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The main antagonist is an evil sorcerer known as the Master of Darkness who intended to capture Andy instead of his dog. He receives help in this quest from a peaceful alien race called Amigos whom he befriends, and from magic powers he obtains from a meteor referred to as the "magic rock" that can kill all the shadows of fear.
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Throughout the game, Andy is tasked with fighting living shadow creatures and dark monsters while traversing several hostile alien environments such as a canyon, swamp, underwater cave, and lava river. Andy travels to another world called the Darkland in a homemade spaceship which promptly crashes, and he has to face an assortment of obstacles to rescue Whisky and find his way home. Being instructed that same day by his teacher to watch the solar eclipse, Andy takes his beloved dog Whisky to the park where dark forces steal Whisky away, prompting Andy to use his assortment of inventions and machines to get him back. The game begins with the protagonist a young boy known as Andy being abused by his teacher for sleeping in class where it is revealed that he has nyctophobia (fear of the dark). Andy can only run and jump on his own, and combating enemies requires the use of outside items (the plasma cannon or the special power) or puzzle-solving. Heart of Darkness is a cinematic platformer, meaning that platforming gameplay is mixed with realistic physics and a focus on a cinematic experience. The sprites were animated with Deluxe Paint and Deluxe Animator. Then the characters were rendered for the cutscenes and scaled down as game sprites. The characters were sketched in different poses, then built with both 3D Studio and different paint programs on a PC.
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Chahi and Chris Delaporte created the game's textures themselves rather than using the 3D Studio texture library. According to Chahi, the team did consider using Silicon Graphics workstations, but found that the improvement over 3D Studio was not enough to justify the expense of the workstations or having to restart the work on the cutscenes. The game's cutscenes were rendered using 3D Studio. A version for the Panasonic M2 was also in the works, but never happened due to the system's cancellation. We didn't care what it took." After nine months of work without funding, the game was demoed at the September 1997 European Computer Trade Show, leading Interplay to adopt it. Frederic Savoir explained that "we couldn't throw away four years of our life.
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In a 2015 interview with Eurogamer, Éric Chahi said Heart of Darkness was one of his most difficult projects due to the transitions "from working alone to working with a team in the context where the industry was really changing with the CD-ROM coming, the PC and with 3D arriving." Virgin Interactive dropped funding for the project in December 1996, but the team chose to persevere with making the game. The game was reportedly finished at this time but wouldn't be released until 1998 after acquiring publishing through Infogrames. A release date in October 1996 was announced with the Saturn version, but Virgin Interactive due to financial decline and creative differences between Amazing Studio and Virgin's founder Martin Alper the project's funding was stripped forcing the game to be put on hold until a new publisher could be found. In 1996 Sega signed a deal for the console version to be a Sega Saturn exclusive, with the PC version to be held off until after the Saturn version was released. An Atari Jaguar CD version was also announced in July 1994, with internal documents from Virgin Interactive Entertainment stating that Amazing Studio showed interest in starting development on the conversion but work on the port never moved forward beyond proposition. A version for the Amiga CD32 was also in development but never released. A version for the 3DO Interactive Multiplayer was announced, but the game spent so long in development that by the time it was finished, the 3DO (which was not even launched until a year after development on the game began) was no longer commercially viable. The game was not publicly unveiled until the March 1995 European Computer Trade Show, at which time the developers said it was near completion. Development began in 1992, with the PC as the lead platform. Heart of Darkness suffered a protracted development cycle marked by numerous delays and changes in platform.