- Release Year: 2009
- Platforms: Windows
- Publisher: Anuman Interactive SA
- Genre: Compilation
- Game Mode: Single-player

Description
Atlantis: Collection is a compilation of three adventure games set in the mythical lost city of Atlantis, including Beyond Atlantis, Beyond Atlantis II, and Atlantis: Evolution. Players explore ancient ruins, solve puzzles, and uncover secrets across these interconnected titles, each offering a blend of exploration and storytelling in a rich, historical-fantasy setting.
Atlantis: Collection Cheats & Codes
Philips CD-i
Move the pointer to the top left corner of the first menu screen and press 1, 2, 2, 1. Select your difficulty level, then the cheat mode screen will appear.
| Code | Effect |
|---|---|
| BOIXUMK | Level 2 Zone 1 Easy |
| KONOOBO | Level 2 Zone 1 Tricky |
| CKSTCBA | Level 2 Zone 1 Hard |
| BXVNMBS | Level 3 Zone 1 Easy |
| KKPKCMH | Level 3 Zone 1 Tricky |
| CQIIXNC | Level 3 Zone 1 Hard |
| BWAGXDA | Level 4 Zone 1 Easy |
| KWNDUVE | Level 4 Zone 1 Tricky |
| BQLOABS | Level 5 Bonus Easy |
| KUYTDBH | Level 5 Bonus Tricky |
| BDCLGBA | Level 6 Zone 2 Easy |
| KHMDRMC | Level 6 Zone 2 Tricky |
| BHEDGDS | Level 7 Zone 2 Easy |
| KLYVDBI | Level 7 Zone 2 Tricky |
| BMCBUBG | Level 8 Zone 2 Easy |
| BRLAAJQ | Level 9 Zone 2 Easy |
| MTALIXE | Level 10 Bonus Easy |
| MBETZXS | Level 11 Zone 3 Easy |
| MWNOXHA | Level 12 Zone 3 Easy |
| MUPGAHA | Level 13 Zone 4 Easy |
| MDWORBI | Level 14 Zone 4 Easy |
| MLUIMAK | Level 15 Zone 4 Easy |
| MMWZIBO | Level 16 Zone 4 Easy |
| MZYLMBC | Level 17 Bonus Easy |
| QBMTXBU | Level 18 Bonus Easy |
Atlantis: Collection – A Retrospective on Cryo’s Forgotten Adventure Legacy
Introduction: The Allure and Ambiguity of Atlantis
The Atlantis series, developed by Cryo Interactive, occupies a peculiar niche in the annals of adventure gaming. Neither a critical darling nor a commercial disaster, it exists in the liminal space between cult curiosity and forgotten relic. Atlantis: Collection (2009), a compilation of three key entries—Beyond Atlantis (1999), Beyond Atlantis II (2001), and Atlantis: Evolution (2004)—serves as both a time capsule of late-’90s/early-2000s adventure design and a testament to Cryo’s idiosyncratic approach to storytelling and gameplay.
This review seeks to dissect the Atlantis: Collection not merely as a product of its time but as a fascinating case study in how ambition, technological constraints, and a penchant for New Age mysticism shaped a series that was simultaneously derivative and daring. While the games within this compilation are often dismissed as Myst clones, they possess a distinct identity—one marred by frustrating design choices yet redeemed by an earnest, if occasionally baffling, commitment to mythological grandeur.
Development History & Context: Cryo’s Rise and Fall
The Studio Behind the Myth
Cryo Interactive, a French developer active from 1992 to 2002, was a prolific creator of adventure games, often leveraging historical and mythological settings. The studio’s output was vast but inconsistent, with titles like Dune (1992) and KGB (1992) earning praise while others, such as the Atlantis series, garnered mixed reactions. Cryo’s signature style blended pre-rendered 3D environments, motion-captured animations, and a heavy reliance on esoteric narratives.
The Atlantis series emerged during a period when adventure games were transitioning from 2D point-and-click mechanics to 3D exploration. Myst (1993) had set the template, and Cryo sought to iterate on it with its proprietary OMNI 3D engine, which allowed for smooth 360-degree panoramic views—a technical marvel at the time. However, Cryo’s financial struggles and eventual bankruptcy in 2002 meant that the Atlantis series was developed under increasing pressure, leading to rushed sequels and a fragmented legacy.
The Gaming Landscape of the Late ’90s and Early 2000s
The late 1990s were a golden age for adventure games, but by the early 2000s, the genre was in decline. The rise of 3D action-adventures (Tomb Raider, Resident Evil) and real-time strategy games (StarCraft, Age of Empires) shifted player expectations. Cryo’s Atlantis games, with their deliberate pacing and puzzle-heavy design, felt increasingly anachronistic.
Yet, the series found an audience among players who craved atmospheric, story-driven experiences. The Atlantis games were marketed as spiritual successors to Myst, but they leaned harder into New Age mysticism, a trend that peaked in the ’90s with the popularity of The X-Files, Stargate, and Indiana Jones. This cultural backdrop explains the series’ fascination with lost civilizations, ancient gods, and metaphysical journeys.
Narrative & Thematic Deep Dive: Myth, Madness, and Metaphysics
The Original Sin: Atlantis: The Lost Tales (1997)
Though not included in Atlantis: Collection, The Lost Tales (1997) is the foundation upon which the sequels are built. The game follows Seth, a young man who joins the Queen’s Guard of Atlantis, only to uncover a conspiracy involving the queen’s disappearance, an evil chancellor, and awakening gods. The plot is a pastiche of Greek mythology, Myst-style environmental storytelling, and B-movie camp.
Themes:
– The Illusion of Utopia: Atlantis is presented as a paradise, but its perfection is a façade hiding political intrigue and divine retribution.
– Fate vs. Free Will: Seth’s journey is framed as a predestined trial, yet the game’s puzzles often feel arbitrary, undermining this theme.
– New Age Spirituality: The game’s aesthetic and narrative borrow heavily from New Age tropes—crystal-powered technology, astral projection, and a vague sense of cosmic balance.
Characters & Writing:
– Seth is a cipher, a blank slate for the player, which makes his emotional stakes minimal.
– The Queen is a classic damsel-in-distress, reinforcing the series’ reliance on tired tropes.
– Dialogue oscillates between earnest and unintentionally humorous, with lines like “The gods are angry, and only you can appease them!” delivered with the gravitas of a soap opera.
Beyond Atlantis (1999): A Soul’s Journey Through Cultural Stereotypes
Beyond Atlantis (known as Atlantis II in Europe) abandons Seth in favor of Ten, the Bearer of Light, a protagonist whose soul traverses three mythological realms:
1. Celtic Ireland – Aiding fairies and druids.
2. Aztec Mexico – Awakening gods to end a famine.
3. Imperial China – Battling darkness in a bureaucratic underworld.
Themes:
– Cultural Appropriation as Aesthetic: The game reduces complex mythologies to superficial set pieces. Celtic, Aztec, and Chinese cultures are treated as interchangeable backdrops for puzzles.
– The Search for Enlightenment: Ten’s journey is framed as a spiritual awakening, but the narrative lacks depth, making it feel more like a tourist’s highlights reel of world religions.
– The Fragility of Memory: The game’s abrupt ending suggests that Ten’s journey may have been a hallucination, a meta-commentary on the series’ own narrative incoherence.
Gameplay vs. Story Integration:
The disjointed narrative is mirrored in the gameplay. Puzzles often have no logical connection to their cultural settings, making the experience feel like a themed puzzle box rather than a cohesive adventure.
Beyond Atlantis II (2001): Post-Modern Nonsense in the Desert
Beyond Atlantis II (or Atlantis III: The New World) is the series’ most baffling entry. Set in the year 2020, it follows an unnamed female archaeologist who crashes in the desert, encounters Tuareg nomads, and stumbles into a conspiracy involving:
– A crystal skull (predating Indiana Jones’s popularization of the trope).
– Time-traveling mammoths.
– Aladdin-esque genies.
– Ancient Egyptian gods.
Themes:
– The Collapse of Meaning: The game’s plot is a surrealist collage, rejecting linear storytelling in favor of dream logic. This could be interpreted as a deliberate deconstruction of adventure game tropes, but it’s more likely the result of rushed development.
– The Burden of Legacy: The protagonist’s indifference (both in writing and voice acting) mirrors the player’s likely confusion, creating an unintentional meta-narrative about the exhaustion of myth-making.
– Technological Determinism: The game’s futuristic framing (2020 as a distant, mystical year) now reads as quaint, given that the real 2020 was defined by a pandemic, not crystal skulls.
The Problem of Coherence:
Unlike its predecessors, Beyond Atlantis II doesn’t even attempt to justify its puzzles or plot twists. It’s a game that feels like it was designed by committee, with each team member contributing a different mythological reference without regard for continuity.
Gameplay Mechanics & Systems: The Agony and Ecstasy of Puzzle Design
Core Gameplay Loop: Wandering and Wondering
The Atlantis games are first-person adventure titles with node-based movement, similar to Myst. Players navigate pre-rendered environments, interacting with objects and solving puzzles to progress. The core loop involves:
1. Exploration: Moving between nodes, examining scenery.
2. Puzzle-Solving: Deciphering environmental clues, combining items, or manipulating mechanisms.
3. Occasional Action Sequences: Timed challenges (e.g., escaping a collapsing temple) that punish hesitation with instant death.
The Good: Atmospheric Immersion
- OMNI 3D Engine: The ability to rotate the camera 360 degrees was groundbreaking for its time, creating a sense of presence.
- Minimalist HUD: The lack of on-screen clutter (no cursor, no health bar) enhances immersion, though it also contributes to frustration.
- Motion-Captured Animations: Characters move fluidly, a rarity in late-’90s adventure games.
The Bad: Puzzle Design as Punishment
The Atlantis series’ puzzles are its most polarizing feature. They can be divided into three categories:
1. Logical but Obscure: Puzzles that make sense in hindsight but require pixel-hunting or illogical leaps (e.g., aligning constellations with no in-game reference).
2. Arbitrary and Random: Challenges like Crabs of Destiny (a gambling mini-game) that rely on luck rather than skill.
3. Sadistic Timed Sequences: Instant-failure scenarios that demand pixel-perfect precision, exacerbated by inconsistent checkpointing.
The Pixel-Hunting Plague:
A recurring issue across all three games is the difficulty in identifying interactive objects. The lack of a cursor means players must center their view on an object to highlight it—a design choice that leads to tedious scanning of every screen.
Combat and Character Progression: A Missed Opportunity
Unlike contemporaries such as Tomb Raider or Resident Evil, the Atlantis games avoid combat almost entirely. The few action sequences are clumsy, relying on quick-time events rather than skill-based gameplay. Atlantis: Evolution attempts to introduce RPG elements (inventory management, dialogue choices), but these feel tacked on rather than integrated.
World-Building, Art & Sound: A Feast for the Eyes, a Mixed Bag for the Ears
Visual Design: From Stunning to Surreal
- Atlantis: The Lost Tales (1997): The game’s depiction of Atlantis is lush and vibrant, with Greco-Roman architecture, floating islands, and crystal-powered machinery. The art direction is its strongest asset.
- Beyond Atlantis (1999): The shift to photorealistic character models is a double-edged sword. While impressive for 1999, the uncanny valley effect makes some NPCs unsettling.
- Beyond Atlantis II (2001): The most visually ambitious, with detailed environments ranging from Egyptian tombs to Chinese hellscapes. However, the surreal narrative makes the world feel disjointed.
Sound Design and Music: New Age Ambience
- Soundtrack: The music is a mix of orchestral scores and synth-heavy New Age tracks, evoking Myst but with a more spiritual bent. The Atlantis: The Lost Tales OST was even released as a two-CD set, a rarity for adventure games.
- Voice Acting: Uneven. Beyond Atlantis II’s protagonist sounds perpetually bored, while side characters range from hammy to forgettable.
- Ambient Sounds: Effective in creating atmosphere (e.g., the hum of Atlantis’ crystal engines, the howling wind in the desert).
Reception & Legacy: The Forgotten Middle Child of Adventure Gaming
Critical Reception: A Series of Diminishing Returns
- Atlantis: The Lost Tales (1997): Received moderate praise for its visuals and ambition but was criticized for its frustrating puzzles. It sold over a million copies, making it Cryo’s most successful title.
- Beyond Atlantis (1999): Reviews were lukewarm, with critics noting improved graphics but lamenting the convoluted plot and pixel-hunting.
- Beyond Atlantis II (2001): The weakest-received entry, with many reviewers expressing confusion at its narrative and disappointment in its gameplay.
Atlantis: Collection (2009) arrived long after the series’ relevance had faded. With no new content and no critical reappraisal, it was largely ignored, even by retro gaming enthusiasts.
Legacy: The Myst Clone That Refused to Be a Clone
The Atlantis series is often dismissed as a Myst knockoff, but this oversimplifies its identity. While it borrowed Myst’s structure, it infused it with:
– A stronger emphasis on narrative (however flawed).
– A willingness to experiment with surrealism (especially in Beyond Atlantis II).
– A distinct New Age aesthetic that set it apart from more grounded adventure games.
Its influence is minimal—later games like The Witness or Obduction owe more to Myst than to Atlantis. However, the series remains a fascinating artifact of a time when adventure games were still willing to take risks, even if those risks didn’t always pay off.
Conclusion: A Flawed but Fascinating Relic
Atlantis: Collection is not a masterpiece, nor is it a complete disaster. It is, instead, a remarkably unremarkable compilation—a phrase borrowed from critic Boris Bezdar—that encapsulates the strengths and weaknesses of Cryo Interactive’s output. The games within are:
– Visually impressive for their time, with environments that still hold up in screenshots.
– Narratively ambitious but often incoherent, swinging between earnest myth-making and baffling surrealism.
– Mechanically frustrating, with puzzle design that oscillates between clever and cruel.
Final Verdict: 6.5/10 – A Guilty Pleasure for Adventure Game Historian
Atlantis: Collection is best approached as a historical curiosity rather than a must-play experience. It offers:
✅ A time capsule of late-’90s adventure gaming.
✅ Gorgeous pre-rendered environments that reward exploration.
✅ A bizarre, meme-worthy narrative in Beyond Atlantis II.
❌ Puzzle design that often feels arbitrary or unfair.
❌ Clunky action sequences and inconsistent difficulty.
❌ A lack of modern quality-of-life improvements (no widescreen support, no controller compatibility).
Who Should Play It?
– Fans of Myst, Riven, and other classic adventure games who can tolerate jank.
– Historians of gaming interested in Cryo Interactive’s legacy.
– Masochists who enjoy punishing puzzle design.
Who Should Avoid It?
– Players who demand tight storytelling or fair gameplay.
– Those who dislike pixel-hunting or trial-and-error mechanics.
– Anyone expecting a polished, modernized experience.
The Last Word: Atlantis as a Metaphor for Its Own Legacy
The myth of Atlantis is one of a lost civilization—grand, advanced, and ultimately doomed. The Atlantis series, in its own way, mirrors this fate. It was a product of a bygone era, a studio pushing against the limits of its technology and imagination, only to collapse under the weight of its own ambitions. Atlantis: Collection preserves these games not as they should have been, but as they were: flawed, fascinating, and forever lost to time.
Final Rating: ★★★☆☆ (3/5) – A niche curiosity with moments of brilliance buried under layers of frustration.