Titanic: Adventure Out of Time

Last updated

Titanic: Adventure Out of Time
TitanicVideoGame.jpg
Developer(s) CyberFlix
Publisher(s)
Producer(s) Andrew Nelson
Designer(s) Bob Clouse
Programmer(s) Bill Appleton
Todd Appleton
Writer(s) Andrew Nelson
Composer(s) Erik Holt
Engine DreamFactory
Platform(s) Windows, Macintosh
ReleaseNovember 20, 1996 [1]
Genre(s) Point-and-click adventure
Mode(s) Single-player

Titanic: Adventure Out of Time is a 1996 point-and-click adventure game developed by CyberFlix and published in the United States and United Kingdom by GTE Entertainment and Europress respectively, for Windows and Macintosh. It takes place in a virtual representation of the RMS Titanic, following a British spy who has been sent back in time to the night Titanic sank and must complete a previously failed mission to prevent World War I, the Russian Revolution, and World War II from occurring. The gameplay involves exploring the ship and solving puzzles. There are multiple outcomes and endings to the game depending on the player's interactions with characters and use of items.

Contents

The game was created with CyberFlix's proprietary engine DreamFactory, which was also used to create Dust: A Tale of the Wired West . Extensive research was done by the development team to ensure historical accuracy and to precisely recreate the ship's interior and exterior 3D environments. As with Dust, Titanic's character animation was done by overlaying multiple still photos of actors to create mouth and facial movements. With sales above 1.5 million units, Titanic was a commercial success. It received generally positive reviews from gaming critics, who praised the game's story, atmosphere and recreation of the ship, though there was some criticism towards the character animation and some of the puzzles.

Gameplay

Screenshot showing the game's HUD and the Grand Staircase of the Titanic Titanic AOOT screenshot.png
Screenshot showing the game's HUD and the Grand Staircase of the Titanic

Titanic: Adventure Out of Time is an adventure game played from a first-person perspective with a point-and-click interface in which players roam a fully rendered model of the RMS Titanic. The game's control scheme is composed of a keyboard, whose arrow keys control the player's movements, and a mouse, with which the player can interact with objects, characters, select dialogue and options from the HUD interface; [2] these are a lifesaver (which brings the player to the options menu), an inventory bag and a pocket watch that indicates the game's progression.

The puzzles in Titanic rely on collecting and using certain items to advance the story. Dialogue is also a significant aspect of the game. Characters are programmed to remember the player's actions and react accordingly, and thus the choice of dialogue options deeply influences the story's progression as to which items the player obtains or the tasks the player is able to complete. As a result, the game can have a total of eight distinct endings, only one of which presents success in the mission. [3] The Titanic herself cannot be saved from her fate under any circumstances.

Time is another important aspect of the game. The story does not occur in real time, with time progressing only if certain tasks and puzzles are completed, as indicated by the aforementioned pocket watch; however, as soon as the player reaches the point in which the Titanic is sinking, the game progresses in real time, and the player is thus given a time limit to complete the mission and board a lifeboat. As mentioned above, there are multiple endings for the game's completion, all but one of which result in death. [4] [5]

In addition to the main story, the game also includes a "ship's tour" game mode which features characters in the game narrating certain aspects of the ship, its crew and passengers, and the sinking. These characters can be found in different locations in the ship. [6] Three of the character narrations were already included with the game, while others could be downloaded from CyberFlix's official website. [7] [8]

Plot

On April 14, 1942, Frank Carlson, a former British Secret Service agent, whose career ended in disgrace after he failed a mission on the RMS Titanic, living in his apartment in 9 Stanley Crescent, London, having made a hobby of fixing old watches and clocks, surrounded by mementos of his past, while being threatened with eviction by his landlady, is caught in an air raid of the London Blitz and is sent back in time thirty years to the Titanic on April 14, 1912. He uses the opportunity to have a second chance to complete his mission, meeting with his contact, fellow agent Penny Pringle. Carlson's first mission is to locate and retrieve a stolen copy of Omar Khayyam's Rubáiyát , suspected of being in the possession of German Colonel Zeitel, who is traveling to New York to inspect embassies in the United States and Central America, alongside his young protégé Willi Von Haderlitz. Carlson finds that the Colonel has made a deal with art dealer Sasha Barbicon to exchange the Rubáiyát for a painting in which there are hidden war plans stolen from the British government. They both act through a go-between, the Serbian stowaway Vlad Demonic. In addition to the Rubáiyát and the painting, Carlson discovers that Willi is a spy for the Russians and has a notebook with names of top Bolshevik leaders. The notebook must be handed over to the Ochrana so that Communist rebels will be executed, preventing a threat to the Czar. Barbicon is also in possession of a stolen diamond necklace intended to finance the Black Hand, a Serbian military group. Willi is killed by being electrocuted in the electric bath, in the Turkish bath, murdered by Zeitel after realizing that Willi is a spy and is not loyal to Germany.

Adolf Hitler's The Courtyard of the Old Residency in Munich appears as a key plot element Adolf Hitler Der Alte Hof.jpg
Adolf Hitler's The Courtyard of the Old Residency in Munich appears as a key plot element

The player can also become involved in subplots that do not necessarily pertain to the central mission or the winning conditions of the game. One subplot involves retrieving a business document stolen by steel magnate Andrew Conkling's maid Shailagh Hacker. Other plots involve meeting with passengers such as the Lambeths, a once wealthy couple that perished in the original timeline whose marriage has deteriorated; Lady Georgia Lambeth being a former lover of Carlson. Lleyland Sachem Trask, a psychic from Boston who is aware of Carlson travel from the future; Reverend Edgar Troutt, a Protestant preacher from New Hampshire who is returning from a mission in Nyasaland; and Max Seidelmann, a businessman from Philadelphia. [9] After the ship hits the iceberg and begins sinking, Sasha is killed by Vlad in the Turbine Room for not being loyal to Serbia and the cause of the Black Hand, while Georgia is poisoned by Zeitel and Carlson is offered the choice of trading in the painting to Zeitel for an antidote; after he saves Georgia, he retrieves the painting after he wins the Death card from Buick Riviera in a game of blackjack. The card functions as a ticket to a lifeboat and can be given to a desperate Zeitel to regain the painting after the initial trade.

The number of objects the player obtains before escaping the ship affects the ending and how history plays out. If the player manages to leave the ship with the painting and notebook while ensuring Vlad escapes with neither the diamonds nor the Rubáiyát, history is altered, with World War I, the Russian Revolution, and World War II never occurring.

In the alternate 1942, Carlson retires after a successful career to a world of peace. Depending on which items the player fails to collect, history will change, but certain wars or revolutions will still occur. The only items required to complete the game successfully, as long as Zeitel and Vlad do not have the other items, are the painting and the notebook. The Rubáiyát and the necklace can go down with the ship and will not affect a successful ending. [10] The player is then given the option of replaying the game again to get the successful ending.

Production

Because you are inhabiting and moving in an artificial environment that is responding to you in real time, you have to really imagine yourself in 1912. Perhaps a better word is "immersed". Our researcher provided us with pictures, photos, images, artifacts, even etiquette books from that era. We bathed in them.

Andrew Nelson on the creation of Titanic [11]

Conception

The concept for the game was created by writer and producer Andrew Nelson, who spent ten months working on the game's script, changing the plot and characters in accordance to the needs and demands of the project. [12] He was inspired by a comment his wife Debi Lambert made about video games requiring too much time investment, leading him to pursue a race-against-the-clock game mechanic. [13] Originally, the title was "A Journey out of Time" to reflect this. [13] Nelson pitched the idea to CyberFlix as a "Steam Punk star ship suspended in a vast void", to an enthused audience, and returned with a completed script after writing it over the summer in a New York City loft in Soho. [13]

Development

CyberFlix's team spent two years researching to ensure the game would be authentic and historically accurate. Apollo 13 screenwriter William Broyles, Jr. served as a historical and photo researcher for the game, collaborating with CyberFlix in finding resources to faithfully re-create the ship and the period the game is set on. [14] Broyles made an extensive use of the Internet and the Library of Congress's online photo department to find historical photos. [11]

Todd Appleton served as lead programmer. [12] The game was developed using CyberFlix's proprietary game engine and software DreamFactory, which was also used by the company to develop Dust: A Tale of the Wired West. The engine allowed the developers to create 3D environments and script the characters so that they retain memory of the player's actions and react differently each time they encounter the player. [15] [16] Wire-frame models of the Titanic, created by the Zygote Media Group in Utah, were textured and polished by graphical artists Michael Kennedy, Alex Tschetter and Paul Haskins. Bob Clouse and Billy Davenport were responsible for the 2D and interface design. [11]

James Cameron contacted the company for the sinking animations. A sequel had been planned set on either the Lusitania or the zeppelin Hindenburg. Hints for both are within the original game, including Carlson having a ticket for the Hindenburg's 1937 voyage in his London flat. [17]

To create Titanic's character animation and movements, the developers cyberscaned multiple still photos of actors and overlaid them on the character's faces to create accurate facial and mouth movements. [2] [8] CyberFlix used the proprietary software HeadShop to combine photography and animation, as opposed to video, for the characters; according to Nelson, the team was not able to use QuickTime for the characters "as video takes up more disk space" and only a few characters could be created. [11] The game's development took nineteen months, with CyberFlix finishing the game in November 1996. [12] [18] GTE Entertainment picked the game for release after Viacom turned it down; [18] it was released on November 20. [1] Due to mention in the game of Adolf Hitler (specifically "The Courtyard of the Old Residency in Munich"), the German version of the game omitted certain references to Nazism in conformant with Germany's censorship laws: "I recall that in the localization efforts, we had to omit references to Hitler. That was a difficulty to achieve as that was a central part of the game. I can’t remember which parts were particularly irksome to the German censors, but I do remember we made some complicated maneuvers to fulfill the requests of the censors". [13]

Music

The soundtrack was composed by Erik Holt, with Scott Scheinbaum serving as musical director. Holt cited as inspirations Igor Stravinsky and Joe Satriani, and also studied composers who were popular in 1912, the game's time period, such as Chopin, Verdi, Rossini, and Mahler, to better evoke both the splendorous and melancholic atmosphere surrounding the Titanic's disaster. [14]

Holt worked for three months on the game's core themes, mixing classical and early 20th-century music with elements of cinematic score. Aside from its original music, the game also features Chopin's Prelude Op. 28 No. 7, which plays on the radio in the opening scene. [14]

Reception

Sales and distribution

Titanic: Adventure Out of Time sold 43,000 copies in its debut month, [18] and surpassed 100,000 sales by its second, a figure that CyberFlix's Andrew Nelson said made the team "very happy indeed." [12] In January 1997, Variety reported that the game and GTE Entertainment's Timelapse were both "selling well". [19] However, on the 7th of that month, GTE announced its plan to shutter the majority of GTE Entertainment by March, with a final closure set for June. [20] CyberFlix's Erik Quist and Bill Appleton visited GTE Entertainment and pressured the management into signing over the rights to Titanic, as well as providing monetary reimbursement. According to Jack Neely of Metro Pulse , Rand Cabus said that the company "was the only GTE client to get money back from the sinking distributor." [18] Titanic remained on store shelves intermittently; no new copies were printed, and "many locations remained devoid of stock" after selling out, reported GameSpot's Helen Lee. In May, CUC Software signed a deal with CyberFlix to become the new publisher of Titanic, and to print and distribute a second run of the game. By that time, its sales were "approximately" 100,000 copies, Lee noted. [21]

James Cameron's film Titanic debuted in December 1997. While the two products were not directly related, the film's success heavily increased sales of Adventure Out of Time, making it a major commercial hit. [18] Over 200,000 new units of the game were printed and shipped to stores in January and February 1998, and CyberFlix provided $5 rebates in exchange for stubs of Titanic film tickets. It entered PC Data's weekly top 10 for computer game sales during the first half of February; Erica Smith of CNET Gamecenter reported in March, "Local computer software stores say they can't keep enough copies in stock." Stores noted a "diverse" audience for the game, and David Haynes of CyberFlix explained that it drew a high percentage of female players. [22] At the time, Jason Ocampo of Computer Games Strategy Plus remarked that Adventure Out of Time "didn’t make that much of a splash the first time out[... but] has managed to hitch a ride on the so-far unsinkable movie." [23]

In the United States, Titanic secured seventh place on PC Data's monthly computer game sales chart for February 1998. [23] It rose to #2 the following month, with an average retail price of $24. [24] The game stayed in PC Data's monthly top 10 from April through July, [25] [26] [27] and returned to #8 in September following a drop to #11 in August. [28] [29] After falling to 20th place in October, it exited the monthly top 20. [30] [31] During the first six months of 1998, Titanic was the United States' fourth-best-selling computer game. [32] It maintained this position in the country's January–November rankings. [33] Finishing 1998 as the United States' sixth-highest computer game seller, again at an average price of $24, [34] it ultimately sold 436,174 copies and earned $10.2 million in revenues in the region for the year. [35] Neely later wrote that Titanic also "broke into the international market, selling well in Britain; the CyberFlix product was eventually translated into seven other languages, including Japanese." [18] By November 1998, Titanic had spent 20 consecutive weeks in the top 10 of Chart-Track's computer game sales rankings for the United Kingdom. [36] It remained in eighth after 25 weeks, peaking at #3, [37] and claimed position 8 for the month of December. [38]

Titanic continued to sell during 1999, and placed 17th for the year overall in the United States, with sales of 269,834 units. [39] Chart-Track ranked the game ninth for January 1999; it was absent from February's chart. [40] [41] By June 1999, Titanic had achieved global sales close to 1 million units. [42] That month, CyberFlix sold the rights to Titanic to the marketing company Barracuda, [43] [44] following Bill Appleton's decision to close the developer. Barracuda continued to support the game, [18] which retained all of its pre-existing publishing and distribution deals under the new arrangement. [42] [45] The game's worldwide sales ultimately surpassed 1.5 million copies by October 2000. [46]

Reviews

In a review for Just Adventure, Michal Necasek rated Titanic B+ and praised the game's story and its nonlinearity, as well as the accurate reconstruction of the Titanic, saying that it "greatly adds to the atmosphere of [the game]". He also commended the music and voice acting, but criticized the action sequences. [5] Tony Seideman of Computer Shopper overall praised the game but criticized some of the game's fictional elements and the lacking historical background provided by the Tour guide mode. [59] GameSpot's Tim McDonald rated the game 6.6 /10, praising its re-creation of the ship and the story, but criticizing the long dialogue sequences and the lack of puzzles. [2] The reviewer for Next Generation praised it as "easily one of the best adventure titles of the year". [49]

The editors of MacHome Journal named Titanic the best overall game of the year, and noted its "luscious graphics, great interactivity and repeatable gameplay". [57] It was also declared 1996's best adventure game by Inside Mac Games , whose editors wrote that it "bucked the trend[s] and did something truly unusual." [56] Titanic was nominated by the Computer Game Developers Conference for the "Best Prerendered Art" and "Best Adventure Game/RPG" Spotlight Awards, [58] although these went respectively to Zork Nemesis and The Elder Scrolls II: Daggerfall . [60]

Retrospective

In 2002, Adventure Gamers' Heidi Fournier rated the game a 3.5/5 and gave high praise to the exploration of the ship and the storyline, calling the subplots "engrossing", but offered minor criticism regarding some of the puzzles, calling them easy, and the characters' movements. [4]

Discussing Titanic in 1998, Dan Bennett of PC Gamer US called it "an average adventure at best." [61] However, in a 2014 retrospective review of the game, PC Gamer's Richard Cobbett praised the game, stating that it is an inspired take on the Titanic story that treats it respectfully "while still spinning off into cool new directions." He compared it to The Last Express , finding similarities between plot elements, gameplay and calling it its "spiritual cousin". [62] In 2017, the magazine's Samuel Horti echoed this praise, calling Titanic "an excellent adventure game". [63]

Adventure Gamers included the game in its list of the Top 100 All-Time Adventure Games, in the 100th position, praising the setting and the timed element as highlights. [64]

Legacy

A full conversion of the game on Java was made available online by Daniel Hobi, and can be played on web browsers. [62] [65] Television documentaries on the Titanic and channels such as Discovery have used scenes from the game because of its faithful recreation of the ship. [4] [50] [66]

In December 2017, a DRM-free version of the game was released via GOG.com, officially making it playable on modern Windows systems. [63]

The creators of Titanic: Honor and Glory have credited the game as an inspiration.

Related Research Articles

<i>Unreal</i> (1998 video game) 1998 first-person shooter video game

Unreal is a first-person shooter video game developed by Epic MegaGames and Digital Extremes and published by GT Interactive for Microsoft Windows in May 1998. It was powered by Unreal Engine, an original game engine. The game reached sales of 1.5 million units by 2002.

<i>Half-Life</i> (video game) 1998 video game

Half-Life is a 1998 first-person shooter (FPS) game developed by Valve Corporation and published by Sierra Studios for Windows. It was Valve's debut product and the first game in the Half-Life series. The player assumes the role of Gordon Freeman, a scientist who must escape from the Black Mesa Research Facility after it is invaded by aliens following a disastrous scientific experiment. The gameplay consists of combat, exploration and puzzles.

<i>The Curse of Monkey Island</i> 1997 video game

The Curse of Monkey Island is an adventure game developed and published by LucasArts in 1997. A sequel to 1991's Monkey Island 2: LeChuck's Revenge, it is the third game in the Monkey Island series.

<i>Grim Fandango</i> 1998 video game

Grim Fandango is a 1998 adventure game directed by Tim Schafer and developed and published by LucasArts for Microsoft Windows. It is the first adventure game by LucasArts to use 3D computer graphics overlaid on pre-rendered static backgrounds. As with other LucasArts adventure games, the player must converse with characters and examine, collect, and use objects to solve puzzles.

<i>Starship Titanic</i> 1998 video game

Starship Titanic is an adventure game developed by The Digital Village and published by Simon & Schuster Interactive. It was released in April 1998 for Microsoft Windows and in March 1999 for Apple Macintosh. The game takes place on the eponymous starship, which the player is tasked with repairing by locating the missing parts of its control system. The gameplay involves solving puzzles and speaking with the bots inside the ship. The game features a text parser similar to those of text adventure games with which the player can talk with characters.

<i>Baldurs Gate: Tales of the Sword Coast</i> Video game expansion pack

Baldur's Gate: Tales of the Sword Coast is an expansion pack of the fantasy role-playing video game Baldur's Gate. Developed by BioWare and published by Interplay, it adds 20 to 30 extra hours of gameplay, including the addition of four areas and minor tweaks to some of the mechanics. The expansion consists of four notable quests that take place within the same game world as Baldur's Gate, and sees players taking their character and their party of companions across the Sword Coast, from travelling to a distant island, to exploring the fortress dungeon of a dead dwarf. Tales of the Sword Coast sold 600,000 units by 2003.

<i>CSI: Crime Scene Investigation</i> (video game) 2003 video game

CSI: Crime Scene Investigation is a video game based on the CSI: Crime Scene Investigation television series. The game was developed by Radical Entertainment, published by Ubi Soft, and was released for the PC in 2003. It was also ported by EPCConnect, and published by Aspyr on the Macintosh.

<i>FX Fighter</i> Fighting video game

FX Fighter is an early realtime 3D fighting game for MS-DOS CD-ROM PC. It was developed by Argonaut Software and published by GTE Entertainment in June 1995. OEM versions have support for 3D acceleration, bundled with 3D graphics accelerator cards such as the Diamond Monster 3D.

<i>Dust: A Tale of the Wired West</i> 1995 video game

Dust: A Tale of The Wired West is a computer game made for PC and Macintosh. It was released on June 30, 1995, and was produced by Cyberflix and published by GTE Entertainment.

<i>Jump Raven</i> 1994 video game

Jump Raven was the second game released by Cyberflix, in 1994. The game's technology is similar to that of Lunicus, released by Cyberflix one year prior, but this time employs a more detailed storyline and environment. In an opening sequence of the game, we see future New York City, which has fallen into horrible disrepair in the aftermath of global warming and rising sea levels and a bankrupt federal government. The premise of the story is that gangsters, neo-nazis, and various other thugs have acquired large stores of weapons and have ransacked New York's store of cryogenically-frozen DNA of endangered species. The player's job as a bounty hunter is to retrieve them.

<i>Fallout</i> (video game) 1997 video game

Fallout: A Post Nuclear Role Playing Game is a 1997 role-playing video game developed and published by Interplay Productions. In a mid-22nd century post-apocalyptic and retro-futuristic world, decades after a global nuclear war between the United States and China, Fallout's protagonist, the Vault Dweller, inhabits the underground nuclear shelter Vault 13. After customizing their character, the player must scour the surrounding wasteland for a computer chip that can fix the Vault's failed water supply system. They interact with other survivors, some of whom give them missions, and engage in turn-based combat where they battle until their action points are depleted.

<i>The X-Files Game</i> 1998 video game

The X-Files Game is an interactive movie point-and-click adventure video game developed by HyperBole Studios and published by Fox Interactive. The game was released for Microsoft Windows, Mac OS and PlayStation in 1998, and is based on the television series The X-Files.

<span class="mw-page-title-main">CyberFlix</span>

CyberFlix Incorporated was a computer game company founded in 1993 by Bill Appleton. CyberFlix was based in Knoxville, Tennessee. They made many interactive story-telling games in the 1990s, but stopped any and all productions in 1998 before finally going out of business in 2006.

<i>Lunicus</i> 1993 video game

Lunicus is a 1993 computer game developed by Cyberflix and published by Paramount Interactive. It shares many traits in both graphical style and gameplay with some of Cyberflix's other games, like Jump Raven. It was rated as 1993 CD-ROM game of the year in the magazine MacWorld.

<i>Timelapse</i> (video game) 1996 video game

Timelapse is a 1996 graphic adventure game developed and published by GTE Entertainment. Inspired by the game Myst, it tasks the player with the rescue of an archaeologist trapped in another dimension. The player navigates a series of time portals to locations such as ancient Egypt, Maya and the prehistoric Puebloan civilization, while solving puzzles and searching for clues to the archaeologist's whereabouts.

<i>Lands of Lore: Guardians of Destiny</i> 1997 video game

Lands of Lore: Guardians of Destiny is a 1997 action role-playing game, second installment of the Lands of Lore series, a sequel to Lands of Lore: The Throne of Chaos. It brought about a drastic change in gameplay style from its predecessor, opting away from the original's D&D turn-based style in favor of more action elements. A sequel, Lands of Lore III, was released in 1999.

Hidden Expedition is a series of single-player hidden object casual games developed by the internal studios of Big Fish Games for the first five installments, and by Eipix Entertainment for all subsequent installments. Two latest installment was developed by Domini Games. As of 2018, a total of seventeen games in the series have been released. The Hidden Expedition series marks the second major hidden object game brand from Big Fish Games. The second game in the series, Hidden Expedition: Everest, would go on to be the first game Big Fish released on the iPhone.

<i>Diablo</i> (video game) 1997 action role-playing game developed by Blizzard North

Diablo is an action role-playing video game developed by Blizzard North and released by Blizzard Entertainment in January 1997, and is the first installment in the video game series of the same name.

<i>Redjack: Revenge of the Brethren</i> 1998 video game

Redjack: Revenge of the Brethren is an action-adventure video game developed by Cyberflix and released by THQ in 1998.

<i>Skull Cracker</i> 1996 video game

Skull Cracker is a 1996 supernatural beat 'em up video game developed by American studio CyberFlix and published by GTE Entertainment on Macintosh and Windows. It is sometimes considered a spiritual successor to the 1991 title Creepy Castle, which the game's head of technology William Appleton had previously written for Reactor Inc. Skull Cracker was conceptually designed by Ben Calica.

References

Citations

  1. 1 2 Mooney, Shane (20 November 1996). "Board the Titanic today". CNET Gamecenter . Archived from the original on 5 February 1997.
  2. 1 2 3 4 McDonald, Tim (15 November 1996). "Titanic: Adventure out of Time Review - GameSpot". GameSpot . Retrieved 6 November 2015.
  3. Douglas 2001, p. 12-13.
  4. 1 2 3 4 Fournier, Heidi (19 May 2002). "Titanic: Adventure out of Time REVIEW". Adventure Gamers . Retrieved 10 February 2016.
  5. 1 2 3 Necasek, Michal (7 October 1996). "Titanic: Adventure Out of Time". Just Adventure . Retrieved 10 February 2016.
  6. Hudak, Chris (1 March 2004). "Titanic: Adventure out of Time Preview". GameSpot. Retrieved 11 February 2016.
  7. Rothstein, Edward (23 June 1997). "Are the high-technology wonders of today any less sinkable than the Titanic?". The New York Times . Retrieved 1 March 2016.
  8. 1 2 Smith, Grace. "Timeless Titanic Sails A Digital Atlantic". WorldVillage. Archived from the original on 9 July 1997. Retrieved 16 June 2016.
  9. CyberFlix (1996). Titanic: Adventure Out of Time (Microsoft Windows). GTE Entertainment.
  10. Douglas 2001, p. 13.
  11. 1 2 3 4 Stern, Gloria (16 January 1998). "Interview With Andrew Nelson, Titanic's Producer". Gamasutra . Retrieved 22 November 2015.
  12. 1 2 3 4 Smith, Grace. "The Legendary Liner Lives Anew in Titanic: Adventure Out of Time - An interview with Writer/Producer Andrew Nelson". WorldVillage. Archived from the original on 18 November 1997. Retrieved 22 November 2015.
  13. 1 2 3 4 "In Focus: Interview with Producer Andrew Nelson". titanic – adventure out of time: a dedicated fanblog. Archived from the original on 29 June 2013.
  14. 1 2 3 "Titanic Web Site". Barracuda-gssm.com. Hammerhead Entertainment. Archived from the original on 18 August 2000. Retrieved 6 November 2015.
  15. Diller, David E.; Ferguson, William; Leung, Alice M.; Benyo, Brett; Foley, Dennis. "Behavior modeling in commercial games". BBN Technologies . Retrieved 6 July 2016.
  16. "NG Alphas: Titanic". Next Generation . No. 23. Imagine Media. November 1996. pp. 179–180.
  17. "The Making of Titanic - Adventure Out of Time". YouTube .
  18. 1 2 3 4 5 6 7 Neely, Jack (21 October 1999). "Game Over". Metro Pulse . Vol. 9, no. 42. pp. 9–12, 22, 23, 40.
  19. Variety Staff (7 January 1997). "GTE to Fold Interactive Media Unit". Variety . Archived from the original on 9 May 2018.
  20. Yans, Cindy (7 January 1997). "GTE: RIP". Computer Games Strategy Plus . Archived from the original on 14 June 1997.
  21. Lee, Helen (1 May 1997). "Titanic Sails Again". GameSpot . Archived from the original on 6 March 2000.
  22. Smith, Erica (6 March 1998). "Titanic Game Sales Buoyed by Movie". CNET Gamecenter . Archived from the original on 17 August 2000.
  23. 1 2 Ocampo, Jason (18 March 1998). "Re-release rides movie's coattails on PC Data charts". Computer Games Strategy Plus . Archived from the original on 17 February 2005.
  24. Ocampo, Jason (21 April 1998). "Do the PC Data figures prove lower is better?". Computer Games Strategy Plus . Archived from the original on 6 April 2005.
  25. Ocampo, Jason (13 May 1998). "The top selling games of April, according to PC Data". Computer Games Strategy Plus . Archived from the original on 8 February 2005.
  26. Ocampo, Jason (21 July 1998). "StarCraft scores a hat trick with its third month at No. 1". Computer Games Strategy Plus . Archived from the original on 2 May 2005.
  27. Ocampo, Jason (18 August 1998). "SWAT 2 debuts at No. 5". Computer Games Strategy Plus . Archived from the original on 6 April 2005.
  28. GamerX (25 September 1998). "August's PC Best-Sellers". CNET Gamecenter . Archived from the original on 17 August 2000.
  29. Staff (27 October 1998). "PC Data Hit List for September". GameSpot . Archived from the original on 9 March 2000.
  30. Feldman, Curt (13 November 1998). "Top-Selling PC Games for October". GameSpot . Archived from the original on 11 April 2000.
  31. Mayer, Robert (13 December 1998). "November Belongs to Deer Hunter 2 3D". Computer Games Strategy Plus . Archived from the original on 6 April 2005.
  32. Ocampo, Jason (17 August 1998). "Sales rankings for the first six months of 1998". Computer Games Strategy Plus . Archived from the original on 6 April 2005.
  33. IGN Staff (4 January 1999). "Best Selling Games of 1998". IGN . Archived from the original on 1 September 2000.
  34. IGN Staff (27 January 1999). "The Year's Best-Selling Games". IGN . Archived from the original on 13 June 2000.
  35. Staff (April 1999). "The Numbers Game". PC Gamer US . 6 (4): 50.
  36. Mallinson, Paul (Christmas 1998). "Charts; The ChartTrack Top 10". PC Zone (71): 26.
  37. "PC Gaming World's ELSPA Chart". GameSpot UK . 4 December 1998. Archived from the original on 6 December 1998.
  38. Mallinson, Paul (January 1999). "Charts; The ChartTrack Top 10". PC Zone (72): 22.
  39. Staff (April 2000). "Shake Your Money-Maker". PC Gamer US . 7 (4): 32.
  40. McNicholas, Conor (February 1999). "Charts; The ChartTrack Top 10". PC Zone (73): 30.
  41. Shoemaker, Richie (March 1999). "Charts; The ChartTrack Top 10". PC Zone (74): 74.
  42. 1 2 "Hammerhead Entertainment Acquires Titanic" (Press release). Encinitas, California: Barracuda. 17 June 1999. Archived from the original on 18 August 2000.
  43. Lasse, Ojanen (19 June 1999). "Barracuda acquires Titanic". Adventure Gamers . Archived from the original on 11 April 2001.
  44. Mullen, Micheal (18 June 1999). "Barracuda Takes Titanic". GameSpot . Archived from the original on 1 March 2000.
  45. Fudge, James (18 June 1999). "Barracuda Acquires Titanic: Adventure Out of Time". Computer Games Strategy Plus . Archived from the original on 8 February 2005.
  46. Eilers, Michael (30 October 2000). "Sale on Titanic and Timelapse". Inside Mac Games . Archived from the original on 24 January 2002.
  47. Savignano, Lisa Karen. "Titanic: Adventure Out of Time". AllGame. Archived from the original on 18 November 2014. Retrieved 22 December 2020.
  48. Coffey, Robert (1 June 1997). "Titanic: Adventure out of Time". Computer Gaming World . Archived from the original on 16 August 2000.
  49. 1 2 Staff (April 1997). "Smashing". Next Generation (28): 132.
  50. 1 2 Earl, Roger (12 December 1996). "Titanic: Adventure Out of Time". The Electric Playground. Archived from the original on 4 August 1997. Retrieved 16 June 2016.
  51. Kramer, Greg (1997). "Review: Titanic". Inside Mac Games . 5 (1). Archived from the original on 18 February 1998.
  52. Shepherd, Carrie (February 1997). "Titanic: Adventure Out of Time". MacHome Journal. Archived from the original on 23 November 2001.
  53. Wartofsky, Steve (18 January 1997). "Titanic". Computer Games Strategy Plus . Archived from the original on 5 June 1997.
  54. Brenesal, Barry. "Titanic: Adventure Out of Time". PC Games . Archived from the original on 25 May 1997.
  55. LeVitus, Bob (February 1997). "Reviews; Titanic: Adventure Out of Time". MacAddict (6): 84.
  56. 1 2 IMG Staff (1997). "1996 Games of the Year". Inside Mac Games . 5 (2). Archived from the original on 18 February 1998.
  57. 1 2 Worthington, Paul. "MacHome Journal's Home Choice Awards". MacHome Journal. Archived from the original on 15 February 1998.
  58. 1 2 3 Staff (15 April 1997). "And the Nominees Are..." Next Generation . Archived from the original on 5 June 1997.
  59. "Titanic: Adventure Out of Time (Software Review)". Computer Shopper . 1 May 1997. Archived from the original on 15 November 2018. Retrieved 17 July 2016 via HighBeam Research.
  60. "Spotlight Awards Winners Announced for Best Computer Games of 1996" (Press release). Santa Clara, California: Game Developers Conference. 28 April 1997. Archived from the original on 3 July 2011.
  61. Bennett, Dan (September 1998). "Redjack: Revenge of the Brethren". PC Gamer US . Archived from the original on 18 January 2000.
  62. 1 2 Cobbett, Richard (23 August 2014). "Saturday Crapshoot: Titanic - Adventure Out of Time - PC Gamer". PC Gamer . Retrieved 6 November 2015.
  63. 1 2 Horti, Samuel (29 December 2017). "1996 point-and-click game Titanic: Adventure Out of Time sails onto GOG". PC Gamer US . Archived from the original on 31 December 2017.
  64. AG Staff (30 December 2011). "Top 100 All-Time Adventure Games". Adventure Gamers. Retrieved 6 November 2015.
  65. "Play Titanic - Adventure out of time online (multi languages)" . Retrieved 10 February 2016.
  66. "Titanic Online, Virtual Titanic". Discovery Channel. Archived from the original on 29 May 1997. Retrieved 19 July 2016.

Bibliography