
Titanic: Adventure Out of Time is a computer game developed by Cyberflix. It was published in the United States and Europe by GTE Entertainment and Europress respectively, and released on November 12, 1996. The game is a point-and-click adventure game which sees the player traveling around a virtual representation of the RMS Titanic. Titanic: Adventure Out of Time comes in three versions: a PC, Macintosh, or hybrid version that works on both the Windows and Mac. Version 1.0 of the game is an upgrade of the game from GTE Entertainment to just Cyberflix and is a stability upgrade first released in 1997. It comes in either a threefold CD jacket or a jewel case version. The French and German version of the game comes in two paper sleeves. The Mac and Windows versions were released first, produced by Cyberflix and distributed by GTE Entertainment in 1996. Hybrid versions of the game, which are compatible with both the Mac and Windows operating systems, were distributed and produced by Cyberflix after GTE Entertainment went out of business in 1997. Later versions were distributed by Hammerhead Entertainment, who took over production after Cyberflix also went out of business in 1998. The game is available in seven languages: English, French, German, Dutch, Russian, Polish and Korean. Characters in Titanic: Adventure Out of Time were rendered by way of photographs of actors given limited animation in sync with dialogue. The producers of this game used this same style of rendering for a previous adventure entitled Dust: A Tale of the Wired West.
The game begins in April 1942 with the main character (whose name is Frank Carlson) being caught in an air raid during the London Blitz of World War II and being sent back in time to 1912 with an opportunity to change history. In 1912, he was a British secret agent on the RMS Titanic, who must retrieve a priceless copy of the Rubáiyát of Omar Khayyám and now has a second chance to complete his mission. The open-ended gameplay allows the player to either follow the storyline by solving puzzles or simply explore the rooms of the ship. The player's first mission is to locate and retrieve the The Rubáiyát, which is revealed to have been stolen earlier in the year and is now suspected of being in the possession of Zeitel, a German Oberst (Colonel) who is traveling on the Titanic in the manner of inspecting embassies in the United States and Central America. Traveling with the Colonel is his young protegé, Willi Von Haderlitz. It is revealed that the Colonel has made a deal with an art dealer from London named Sasha Barbicon to exchange The Rubáiyát for an apparently unimportant painting, in which there are hidden war plans stolen from the British government. They each act through an intermediary go-between, a Serbian stowaway named Vlad Demonic. In addition to The Rubáiyát and the painting, the player learns 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 that will finance a Serbian military group called the Black Hand. During his mission, the agent also becomes involved in several subplots which do not pertain to the central mission or, for that matter, the winning conditions of the game. One important subplot begins by meeting the ship’s 'gossip hound', in the form of a wealthy middle-aged spinster named Daisy Cashmore, who hands the player a note to meet with Andrew Conkling, the owner of Conkling Steel. Conkling tells the player to retrieve a business document that had been stolen by Shailagh Hacker, an Irish maid who had worked at his house in London. Other plots include meeting and helping the Lambeths, a wealthy couple whose marriage has deteriorated, as well as meeting with other passengers including Leyland Trask, a psychic from Boston; Reverend Edgar Troutt, a religious preacher from Sunapee, New Hampshire who is returning from an African mission in Nyasaland; and Max Seidelmann, an American freelance businessman from Philadelphia, who provides a back story and insight of varying value. Assisting the player from time to time is fellow agent Penny Pringle. The number of objects the player retrieves before escaping the ship affects the final cut scene and how history is played out. If the player manages to retrieve all four objects, history is altered with World War I, the Russian Revolution, and World War II never occurring — without The Rubáiyát and/or the diamonds, the Black Hand is not financed and their plan to assassinate Archduke Franz Ferdinand of Austria (which would have sparked World War I) fails. The painting Barbicon was going to trade in to Zeitel was actually painted by Adolf Hitler, and its fame after it is recovered from the sinking causes Hitler to become a famous artist, averting World War II (the war plans hidden in it are actually useless, and so whether or not they are found is irrelevant to history). The notebook with the names of the Bolsheviks makes its way to the Czar, and the Russian Revolution never occurs. With the world knowing peace and prosperity, the character 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: alternative endings exist where Germany conquers Russia and the United Kingdom, or the Soviet Union conquers Europe, to name two.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Englisch |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This game was first released in 1996 on two discs, and I remember playing it while I was in elementary school, trying to figure out what the heck I was supposed to be doing :D Once I figured out the objective, I became completely immersed in this alternate past with tidbits of actual history. It's not necessarily an easy game, and there were many times when I would run around the ship knocking on random doors and trying to figure out what, exactly, I was supposed to be doing, but that really didn't detract from my enjoyment. Additionally, this is the first game that I ever played with alternate endings, and it absolutely blew my mind. I would definitely recommend this game for anyone who likes mystery-type games. The graphics are a little old and the voice acting isn't great, but the story and characters are gripping and entertaining. Also, there is no autosave function, so be sure to sa
I remember getting Titanic: Adventure Out of Time back in 1998 when I was 12 years old. My parents, despite forbidding me from playing video games at the time, were under the mistaken belief the game had something to do with the James Cameron movie of the same name. What the game lacks in romance, it more than makes up with its espionage storyline, atmosphere, and gameplay. Gameplay is very much a point-and-click affair. Most of the puzzles will involve item collecting and speaking with the people who are onboard the ship with you. While the main plot and goal are straightforward for the most part, there are many subplots that not only reveal characters' backstories and motives, but also influence how some of the puzzles can be solved. This, in turn, can lead to several different endings depending on what you did during the course of the game and which items you've managed to take with
This game truly changed my life. Granted, I was 6 at the time, but I played it through probably 100 times since then. It not only sparked my love for video games but also my love for the Titanic and her passengers of which I now consider myself an amateur historian. I can't be sure if this game will have the same effect on you, but I will say, the grapics were WAY ahread of their time, the writing is pretty damn good, the story is deep and exciting and the replay value is immense (there are probably 50 different ways to complete it. And being that the sinking is somewhat in real time an there were multiple endings, it was groundbreaking in 96 and it's compelling to this day. Now if you'll excuse me, I have a World War to stop.
This game is an absolute treasure. If you're interested in playing some classic retro PC games then this one should definitely be on your list. Especially if you're someone who is interested in the Titanic. You play as a British secret agent aboard the Titanic during the night of the sinking. You're pretty much the James Bond of 1912. The game is mostly point and click with little action. You'll find that the graphics and gameplay style are quite dated and some of the puzzles are awfully difficult. However, the non-linear story and exploration of the ship are still very enjoyable. There's no autosave and it's possible to get a "game over" so you should save somewhat often. You can succeed or fail at objectives, and the game turns into a race against time to make it onto a lifeboat. The better your performance before the iceberg, the easier it is to succeed during the sinking. There's on
The game itself is an excellent point & click adventure. However, this adaptation has a couple of glaring issues that detract from the overall experience: 1) There is a visual bug whereby the image wont sharpen when moving forward or turning right. This means the game looks worse today than on release over 20 years ago. 2) Some of the voice work will cut out and skip during conversations. Please fix these issues and bring this game up to the standard it deserves.
I have spent hundreds of hours on this game from 1998 - now. I was eight years old in 1998 when my parents bought me this game at a local shop. I had no idea that I would fall in love with it as much as I did. Granted, being only eight years old at the time, I felt REALLY lost and confused a lot of the time, but, I strived to make progress every single day. Eventually, I got the hang of things and I remember being so enthralled with the story, its characters, and the dramatic plot. To this day, I still get Chopin's Nocturne Op. 9: No. 1 stuck in my head, which plays in the beginning of the game on the radio in the apartment. The rest of the soundtrack is also hauntingly beautiful, as well, often times having an undertone of imminent dread. I remember feeling anxious whenever I would descend into the bowels of the ship because the music made me feel so uneasy. When I saw that this game
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