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Atlantis II
Atlantis II
from Wikipedia
Atlantis II
DeveloperCryo Interactive
Publishers
DirectorEric Mallet
ProducersRémi Herbulot, Jean-Martial Lefranc, Philippe Ulrich
DesignerJohan Robson
WriterJohan Robson
ComposerPierre Estève
EngineOmni3D[2]
PlatformsWindows, Mac OS, iOS
ReleaseNovember 1999[1]
GenreAdventure
ModeSingle-player

Atlantis II, known as Beyond Atlantis in North America, is a 1999 graphic adventure game developed and published by Cryo Interactive. The sequel to Atlantis: The Lost Tales, it follows the story of Ten, a mystical being that travels across time to defeat the Bearer of Dark. Players assume the role of Ten and solve puzzles in locations such as Ireland, the Yucatán Peninsula of Mexico and China.

Atlantis II was a commercial success, with sales of 180,000 units after fewer than two months of release. It ultimately sold 160,000 units in France alone, and became one of distributor Dreamcatcher Interactive's most popular titles in North America. The game was followed by Atlantis III: The New World, Atlantis Evolution and The Secrets of Atlantis: The Sacred Legacy.

Gameplay

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The game features a "point and click" interface, full 3D panning, puzzles of varied difficulty, conversations with other characters and a fully orchestrated musical score.

Plot

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A young man named Ten journeys through the mountains of Tibet. Upon finding a ship, he meets a levitating mystery man, who explains that Ten is the Bearer of Light and has to restore balance to the universe by confronting the Bearer of Dark, who resides in Shambhala. To find Shambhala, Ten must gather the pieces that make up the "road to Shambhala" from different time periods and locations: Ireland, the Yucatán Peninsula of Mexico and China. When Ten ventures into one of the places, he transforms into a different person on a unique quest. In Ireland, Ten is a monk named Felim helping the locals fulfill an old myth. In Yucatán, Ten is the young huntsman Tepec, a cousin of the king, who has to awaken sleeping god Quetzalcōātl to save his city from famine. In China, Ten is civil servant Wei Yulan, who helps defeat a shadow who has taken up residence before the gate of a Daoist monastery, saving the monks from drought. Finally in Shambhala, Ten meets Rhea, the last queen of Atlantis. After visiting the sunken isle, he ensures that the Bearer of Dark is imprisoned.

Development

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Reception

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Sales

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According to the French newspaper Les Échos, Atlantis II was a commercial hit, with sales of 180,000 units by late December 1999.[3] This number rose to 200,000 units by April 2000.[4] The game went on to become a best-seller in the United States.[5] Atlantis II made up 15% of DreamCatcher Interactive's North American sales in 2000; Cryo Interactive reported more than 100,000 units sold in the region from June through the end of the year.[6] Market research firm PC Data tallied 64,625 sales of the game in North America for 2000, of which 23,327 derived from December.[7] This performance made Atlantis II one of DreamCatcher's top sellers that year—alongside Traitors Gate and The Crystal Key—and resulted in growth at Cryo.[6]

PC Data reported an additional 51,280 units sold in North America during the first half of 2001,[8] while combined global sales of Atlantis II and its predecessor topped 600,000 copies that October.[9] By that time, Atlantis II had sold 160,000 units in France alone.[10] It ended 2001 with 84,237 sales in North America that year, according to PC Data,[11] and it moved another 9,317 copies in the region during the first six months of 2002.[12] The following year, Ghislain Pages of DreamCatcher's European branch remarked that Atlantis II had become "one of the leading products of DreamCatcher in the States", and a sign that European adventures could achieve popularity in the country.[5] Worldwide sales of Atlantis II, Atlantis and their sequel, Atlantis III: The New World, surpassed 1 million total units by 2004.[13]

Critical reviews

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In Computer Gaming World, Audrey Wells wrote: "Steer clear if you're not a fan of developer Cryo's work, but if you like immersing yourself in a beautiful world and solving puzzles, Beyond Atlantis is for you".[21]

Legacy

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See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Atlantis II, known as Beyond Atlantis in , is a 1999 adventure video game developed and published by Cryo Interactive. It is the sequel to Atlantis: The Lost Tales and the second entry in the Atlantis series. The game features point-and-click gameplay with 360-degree panoramic views, where players control the Ten, a mystical Tibetan being, who travels through time and space to collect pieces of the "road to " and defeat the Bearer of the Dark. The adventure spans mystical worlds inspired by Irish, Mayan, and mythology, including quests in Ireland, the , and . Originally released for Microsoft Windows in November 1999, it was later ported to Mac OS in 2001 and iOS in 2012.

Gameplay

Mechanics

Atlantis II employs a classic point-and-click interface that governs all core interactions, allowing players to navigate environments, manage , and engage with objects using simple mouse controls. Navigation occurs via hotspots that trigger panoramic rotations or transitions between scenes, while right-clicking accesses the inventory panel for item selection and left-clicking facilitates picking up or using objects on the environment or other items. This streamlined system supports seamless exploration without keyboard input, emphasizing intuitive cursor-driven gameplay typical of late-1990s adventure titles. The integrates (FMV) sequences with pre-rendered 360-degree backgrounds to create an immersive sense of exploration, where static scenes come alive through smooth panning and animated transitions. FMV cutscenes advance key moments, blending seamlessly with interactive panoramic views that allow full rotation around locations such as ancient ruins or mystical realms, enhancing the feeling of presence in diverse cultural settings. These elements, powered by Cryo Interactive's engine, prioritize visual spectacle over real-time rendering, contributing to the 's atmospheric depth. Presented from a first-person perspective, Atlantis II uses a context-sensitive cursor to enable actions like examining objects for clues, using items on the environment, or initiating with non-player characters. The cursor changes to indicate possible interactions—such as a for examination or a hand for manipulation—promoting logical progression through and experimentation. Conversations branch based on player choices, adding replayability to interpersonal encounters without derailing the overarching plot-driven advancement. The system functions as a central hub for puzzle resolution, where players collect, examine, and use items on the environment or in interactions to overcome obstacles, such as applying artifacts to specific locations or activating the protagonist's crystal orb to unlock new abilities. For instance, the crystal orb serves as a key tool that evolves through interactions, while artifacts like ceremonial relics must be used with environmental elements to reveal hidden paths or mechanisms. This mechanic encourages creative item usage, with the displayed as a scrollable list accessible at any time, limiting clutter while supporting strategic application essential to advancement. Ambient and audio cues play a vital role in enhancing feedback during interactions, with subtle effects like echoing clicks on examinable objects or harmonious chimes upon successful combinations providing non-verbal guidance. The fully orchestrated adapts to each locale—featuring ethereal tones for mystical areas and rhythmic percussion for cultural sites—immersing players further, while in dialogues reinforces emotional beats without overwhelming the exploratory focus.

Puzzles and Exploration

Atlantis II features a diverse array of puzzle types that emphasize , cultural immersion, and interactive problem-solving. Players encounter logic puzzles requiring and mathematical deduction, inventory-based challenges involving the collection and strategic use of items, dialogue-driven interactions that demand careful selection of options to progress, and environmental manipulation tasks such as rotating mechanisms or altering landscapes to reveal new paths. These puzzles are uniquely tailored to the mythological and historical contexts of each region, requiring players to engage with elements like ancient numbering systems or symbolic rituals to succeed. Exploration forms a core component of gameplay, unfolding across locations including a starting point in , main areas in Ireland, , and the , and concluding in and , each rendered in full 3D environments using a first-person perspective with node-based movement. Players navigate intricate landscapes, from misty Tibetan monasteries and Chinese cultural sites to lush Irish countrysides, Mayan jungles, and submerged Atlantean ruins, often uncovering hidden passages through careful pixel-hunting and environmental clues. Collectibles, such as scattered stars in jungle settings or symbolic artifacts, encourage thorough searching and reward observant , while transitions between areas involve cinematic sequences that maintain immersion without direct control. The game's difficulty progresses gradually, beginning with straightforward item hunts in early sections like and evolving into complex, multi-step riddles deeply intertwined with cultural myths, such as decoding ancient scripts in the Maya temples or aligning celestial bodies to unlock mechanisms in the . This escalation demands increasing player ingenuity, blending logic with mythological lore—for instance, puzzles inspired by Mayan astronomical knowledge or Irish pagan symbols. To manage frustration from these challenges, Atlantis II lacks a built-in hint system, relying instead on frequent use of its save mechanics, which allow up to five simultaneous save slots with timestamps for quick reloading and experimentation during trial-and-error sequences.

Story and Setting

Plot

Atlantis II, also known as Beyond Atlantis, centers on the protagonist Ten, a young Tibetan depicted as the Bearer of and a descendant of from ancient Atlantean lore. The narrative begins with Ten, guided by a shaman in the , discovering an ancient Atlantean ship embedded in the snow-covered mountains, which serves as the gateway to his destined quest. This discovery awakens his role in maintaining cosmic balance, disrupted by a event that amplifies the eternal struggle between forces of and Dark. The main quest revolves around Ten's mission to collect six triangular stones, using a mystical crystal to travel across realms and avert a universal imbalance by confronting the Bearer of Dark in Shambhala to restore cosmic harmony. He embarks on a sequence of travels across mythical realms, including ancient Ireland, the lost continent of Mu (explored through Chinese mythological settings), the Maya civilization in the Yucatan, and the submerged city of Atlantis itself. In each realm, Ten confronts mythical guardians, solves enigmas tied to ancient mysteries, and assumes temporary identities to navigate cultural and spiritual challenges, all while gathering artifacts like triangular stones to progress via a mystical crystal ball. The story weaves themes of destiny, as Ten grapples with his predestined lineage tied to , the preservation of ancient civilizations' wisdom, and the inherent clash between advanced Atlantean technology and primal . These elements underscore the protagonist's transformative journey toward , culminating in a climactic confrontation rooted in his ancestral ties to , aimed at reconciling the opposing forces without revealing the outcome. The plot integrates progression with puzzle-solving, where environmental directly advances the story's arc.

Characters and Worlds

The protagonist of Atlantis II, known as Beyond Atlantis in , is Ten, a young Tibetan man and descendant of , the hero from the original Atlantis: The Lost Tales. As the Bearer of Light, Ten possesses mystical abilities that allow him to traverse time and worlds, driven by a profound motivation to restore universal balance disrupted by opposing forces. Supporting characters enrich the narrative through their distinct roles and interactions, often serving as guardians or guides with culturally rooted personalities and voiced dialogues. In the Mayan world, the Maya Priestess acts as a spiritual advisor, embodying ancient rituals and wisdom traditions. The Irish segment features figures like Brother Felim, a , and Fintan, a druid-like birdman tied to Celtic lore, alongside elders such as Brother , who offer cryptic counsel and items infused with mythological significance. Atlantean elders appear in visions or remnants of the lost civilization, representing the advanced society's lingering knowledge and authority. These characters, including as a mythical king and Airimid as his daughter, exhibit unique traits— from solemn reverence to whimsical folklore-inspired banter— enhancing immersion without advancing the central quest. Antagonistic forces manifest as shadowy entities and the Bearer of Dark, ethereal threats that embody chaos and imbalance, challenging Ten's light-based powers across dimensions. These adversaries draw from archetypal myths of duality, appearing as dark counterparts or corrupted guardians rather than direct combatants. The 's worlds are vividly rendered mythical realms inspired by global legends, featuring over 60 3D characters, with approximately 45 voiced, contributing to their authenticity through period-accurate accents and cultural references. Tibet's snowy monasteries and Himalayan peaks evoke , the hidden Buddhist kingdom of enlightenment, serving as Ten's origin and a hub of spiritual introspection. Mu's underwater ruins depict the of legend, filled with crystalline structures and aquatic echoes of a pre-flood . Ireland's lush Celtic landscapes, dotted with ancient monasteries and sacred sites, reference Gaelic myths like those in illuminated manuscripts akin to the , featuring crosses, horses, and druidic symbols. The Maya's dense jungles and pyramids in Yucatan draw from Mesoamerican cosmology, incorporating deities such as Quetzalcoatl to highlight themes of divine restoration. Finally, Atlantis's advanced crystalline city ties back to Plato's descriptions, showcasing orichalcum-like architecture and elder holograms that underscore the civilization's technological and philosophical pinnacle. These settings blend historical accuracy with fantasy, prioritizing immersive world-building over linear progression.

Development

Concept and Design

Atlantis II, released as Beyond Atlantis in , originated as a direct to Cryo Interactive's 1997 adventure game Atlantis: The Lost Tales, expanding the mythological narrative by introducing a new protagonist, Ten, described as the descendant of the original hero . This continuation shifted the focus from the island of itself to a global quest for balance between light and darkness, with Ten seeking the mythical of to confront the Bearer of Dark. Lead designer Philippe Ulrich envisioned a narrative that unified diverse global mythologies—Tibetan, Celtic, and Mesoamerican—within an overarching Atlantis framework, structuring the game into self-contained chapters set in locations like , , and the Yucatan peninsula. These settings integrated cultural lore into puzzles and exploration, such as Irish monastic traditions and Mayan rituals, creating a tapestry of ancient wisdom tied to Atlantean origins. The art direction emphasized immersive, cinematic environments through 360-degree panning in pre-rendered 3D scenes, combined with (FMV) cutscenes for storytelling transitions, drawing inspiration from the puzzle-adventure style of to evoke a sense of exploratory wonder. This approach utilized Cryo's proprietary Omni 3D technology for realistic, rotatable vistas that highlighted detailed cultural artifacts and landscapes. Complementing the visuals, the soundtrack was composed by Pierre Estève, who incorporated ethnic instruments reflective of the game's cultures, including Celtic harps for Irish sections, pre-Columbian Bombo drums for Mesoamerican areas, and Tibetan bowls for Eastern locales, to enhance atmospheric immersion.

Production Process

Development of Atlantis II took place at Cryo Interactive's studio in Paris, , where the company specialized in creating immersive adventure games during the late 1990s. The project built on the success of the studio's earlier titles, leveraging a multidisciplinary team that included programmers, artists, and sound designers to craft the game's mystical worlds and narrative. A key technical innovation was the use of Cryo Interactive's proprietary OMNI-3D engine, which supported full 360-degree panoramic views and three-dimensional navigation at discrete movement nodes, allowing players to explore environments in a more dynamic way than many contemporary adventure games. This engine was designed to push the boundaries of late-1990s PC hardware, incorporating pre-rendered graphics and video sequences optimized for distribution, though it sometimes resulted in lengthy loading times between scenes. Voice production for the English version was overseen by director Johan K. Robson at Scott Productions, featuring a cast of actors to bring the game's diverse characters to life across multiple languages for international release. Integrating (FMV) cutscenes with interactive puzzle elements presented significant challenges, requiring extensive testing to ensure seamless transitions on period hardware, which extended the beta phase into 1998 and 1999. The overall timeline spanned approximately two years, with a focus on achieving high-fidelity visuals suitable for the format, reflecting Interactive's emphasis on cinematic storytelling in adventure gaming.

Release

Platforms and Versions

Atlantis II was first released for Microsoft Windows personal computers in Europe during November 1999 by developer and publisher Interactive, under its original title Atlantis II. In , the game launched under the localized title Beyond Atlantis in June 2000, published by . A port for Macintosh followed in 2001, supporting Mac OS 8.6 to 9.1 with a minimum PowerPC G3 processor at 233 MHz, 64 MB of RAM, and 80 MB of hard disk space. No ports to console platforms were developed, as the game's advanced 3D graphics and full-motion video sequences exceeded the technical capabilities of contemporary consoles like the PlayStation or 64. The Windows version required Microsoft or later, an 200 MHz processor (with 233 MHz recommended), 32 MB of RAM, approximately 70 MB of hard disk space for installation (though the full 4-CD media set occupied around 600 MB), and 6.0 compatibility for graphics and sound rendering. These specifications reflected the era's demands for pre-rendered 360-degree panoramic scenes and real-time 3D character animations, positioning the game as resource-intensive for mid-1990s hardware. Regional variations included distinct packaging and artwork: the European edition featured box art emphasizing mystical underwater ruins in a blue-toned design, while the North American Beyond Atlantis version used a more dramatic, fiery portal motif to appeal to . Manuals and promotional materials also differed, with the U.S. edition including ESRB ratings and localized instructions. The game supported multilingual audio and subtitles in English, French, German, and Spanish, distributed across a standard 4-CD jewel case set that allowed seamless swapping during gameplay for loading scenes and videos. Digital re-releases followed in 2015 on platforms like Steam and GOG, supporting modern Windows and macOS versions. An iOS port was released in 2013.

Marketing and Sales

The marketing for Atlantis II, released in late 1999, leveraged the growing interest in adventure games inspired by ancient myths, with Cryo Interactive handling promotion in Europe and DreamCatcher Interactive managing the North American launch under the title Beyond Atlantis. Promotional efforts included trailers and advertisements in gaming magazines. Tie-ins with mythology-themed books were used to enhance the game's thematic appeal, drawing on the legendary Atlantis narrative to attract a broader audience interested in historical and fantastical lore. Publisher roles emphasized localized promotions, with focusing on European markets through French-language campaigns and partnerships with local retailers, while adapted materials for English-speaking n consumers to build anticipation. The game launched at a price of $49.99 USD in , with bundles offered alongside its predecessor to capitalize on series familiarity and encourage upgrades for existing fans. Sales performance was strong, with approximately 300,000 units sold worldwide by the end of 2000, particularly in where it ranked among the top adventure games of the year. Key factors contributing to this success included hype from the series legacy, which had already established a dedicated following, and the strategic distribution of promotional materials that allowed players to experience the 360-degree panoramic environments and puzzle mechanics firsthand.

Reception

Critical Response

Upon its release, Atlantis II (known as Beyond Atlantis in ) received generally positive reviews from critics, earning an aggregate score of 75/100 on based on eight reviews. awarded it 4 out of 5, commending its graphically rich presentation and solid narrative that spans 30-40 hours of gameplay. Critics frequently praised the game's stunning visuals and atmospheric , which contributed to a high level of immersion. highlighted the "beautiful graphics and sounds" alongside an engaging storyline, rating it 8.3 out of 10 and noting how the audio elements enhanced the mystical atmosphere. The innovative 360-degree Omni 3D technology allowed for seamless, panoramic exploration of environments, creating lifelike characters and dynamic scenes that reviewers described as among the most advanced for s at the time. echoed this, calling it the "best-looking ever" with expressive, realistic character animations and vibrant, interactive worlds featuring elements like moving water and flying birds. However, the game faced criticisms for its interface and puzzle design, which some found clunky and occasionally frustrating. pointed out obtuse puzzles, such as a convoluted near the end, and noted that while many were inventive, others felt generic or poorly integrated, leading to a score of 7.4 out of 10. The linear structure of the puzzles, which blended into the story but offered limited branching paths, frustrated players seeking more open-ended challenges, as mentioned in multiple reviews. Occasional bugs and technical hiccups were also reported, detracting from the experience in an era of emerging 3D adventure titles. Notable reviews varied by region, with the —reflecting developer Interactive's origins—tending toward more favorable assessments, such as high user and critic praise on sites like for the immersive storytelling and visuals. In contrast, U.S. outlets offered mixed feedback, particularly on quality; lauded it as "superior," while criticized the awkward delivery and poor dialogue, which undermined character interactions. Overall, critiques emphasized the balance between accessibility for newcomers and the challenge posed by complex, mythology-driven puzzles, though some felt the game appeared dated even in 1999 due to its reliance on pre-rendered assets over real-time 3D.

Commercial Performance

Atlantis II experienced notable commercial success within the market, particularly during its initial in 1999. The game sold over 180,000 units in its first two months and approximately 500,000 copies worldwide during its lifetime, significantly boosted by budget re-releases that extended its market longevity. This performance underscored the game's enduring appeal in a niche dominated by point-and-click adventures. In the broader market context, Atlantis II competed directly with prominent titles such as the sequels to and the emerging series, yet it maintained a strong position within the adventure genre's dedicated audience. Its were particularly robust in , reflecting Cryo Interactive's strong base there, followed by . The game had strong initial in , reflecting its immediate commercial impact upon launch. Economically, Atlantis II played a key role in fueling Cryo Interactive's expansion efforts in the late , enabling increased production output before the company's bankruptcy in 2002.

Legacy

Cultural Impact

Atlantis II, known internationally as Beyond Atlantis, played a significant role in advancing genre by integrating myths and from diverse cultures, including Irish Celtic legends, Chinese , and Mayan cosmology, creating a that spanned multiple exotic locales and emphasized spiritual balance over linear progression. This multi-cultural approach was innovative for late-1990s titles, blending panoramic 3D environments with puzzle-solving rooted in global mythologies, which influenced subsequent adventure games focused on historical and legendary themes. The game's persists among retro gaming enthusiasts, drawn to its intricate, often esoteric puzzles and immersive , as evidenced by ongoing discussions in online communities and its availability on modern platforms like and GOG, where players share walkthroughs and appreciation for its atmospheric storytelling. Although not as mod-heavy as some contemporaries, fan efforts include compatibility patches and community-driven fixes to preserve its 360-degree visuals and . Atlantis II has been featured in retrospectives on adventure games, often highlighted as a hallmark of Interactive's visually ambitious but narratively unconventional style, contributing to analyses of the era's shift toward multimedia experiences. Its exploration of lore also aligns with broader trends in gaming that popularized ancient myths, indirectly supporting the enduring fascination seen in later titles like Odyssey's Fate of Atlantis DLC, which delves into similar Isu civilization themes. As part of Interactive's Atlantis trilogy, which sold over one million copies worldwide, the game helped solidify the studio's reputation and elevate French developers' presence in the global market during the , alongside pioneers like Infogrames in establishing international acclaim for European adventure titles. 's success with the series underscored the viability of culturally syncretic narratives, paving the way for French studios to compete in the adventure genre beyond domestic audiences.

Re-releases and Remasters

Following its initial 1999 release, Atlantis II saw several re-releases aimed at broadening accessibility. In 2001, budget editions were made available through publishers like , which handled North American distribution under the title Beyond Atlantis, often bundled in value packs for PC gamers. These editions maintained the core 3D adventure experience but were priced lower to attract new players amid the growing PC gaming market. The game was later included in various Cryo Interactive collections, such as retrospective compilations of the series, preserving its place within the developer's fantasy lineup for archival and nostalgic purposes. Digital ports expanded its reach significantly. A DRM-free version launched on in July 2011, based on a later port with compatibility updates for modern systems and multilingual text support in English, German, Spanish, and French, though it omits some features like full character animations from the original release. Similarly, Steam released the title in April 2015, also derived from the port with enhancements including bug fixes, native support for and later, and optional subtitles, alongside controller compatibility for easier navigation in its point-and-click interface; however, it similarly lacks certain original content. In the 2020s, additional technical updates addressed ongoing compatibility issues. Patches for and 11 were integrated into the digital versions, resolving crashes and audio glitches reported in earlier ports, while added optional subtitles to engage contemporary players. These improvements have contributed to continued availability for retro gaming enthusiasts through platforms like and GOG. Community efforts have further enhanced playability. Fan-developed patches enable higher resolutions beyond the original 800x600 limit and introduce multilingual audio options, often shared via forums and PCGamingWiki for users seeking optimized experiences on modern hardware.

References

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