryo Interactive
Publisher(s) Cryo Interactive
Le Lombard
Platform(s) Windows PC
Release2002
Genre(s) Adventure

Thorgal: Curse of Atlantis (also known as Thorgal: The Curse of Odin) is an adventure video game released in 2002. It was developed by Cryo Interactive Entertainment and published by Le Lombard.

Le Lombard, known as Les Éditions du Lombard until 1989, is a Belgian comic book publisher established in 1946 when Tintin magazine was launched. Le Lombard is now part of Média-Participations, alongside publishers Dargaud and Dupuis, with each entity maintaining its editorial independence.

Contents

Gameplay

The player assumes the role of Thorgal, a mighty Viking warrior and descendant of Atlantis, who uncovers a magical artifact which allows him to see his own future. Caught between reality and a prophetic vision, Thorgal discovers a foretold future where his son dies. Thorgal sets out to change the future life for his son.

Thorgal is a comic book character created by Jean Van Hamme and Grzegorz Rosiński and published by Belgian publisher Le Lombard.

<i>Thorgal</i> comic book serie

Thorgal is a Franco-Belgian fantasy comic book series by the Belgian writer Jean Van Hamme and the Polish graphic artist Grzegorz Rosiński. It combines several themes and legends, ranging from Norse mythology and Atlantean fantasy to science fiction, and such genres as dark drama, horror and adventure stories.

Jean Van Hamme Belgian author

Jean, Ridder Van Hamme is a Belgian novelist and comic book writer. He has written scripts for a number of Belgian/French comic series, including Histoire sans héros, Thorgal, XIII and Largo Winch.

Grzegorz Rosiński artist

Grzegorz Rosiński is a Polish comic book artist. He is best known for providing the artwork for the series Thorgal.

Reception

According to Lorraine Lue of DreamCatcher Interactive Europe, Thorgal was commercially unsuccessful, particularly in North America. She traced this problem to its visuals and its inclusion of action elements, which she believed had alienated DreamCatcher's audience. [1]

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References

  1. "The Lounge; Interview with DreamCatcher Europe". The Inventory. No. 13. Just Adventure. March 2004. pp. 11–14. Archived from the original on August 13, 2006.