Indiana Jones and the Fate of Atlantis

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Indiana Jones and the Fate of Atlantis is a point-and-click adventure game by LucasArts originally released in 1992. Almost a year later, the title was reissued as an enhanced "talkie" edition on CD-ROM with full voice acting and digitized sound effects. This version was also released both as part of Indiana Jones and the Staff of Kings and as a Steam title in 2009. The seventh game to use the script language SCUMM, Fate of Atlantis has the player explore environments and interact with objects and characters by means of commands constructed with predetermined verbs. The title features three unique paths to select, influencing story development, gameplay, and puzzles.

The plot is set in the fictional Indiana Jones universe and revolves around the eponymous protagonist's global search for the legendary sunken city of Atlantis. Sophia Hapgood, an old co-worker of Indiana Jones who gave up her archaeological career to become a psychic, supports him along the journey. The two partners are opposed by the Nazis who are seeking to use the power of Atlantis for warfare and serve as the adventure's antagonists. The story was written by Hal Barwood and Noah Falstein, the game's designers, who had rejected the original plan to base the title on an unused movie script, and came up with the final concept while researching real-world sources for a suitable plot device.

Fate of Atlantis was praised by critics, received several awards for best adventure game of the year, became a million-unit seller, and is widely regarded as a classic of its genre today. Two concepts for a supposed sequel were conceived, though both projects were eventually canceled due to unforeseen problems during development and were later reworked into two separate Dark Horse Comics series by Lee Marrs and Elaine Lee.



Fate of Atlantis is based on the SCUMM story system by Ron Gilbert, Aric Wilmunder, Brad P. Taylor, and Vince Lee,[4] thus employing similar gameplay to other adventure titles developed by LucasArts in the 1980s and 1990s.[5] The player explores the game's static environments while interacting with sprite-based characters and objects by means of commands constructed with a number of predetermined verbs.[6] Conversations with NPCs unfold in a series of selectable questions and answers.[7]

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