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.

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.


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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]

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 Rubiyt, 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 protg Willi Von Haderlitz. Carlson finds that the Colonel has made a deal with art dealer Sasha Barbicon to exchange the Rubiyt 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 Rubiyt 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.

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 Rubiyt, 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 Rubiyt 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.

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.

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]

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]

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] 152ee80cbc

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