he climbs a great tree and crosses a rope bridge into the temple Valembois had written of. There, he encounters Alvarez, who threatens to kill him but doesn't have the strength left for it. Further on, he rides a primitive hang glider which takes him to the volcano's rim. He sets the egg down and it hatches the White Birds, thus accomplishing Valembois's dying wish. Gameplay Amerzone plays like a typical first-person point-and-click adventure game. The player flips between panoramic "screens", which can be panned around to view the game world. Certain elements can be interacted with by clicking on them. To progress in the game, the player must solve puzzles, which may involve talking to people or using items collected throughout the game. Some items are not required for puzzle-solving, but instead serve to flesh out the game's plot: this is the purpose of the explorer's journal and Valembois's letter. The game has a resource management component in the Hydroflot: the player must constantly be on the lookout for fuel and floppy disks required to keep the vehicle running. The game's mobile port modified some gameplay elements. An optional hint system was added to get struggling players back on track, and certain puzzles were redesigned in an attempt to limit tedious back-and-forth travel between locations. Since iOS devices use touchscreens for input, the controls were redesigned: objects are highlighted with clickable icons, and the camera can be controlled by tilting the device. Development Pre-production Before entering the gaming industry, Benoît Sokal drew comic books like Canardo, which he colorized on a personal computer. With the advent of CD-ROMs, which could store hundreds of times more data than then-ubiquitous floppy disks, Sokal was inspired in 1995 to create a multimedia CD-ROM containing 2D and 3D art which would add up to a cohesive universe. His comic publisher, Casterman, approved of the idea, and after a successful demonstration Sokal began work on the project with software developer Gregory Duquesne. Casterman's initial vision was of a cheap, small-scale product with a very limited production run; they eventually realized that such a niche product would not sell, and decided to do something more ambitious. Sokal and Duquesne began planning a full-fledged video game, which Sokal decided to base on his comic book L'Amerzone. It would be made up of prerendered screens, linked together using the Phoenix VR engine. Sokal held complete creative control