Not Forgotten – Dark Earth | Fallout Meets Alone in the Dark

Not Forgotten – Dark Earth | Fallout Meets Alone in the Dark

Adventure games. Arguably one of the most important advances
in video game development. Taking us from the simplicity of shooter,
action and platformer games to experiences where we had to let go of the joystick or
keyboard for a moment, and use a skill other than reflexes and hand-eye coordination: our
minds. They originated in the 70’s and early 80’s,
with the text-based adventures of Zork on the computer and the Atari classic title,
Adventure offering some of the earliest story-driven gaming experiences ever enjoyed, in an industry
dominated by arcade games. Just about every game today has implemented
aspects from the adventure game genre, yet despite their consumer and critical praise
and industry-wide influence, pure adventure games have struggled historically to find
a mainstream audience. Though the genre term “adventure” has
fallen into disuse and may sound generic, there are key design pillars that made these
games stand out, despite their evolving presentation: An emphasis on puzzles, and a tightly crafted
narrative and story, often flush with dialogue, as well as mechanics involving the collection
of items, then combining or using them to progress to the next challenge — with little
combat or none at all. The late 80’s saw the genre’s transition
to a more graphical presentation, and what is now known as the “point-and-click”
adventure game was born. Classics like Maniac Mansion and The Secret
of Monkey Island inspired audiences across the world to solve challenging brain teasers
and embark on fantastic journeys. The early 90’s continued this evolution,
and as real-time 3D technology improved, a new iteration of adventure games debuted. 1992’s Alone in the Dark popularized the
“tank-controls” style of gameplay. A beloved classic, which spawned some survival
horror tropes that many games would imitate. It was unlike anything out there at the time:
evocative static camera angles that would shift as you walked around the environment,
shot like a stylish movie. It featured a haunting, Lovecraftian tale
set in a decrepit mansion full of secrets and horrors, and in spite of its primitive
polygonal models, a sense of fear and atmosphere lurked around every corner, and was a major
inspiration to the most popular example of this style: Resident Evil. The combination of slower, more realistic
movement and stationary camera use was a shoe-in for the claustrophobic anxiety present in
these types of horror games. Even bleeding-edge consumer hardware could
only render a handful of polygons at a time, so this was an excellent example of how technological
limitations inspired style: static, pre-drawn or pre-3D-rendered backgrounds used far less
resources to compute, compared to a real-time 3D world. Before the triple-A game development industry
came into 10, 50 or sometimes over a 100 million dollar budgets, and the return on investment
they demanded, there was a period which saw the creation of high-quality but niche PC
games that equaled anything else on the market in terms of quality, with a curious amount
of adventure and puzzle games coming out of France. In this fascinating chapter of game development,
burgeoning French studio, Kalisto Entertainment started creating their first high profile
computer game. And though obscure now, it set forth an unforgettable
experience through the post-apocalyptic adventure of Dark Earth. Atreid Concept was a startup game development
studio, founded by a young ambitious business school dropout, Nicolas Gaume in Bordeaux,
France. A local journalist, Guillaume Le Pennec was
covering video games in the early 1990’s, when he reviewed Alone in the Dark. Guillaume fell in love with the groundbreaking
adventure/survival horror game, and even today maintains that it is a masterpiece of game
design. As these two paths crossed, Atreid hired Guillaume
on as a designer and writer for their studio, and as smaller game projects were launched,
they got the attention of Mindscape, a larger, international developer and publisher headquartered
in California. For three years, they worked under their new
owners as Mindscape Bordeaux. And created some arcade, racing and platformer
games, before founder and CEO Nicolas Gaume bought back the company from Mindscape, as
the two were in disagreement in the direction they were heading. Gaume’s company was then renamed again to
Kalisto Entertainment. Ever since playing it in 1992, Guillaume Le
Pennec wanted to create a game like Alone in the Dark, and so in the mid-1990’s, the
next handful of years were dedicated to developing a “Bible” of sorts that would eventually
become the foundation for an ambitious, transmedia franchise: Dark Earth. Starting with the video game, 1997’s Dark
Earth is a post-apocalyptic adventure set in a world destroyed by an astronomical disaster,
which nearly destroyed life on Earth and shrouded the world in a blanket of dust and darkness. Those who survived the Great Cataclysm came
upon one of the few remaining vestiges of sunlight, and constructed a multi-tiered city-like
Stallite, Sparta — the salvation of civilization. And this captivating atmosphere and plot is
echoed throughout every corner of the game world. In this bright oasis in a world of darkness,
sunlight is literally worshiped. Every aspect of society revolves around the
Light and is governed by the Sunseers: the anointed priests and leaders of the new world. Each caste in the society is delegated to
different levels of the Stallite, the lower section is mostly inhabited by the Scavengers,
including the protagonist’s secret girlfriend, Kahli, and the quirky tinkerer Danrys. The upper sector houses the Guardians of Fire
(the law enforcers and guards of the Stallite) as well as the Master Builder, the Master
Oiler, the Healers, the Sunseers and other upper-class inhabitants. Even when it comes down to saving your game,
you will need to find a Sun God symbol and pray to them to bless you with their rays. Just another way the brilliant environmental
design and writing slowly reveal more of the setting and atmosphere to the player. You really get a sense of a working world,
with every nook and cranny filled with gizmos, tools, scrap and refuse that speak to a well
thought-out and compelling setting. The Master Oiler’s office is entangled with
pipes, tanks and chemicals. Abandoned projects litter Danrys’ home. Vehicles to traverse the Darklands adorn the
halls of the Guardians of Fire barracks. And books, ancient artifacts and symbols articulate
the Temple of the Sun God, with readable panels depicting the history of Sparta. Even the intended use of artifacts from Before
(the time preceding the apocalypse) are misinterpreted after a 300-year Dark Age. A stack of compact discs are mistaken for
mirrors, as an example. And the subtle hints at what happened, and
investigating the remnants of past civilization, spark burning questions that the game tantalizes you to find their answers. The game puts you into the shoes of one Arkhan,
a member of the Guardians of Fire, awakening from a disturbing dream. He is already late for his post, but at this
point there are already several optional avenues you can take: you can go upstairs for training
and get a handle on the combat system, you can explore the various rooms of the barracks,
or you can report to the leader of the Guardians, Provost Dhorkan, for orders. Early in the story, Arkhan is poisoned by
the Shankr Archessence while defending a Sunseer during an attempted assassination. Though the leader of the Sunseers survive
the attempt thanks to his efforts, Arkhan is now cursed with the Black Rot running through
his veins, slowly transforming him into what his own order fear most: a Creature of Darkness
— one of the beasts that now roam in the post-apocalyptic lands surrounding Sparta. Gameplay is immediately familiar to players
of fellow “tank control” games like Grim Fandango, with a standard action button and
a dedicated combat stance like Resident Evil. You can swipe in multiple directions to perform
different moves with your equipped weapon — a near-identical control scheme to Alone
in the Dark, but it has been refined and doesn’t feel as sluggish or unresponsive as the classic
game that inspired it. Though Dark Earth isn’t strictly speaking
a horror or an action game, rather it’s a dark fantasy/post-apocalyptic adventure,
though it does share the brutally tough combat of its survival horror cousins. Some fights will have you outnumbered and
beaten to a pulp, with few ways to restore health other than slowly over time. It can feel constrictive or unfair in tight
corridors, but I found myself cursing the enemies and my own lack of skill rather than
the game, most of the time. The game does have an auto-combat feature,
likely to accommodate people more interested in playing the adventure game of Dark Earth,
rather than it’s action/survival side. It’s a shame that auto-combat seems to be
nothing more than a seemingly random button mashing feature, which will only get you through
the most trivial of battles — defeating its purpose. Dark Earth’s controls may be unintuitive to
some players, as many games nowadays let you turn your behind-the-shoulder camera with
your mouse or controller, but it’s no worse executed than the best examples of the classic
adventure genre. Punishing difficulty and the control scheme
were the main sticking points reviewers had at the time, ironic as many games now are
praised for their difficulty. If you’re observant, though, and you make
sure to collect as many items and weapons you can get your cursed mitts on, you can
tip the odds to your favor, and occasionally avoid some fights altogether. It’s the absolute investment in the game’s
setting that gripped me. With masterclass worldbuilding and little
hints to lore in every scene. From friendly greetings like, “light be
with you,” to curses like “blasted gloom”, they’re subtle implications that in this
photon-deprived world, the absence of sunlight is the worst thing you could imagine, and
even influences the slang and language the inhabitants of Sparta use. There are countless little details that show
the love and dedication Kalisto had to the world they shared with us: birds fly about
and let out a reverberating squawk, rats scurry around the scummier places, and will congregate
around fresh corpses. Your Scavenger friend, Danrys, will sometimes
be working on a project at his shop when you swing by, often resulting in him having to
turn off his grinding wheel before chatting. Mostly solid voice acting and writing pervade
throughout, especially impressive coming from a game translated from French. Considering the cheese most game dialogue
was in the mid-90’s, and compared to Resident Evil a year prior, this sounds like Shakespeare! With a cast of memorable characters, it’s
a good sign of story quality when I could name a handful of them and describe their
personality while not having played the game for two decades! Particular praise should be placed on the
voice work for the protagonist, in the English version, performed by David Gasman, who goes
through many variations of his voice, all which sound quite different and fit the state
he’s in. He has a “healthy” voice, but it changes
tone and timbre when contaminated, and changes again if he further transforms into his more
monstrous form. And to top that off, there are pleasant and
cruel responses available in each of these three states. It’s not often that an actor is hired to
perform six different versions of the same character. The story has an interesting arc, with some
endearing allies and well-acted but hamfisted villains. There are some twists that are a little too
strongly telegraphed, but the game has enough turns to keep it interesting. And I’m not sure if it’s the 1990’s
era computer graphics, the fact that cutscenes were synced to French then dubbed in English
afterward, or the stirring audio design, but the CG cinematics in this game have a strange,
unsettling feel to them. Cutting-edge for 1997, though obviously dated
now, I remember playing it on launch, and having a churn in my gut whenever a cutscene
started, as I knew I was in for something unexpected. Some potent nightmare-fuel moments will likely
stick with you for years. Superficially, Dark Earth looks like a cut-and-dry
adventure game with a splash of action and survival elements. But with an engrossing setting, and deeper
mechanics and scenario design at play under the surface, you begin to see just how innovative
and ambitious this game was for the time. In spite of frequent references to the dark
and the light, Dark Earth thrusts you into a world of the morally gray. In an interesting design choice, that removed
dialogue windows with a handful of options like many adventure games, the element of
choice in conversation is instead replaced with two moods, which you can switch between
at any time: light and dark. This affects the tone of your dialogue and
the reactions your character has when interacting with objects. Light Arkhan will open doors casually, and
will try to plead and calm people down with reason or persuasion, whereas Dark Arkhan
will kick open doors, yell at citizens and guards, threaten or generally abuse people. Combined with the open environments of the
Stallite, the result is branching story paths, with cinematics and dramatic moments unique
to each of them. Sometimes a firmer hand can open another route
through the storyline, and on one or two occasions, the game even predicts the player will get
frustrated at a specific character, and built in a response to attacking or growling at
them as a way to snap them out of their initial refusal to help. Alternatives to the obvious path abound: bribing
guards with a flask of Stohl to avoid a combat encounter, or bringing a shiny object to a
dancer to convince her to put a word in with a contact, or even going back to question
an NPC a few times to learn of their treachery a different way than the usual one, whilst
avoiding one of the toughest fights in the game. This is a peek into next-level game design,
where the game doesn’t simply pause, with a binary “moral decision” screen whenever
there is a fork in the game’s storyline — literally pointing the player to choose
Option A or Option B. Instead, Dark Earth provides tools to use,
and each player’s individual behavior governs the outcome — making those choices invisible
and immersive, without even informing the player that they’ve ticked a narrative box
at all. Arkhan is feared and even attacked by the
more superstitious inhabitants of the Stallite, but if you are cautious and try to explain
yourself to them, you can avoid several fights with guards. If you run around or act too recklessly though,
you will have a lot more combat on your hands. This is one area where Dark Earth innovates
and distances itself from common adventure games: the freedom of choice. You can kill just about any character in the
game world, friend or foe. Over half of the NPCs could die and the story
would continue on. There are a couple key characters though that
if you end their lives, you will be met with an assassin or guard killing you in the next
scene. Disappointing, but understandable, as it would
be a nightmare web of dynamic storytelling if you could remove X, Y and Z characters,
and somehow the adventure would go on without a hitch. There are even optional sequences that could
be completely missed by the unwary, like sneaking under the Stallite walls and exploring a part
of the Outside. It’s a brief but captivating glimpse into
the world, that begs to be further examined. A notable distinction from many other games
is the thematic scarcity of firearms. In this Neo-Dark Age, there are few guns,
but they are very powerful, often suddenly ending difficult fights in short order. Ammunition is scarce, you either find bullets
hidden in a crevice or have to forge rounds for your Spitrod, if you are observant and
find enough supplies and the crafting room. Some guns have only two or three bullets available
in the entire game, creating a sort of mystique and ominous nature to them, and are much deadlier
than the blades, axes and spears of which most combat is fought with. Some of these artifacts are from the mysterious
Before, and are the most sought-after treasures in the game. Arguably the most interesting and unique game
mechanic Dark Earth has to offer is the way it tries to corrupt the player through temptation. There are few methods of reversing the Black
Rot once infected, and those are later in the story. There is an ever-present gauge on the screen
that shows you how far progressed this affliction has become, doubling as a time limit and a
resource meter. You see, you can utilize your corrupted form
in supernaturally strong attacks, which deal significantly more damage — useful in a game
with punishing combat like this one. The catch? Every time you use a power attack, the meter
drains more. Around the halfway mark, if you don’t find
relief, you will permanently transform further into a creature of darkness. In this even more monstrous form, NPCs who
were on the fence about your appearance will react aggressively and may attack you even
if they hadn’t before, and every single line of dialogue you utter will be affected
by this new form. It’s a fascinating study of how far Kalisto
went with this story and setting, that they’d create so many reactions and dialogue lines
for what could be considered an unnecessary expenditure of time, by the people footing
the development bill. You can even go back and read the historical
passages on the walls of the Sun God Temple in Arkhan’s monster voice, and he’ll have
a completely different reaction to it. That’s dedication to the craft. In the years during development, Kalisto attempted
to bring Dark Earth to other media: A tie-in novel titled The Torch was written, which
explores the events immediately following the Great Cataclysm, in addition to the “present-day”
wasteland. Sadly, never making it to bookstore shelves. In collaboration with French publisher Multisim,
a popular tabletop role-playing game was published, with 11 sourcebooks and a complete 2nd Edition. The demise of Multisim ended the RPG’s run,
though a small but loyal French fanbase still host meetups about the game even today. An animated cartoon was being developed, but
early iterations saw characters from the video game reused haphazardly with little of the
personality or story function retained, so the collaboration with the external animation
studio was ended. What was to be a big-budget television show
was in development, with the rights to Dark Earth personally secured by Ridley Scott,
but never got off the ground. Even a feature film was in the works, with
screen legend Steven Spielberg involved at one point. Yet due to complications, was never casted
or filmed. Much this could be credited to the fascinating
setting that Guillaume and his team put together for the game, but from the business side,
it also showcases CEO Nicolas Gaume’s ambitions for his company. Rubbing elbows with luminaries like Bill Gates,
Steven Spielberg, and large corporations like Sony, Apple and Dreamworks, even convincing
some of them to join his management team. But despite a glamourous public face with
entertainment and tech bigshots attached to it, it was a rocky road through much of Kalisto’s
existence. Electronic Arts pulled out of a publishing
deal for Dark Earth just months before the game’s release, being later picked up by
Sid Meier’s company, Microprose, who, also struggling at the time, released the game,
but to minimal marketing or fanfare. Guillaume also worked on the concept and idea
behind Kalisto’s Nightmare Creatures, a visceral action horror game for the Playstation,
PC and Nintendo 64, originally releasing in 1997. Though only involved in the beginning as he
was unable to dedicate much time to it while working on multiple Dark Earth projects. Nightmare Creatures and its disappointing
sequel were probably the most successful games Kalisto released, selling roughly a million
copies total. Kalisto also developed two games based on
The Fifth Element, the hit sci-fi movie by fellow French director and screenwriter Luc
Besson. The games were poorly received and didn’t
do much for the company’s bottom line. In the end there was a lot of talent at Kalisto,
but it seemed like their eclectic projects and poor management ultimately killed the
company. They just weren’t able to make their “killer
app”, like Bungie’s Halo, Blizzard’s Warcraft or id Software’s Doom — a necessity
to see them through the dreaded “dot-com bubble” which ended so many game companies
in the early 2000’s. But this promising developer’s luck ran
out in their last year of operation, where their stock price dropped 95 percent after
revenue plummeted, and a last-ditch effort to refinance was blocked by stock market regulators. This led to bankruptcy and several years of
lawsuits in which Nicolas Gaume and other executives were held accountable for major
losses from investors. Nicolas was ordered to pay 200,000 euros to
stock authorities, for violating rules regarding the informing of investors, but in the end,
the company’s officials were found without fault after four grueling years in criminal
court, though civil suits carried on afterward. Lead designer and director of Dark Earth,
Guillaume Le Pennec left shortly before Kalisto went under in 2002. He was generally dismayed with the direction
the company was going, and due to a technicality, was never reimbursed for his stock options
he was owed and essentially walked away empty-handed. I reached out to Guillaume for answers to
some burning questions I had regarding the game’s development, its cancelled sequel
and the surrounding material based on it. We ended up doing an interview, where he revealed
fascinating insight behind the scenes of Dark Earth’s production. Another version of Dark Earth was in development
for the Playstation 1, which was going to have a different storyline and characters. The PC and PSX tech was very different and
often required rebuilding much of the engine or tech behind a game, so this was a fairly
common practice. With the looming release of the Playstation
2, a team at Kalisto were working on a sequel called Dark Earth: Silent Chaos, after Square
took interest in the franchise and signed on as publisher. Guillaume worked on pre-production, and he
spoke of an intriguing story and gameplay concept which involved the protagonist having
the Shankr Archessence infecting one arm and the Light infused with the other. The sheer amount of possibilities this light/dark
gameplay could inspire practically write themselves. Guillaume consulted on the project to make
sure it fit the setting and style set by the original, but a different team was put on
development. Square brought on Tetsuya Nomura, most known
for his character design for the Final Fantasy series, to redesign the characters in Silent
Chaos. Many more “Japanese fantasy game” tropes
were introduced as well, like bright, colorful monsters and special effects. This collaboration COULD have worked, after
all, the industrial look and feel of Dark Earth was strikingly similar to the bleak
atmosphere of Midgard in Final Fantasy 7 that same year. But language barriers and conflicting culture
on top of a rocky relationship between the French developer and Japanese publisher led
to Silent Chaos’s cancellation. More concepts were considering afterward,
such as a possible co-op title with two unique playable characters set in the Dark Earth
universe. Then a more “back-to-basics” approach
to a sequel was started in 2001, right as Kalisto was starting to run into major financial
problems. It was a fascinating concept featuring the
player as a hunter surviving the Darklands along with his wolf-like beast, inspired by
the beloved Studio Ghibli movie, Princess Mononoke. This final attempt at a sequel was ended with
the closure of Kalisto Entertainment in 2002. Guillaume later worked on the 2005 horror
title Cold Fear, until development got into the bad habits of many AAA games: overloaded
staff and unusually tight deadlines. When he signed on, the prevention of these
problems were promised, but not fulfilled, so Guillaume left the project before its completion. Guillaume now works as an independent writer
and has done a wide swath of translation work from English to French, ranging from The Elder
Scrolls: Oblivion, to entire novels including works by James Barclay and Jim Butcher. So perhaps the dream of revisiting the imaginative
and compelling world of Dark Earth has passed, since the rights to the game’s intellectual
property is likely tied up in some obscure holding company or legal purgatory. At the time of this video’s release, the
game is still unavailable to buy in any digital format. But as Guillaume mentioned in our interview,
he hasn’t yet given up on that world, and even today still wants to bring it to a new
and bigger audience. Though stuck in the notorious “development
hell”, he’s still in talks with a director and may be able secure the rights and budget
for a full English feature film set in the Dark Earth universe. Reaching for the sky in an Icarus-like tale,
Dark Earth NEARLY achieved greatness across the gaming world, movies and television, but
instead returned to the darkness from which it was inspired. Though the future looks bright for long-lost
franchises to return, we even witnessed the rerelease of System Shock, with a remake and
sequel now in development — another discarded franchise caught in legal limbo for over a
decade before being brought back to mainstream audiences. I’d like to be optimistic that we’ll be
able to enjoy the niche but beloved experience of Dark Earth once again. In this gloomy era of cynical monetization
and endless retreads of proven but derivative entertainment, new technology and platforms
are allowing creators to break the rules and occasionally provide us with the unexpected. There may be hope in the horizon. I appreciate you watching this video. If you haven’t noticed, I’ve been alternating
between more obscure games like this one and mainstream franchises. If you want to see more of this type of coverage,
please tell me so in the comments and share this with your friends, it helps get this
out to a wider audience. My heartfelt appreciation goes out to my awesome
patrons who help make these videos bigger and higher quality. If you’d like to support my work, please
check out my Patreon and consider donating. And as always, thank you for watching!

Comments (100)

  1. This was an amazing game back in the day.

  2. What if….CD Project Red picked up the Rights for Dark Earth?

  3. Damn, that cover is so cool.

  4. OMG! Hahahahhaha, I have been searching for AGES for this game! I have played a demo of it ages ago but i was too little to remember it's name. THANK YOU SOO MUCH!

    God, i think i was like 4 or 5 years old back then and even then i still remember how well it controlled. Usually barely remember anything from those times.

  5. I remember playing demo of this game when i was 13, and literaly two days ago i was thinking about it but couldnt get the name.. Thank you for this material!

  6. Amazing video! I am sure this channel will grow. Great work!

  7. Remake this game that would be neat

  8. help us all out and track down a copy of this game. I only buy from, im not going to "rent" copies of games from Steam for full price. has a great refund policy and excellent customer service. Just makr a wishlist of games you want and sit back and wait….in no time at all they go on sale for between 50-75 percent off. Oh and the Cd projeckt red owns it.

  9. This was one of the first games I got for the PC along with Age of Empires. Fond memories.

  10. This seems very interesting. I wonder how it runs on win10, might just pick up from ebay

  11. May I humbly suggest one video like this on Twinsen's Odyssey and Adeline Software? Another french studio who made some great games and have been forgotten. LBA2 is one of my favorite games ever, giving a great feeling of adventure at the time. Congrats on your awesome videos. As someone already said, videos like this keep us from giving up Youtube.

  12. Looks like myst at times

  13. GOG/NightDive; get onto this one.

  14. Love the obscure game videos.
    More please!

  15. Very interesting video. Never heard about Dark Earth as a video game before but I had heard about the Roleplaying game before but in name only. Looks like a game that I would enjoy by the looks of it. There aren't that many Dark Fantasy games out there after all.

  16. Reminds me of Eternal Darkness.

  17. I used to play this game as a kid and loved it, even though I did not fully understand what should I do, since I'm a not a native English speaker. Or at least wasn't that good back then. Recently I watched a let's play of the entire game and I realized how poorly it was written and how cheesy the dialogues get from the mid game on. It's like the creators rushed to finish the game. And the ending is just pure disappointment. Nevertheless, the nostalgia remains but LBA2 will stay on the throne for me 😁

  18. Great essay on a really great game that didn't get the recognition it deserved!

  19. Where can I get this game and can I get it to run on windows xp

  20. Twinsonsssss <3_<3

  21. my god that game was awesome

  22. Love this video. Please keep it up mate!

  23. The best Masterpieces that never become franchises. This could be a good or bad thing for these masterpieces with franchises potentially ruining the legacy of the original piece or the masterpiece ends up falling into obscurity (such as the case with Dark Earth). To be honest I do want more content that expands the universe of Dark Earth since there is so much potential for this universe and it can go many interesting directions. The love and care put into this game should not go to waste and should be continued in some way to bless those who may have never heard of this game.

  24. This was such a well made video, good job!

  25. I am still very fond of the 90s 3D style. What they lacked in polygon count, they made up with style and soul

  26. Games like these would kill today thanks to public funding

  27. God damn this was a nostalgia trip, I've never met anyone else who has played this beauty of a game.

  28. Fantastic video man.

  29. Fascinating! Subbed.

  30. Thank you for featuring an hidden gem of gaming, there's need for more of theese vids, have a good one!

  31. I'm so glad I found this channel today. Its videos like this that make me want to be a game designer

  32. That game was awesome. You became a monster the longer you took to complete the quest.

  33. this stories are so sad, it's sad to see a franchise in potential being murdered

  34. Wow. Never ever ever heard of this. The quality is top notch!!! This definitely deserves to be known.

  35. I actually played this game back in the day , really loved the Lore.

  36. what would I do without you?

  37. This bothers me so much. I loved this game. Hell, it's what got me into science, sci-fi and fantasy, and I'd want only for others to play this amazing piece of art. This gem does not deserve to rot in some legal technicality of a dungeon. I so hope that GOG manages to procure and recycle it. I still have the old CDs, but I'd probably have to set up a VM to even get this started. It's a shame that games like this did not get the spotlight they rightly deserve.

  38. If this video left you hungry for more, but you can't find a copy of the game, LP'er davidspackage did a complete playthrough of the game some years ago

  39. I've never played dark earth but id love to see it make a come back

  40. Somebody watched a lot of Ahoy/Raycevick/noclip

  41. I never heard about this game and now I wish I didn't.

  42. This game has better art work than triple A titles now days….im serious..the areas and atmosphere are very well made and unique not like the replicated environments you see in games nowdays

  43. I remember playing Dark Earth as a young teenager but unfortunately I never got to finish the game. However I do remember loving what I did get the experience

  44. Great video! Very well explained 🙂

  45. I need a first person remake of this.

  46. They don't make games like this anymore sadly

  47. I recently found your video and I enjoy very much your presentation style and method and your look at an older PC game. This is not a game I was familiar with however its the kind of PC game I'm very familiar with as a long time PC gamer. Especially the big box PC gaming era of the 90s and early 2000s were so great. I'm also a big combat flight simulator fan too and miss that golden age of PC gaming in general. You've got me interested in what looks like a fascinating game. I saw your GOG wish list link in another post and signed it. This is definitely a game I'd be interested in playing. I miss the days of PC gaming where the technology may have been somewhat limited but the developers had an amazing talent and vision and were able to create organic, atmospheric worlds that still stand apart to this day and in many cases, puts later generation games to shame. They knew how to craft a lot with a little and it was the kind of game design that easily stoked the imagination to fill in the rest. This game Dark Earth looks fascinating. I hope it makes its way to GOG someday. Thanks for sharing.

  48. #Indigo Gaming,do you think they will bring back to life,Dark Earth?I listened the interview with Dark Earth creator, and it's really wow.Keep up the good work.

  49. Every time you have to sell me on these games I will more likely than not get the chance to play for myself. Stop doing this to my feelings, but please keep up the good work and doing this to my feelings.

  50. Dude I freaking love this video! Your really put it together well man, love the intro music. I love old school games like this. It's unbelievable that it isn't on GoG at the very least.

  51. games like this I might never play – there is just too many good titles and I have next to no time.
    but I LOVE learning about them like a bit older but not ancient literature.

  52. I can't help but think this is a Roast rather than a Praise… Sarcastically…

  53. this was a nice idea and you failed to keep making more videos of this "not forgotten" series. what a dissapointment,much like this game not having more than 1 game

  54. This is one very pleasant and intresting review of old and forgotten game. I am impressed that anyone today rembers this title! This is quality review, we need more like this.

  55. i spent hours/days as a little kid on that damn boat and tried to beat the boardgame AI.Thit made me totally forget how scary the rest of the game was…

  56. I remember the tabletop roleplaying game of the same name that inspired the videogame, it was quite nice (despite the typical French rpg issue of holes and poor rules; also the book binding was atrocious and fell apart before finishing the first read through). I still have some books of it in a box somewhere.

    The visual design and illustrations of the book were well above average, using some of the development money of the videogame for shared concept art if I remember correctly.
    I'd completely forgotten about the videogame, even though I played it when it was first released. Gosh, I'm old. Thanks for the nostalgia trip!

  57. And today we have games as a service… we've lost so much…

  58. I never really liked post-apocalyptic games or media that didn’t actually incorporate much of the remnants of civilisation into the story and world.

  59. Could you please do a video on the long forgotten 'Boktai: The sun is in your hands' series? It would absolutely mean the world to me. So many people need to play this game!

  60. I was trying to find the name of this game 0:17 forever.

  61. Who wants to make a remake of this one?

  62. This game looks so good. Now days it's just a cash grab. Course it's not surprising really. Now everyone wants instant gratification. They don't want to hear the story. They watch movies on road trips or when they go camping. Guess I'm just getting old. I love a good story graphics are second. I love games that don't hold my hand. That's what the game guide in the box is for. Ha not that you find many of those anymore. I hope this can make a come back. Good stories are hard to find.

  63. Your channel is like the gold cartridge of youtube channels.

  64. Ahh the memories…

  65. There are good and bad ways to do difficulty. An example of a good way is an action game in which you use tight, responsive controlls to get through enemies with cool, interesting attacks. When you figure it out and manage to win, you look cool and you feel cool.

  66. i like ur content
    its like watching national geography but about gaming 😀

  67. 22:53 Ahahah a dark earth sequel with manga style, like to try make a sculpture out of spam. Is the classic sequel method that kills a brand/name. Luckily and rightfully never happened.

  68. Thank you for showing me this intriguing world.

  69. I'm amazed you go out of your way to interview developers

  70. I really enjoy this type/style of game, in particular the graphics, but unsure what type it is exactly ? APG/RPG ? There is something really cool about this particular era in video game tech. Can't really put my finger on it. Something to do with the artwork I suppose ? Gritty graphics yet on the cusp of the becoming more realistic. Fallout has developed through the years beginning with a similar graphic style. And I think that it would be pretty awesome to see this game updated to tomorrows tech or maybe some sort of DLC ? Also, as my name here indicates, I am no gamer, and game movies are my favorite, so I found the game movie to watch. Thanks for the informative upload.

  71. i'd buy that for a dollar

  72. If only the same could happen to the unregulated insurance companies ! FAIR AND EQUAL HEATH CARE FOR ALL !!!

  73. Wait that is not the alone in the dark i remember when i was a kid

  74. Plot Twist: this game was not release back in the 90s like you think it was. It was actually released recently.

    You've been deceived by a false memory as a result of what some scientists call, The Mandela Effect.

    Furthermore, this was a deep thought experiment created using a type of signal pitch and radio waves that caused a rift in your memories. What you thought you believed has now been turned on it's weary head.

    The result, which is known as The Darkness, has affected people all over the world.

    Puts on tinfoil hat. I blame da government, y'all! Quickly, rub this vaseline all over your bodies and throw chili powder on your skin. This should both throw off the scent and allow you to slip easily into tight spaces. It also helps against the radio waves.

    Edit: Oh. Good luck. May Kenny Rogers be with you all.

  75. I remember this game, it got so-so reviews back in the day. Maybe it was just me but the in box artwork the character looked like Ted Danson.

  76. Doesn't look like fallout, reminds me of legacy of kain.

  77. You might bring this up in the video but I don't wanna spoil myself on anything, this looks right up my alley. How does it run on Windows 10 or do I need to hook up the XP rig?

  78. Definitely a game I've never heard about. It's such a crime to see intellectual properties like this fall into obscurity. I have always been a fan of the classic 90's survival horror genre. This video was put together well. Thank you for informing me about this game.

  79. I remember this game when it came out, PC Zone gave it around 70% due to the combat.

  80. i didn't watch the video

    this got into my recommended and i misread it as dank earth

    i only came here to comment.

    good day.

  81. Such creative potential gone to waste, I hope that dude can bring it back. How does such talent and potential go to waste???

  82. Goddamn dude just viewing first 5 minutes im already in awe on how high quality production your video is, bravo.

  83. Wait there was a table top rpg?? How'd I miss that?! Loved the game, would have played the hell out of that!

  84. Can anyone tell me the game at 0:17?? The one with the blue guy

  85. Well, they could remake the game for the modern times, with modern graphics & gameplay

  86. This is why you should ALWAYS retain intellectual property rights on the source of any work, either game, book, movie or anything else. Just license the creation of works based on your hard work and effort.

  87. Why did i never play this, i would've fucking loved this game back in the late 90's. Actually it almost looks good enough to revisit now, normally i can't stand old games but this i could make a case against.

  88. Oh my God! This was one of the original 'proper' adult games I played. Couldn't make it through the game without a guide- I was about 11. What a classic! My dad came back from the shop with a bunch of games- this, a first person survival game called Deus (not Deus Ex!) And a weird point and click adventure called Dementia…

  89. Very very very cool video! I want to play this game so bad nowm

  90. Is this title available anywhere or is it abandonware? It sounds really interesting.

  91. Does anyone know where I can find any information about the tabletop rpg? I'm searching for scans or a pdf.

  92. Dark Earth!! Wow this brings me back. I remember when I developed a demon like mutation and eventually died when I couldn’t figure out how to cure myself. I never played it again although I would love to revisit it now that I’m older and could probably figure it out now.

  93. now I want to play or watch this game

  94. Used to have this game. Came on 2 CDs, one of which sported huge boobs… The game must still be somewhere in my family home, but I'd have to travel two thousand kilometers to get it. Such a shame…

  95. I hope its not too much but what microphone do you use to have such crispy audio ?

  96. Would it operate on Windows 8.1?

  97. I'm so glad tank controls are a thing of the past. They make games unplayable, IMO.

  98. Let pray someone finds the rights to this series.

  99. Thank you for this amazing video! It has been over 20 years since I played Dark Earth, and the fact that I have searched and found your video shows that I have always been trying to reconnect with this masterpiece that has left an indelible impression on my mind. Thank you!!

    Other lost games that I still hold close to my heart are "Faery Tale Adventure II – Halls of the Dead" and "Sub Culture". I hope you will look into them.

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