Titanic: Adventure Out of Time is a 1996 point-and-click adventure game developed by CyberFlix and published in the United States and United Kingdom by GTE Entertainment and Europress respectively, for Microsoft Windows and Macintosh. It takes place in a virtual representation of the RMS Titanic. The player assumes the role of a former British spy who, during the London Blitz, is sent back in time to the Titanic and must complete a previously failed mission to prevent World War I, the Russian Revolution, and World War II. The gameplay involves exploring the ship and solving puzzles. There are multiple outcomes and endings to the game depending on the player's interactions with characters and use of items. The game was created with CyberFlix's proprietary engine DreamFactory, which was also used to create Dust: A Tale of the Wired West. Extensive research was done by the development team to ensure historical accuracy and to precisely recreate the ship's interior and exterior 3D environments. As with Dust, Titanic'''s character animation was done by overlaying multiple still photos of actors to create mouth and facial movements. With sales above 1.5 million units, Titanic was a commercial success. It received generally positive reviews from gaming critics, who praised the game's story, atmosphere and recreation of the ship, but criticized the character animation and some of the puzzles. GameplayTitanic: Adventure Out of Time is an adventure game played from a first-person perspective with a point-and-click interface in which players roam a fully rendered model of the RMS Titanic. The game's control scheme is composed of a keyboard, whose arrow keys control the player's movements, and a mouse, with which the player can interact with objects, characters, select dialogue and options from the HUD interface; these are a lifesaver (which brings the player to the options menu), an inventory bag and a pocket watch that indicates the game's progression. The puzzles in Titanic rely on collecting and using certain items to advance the story. Dialogue is also a significant aspect of the game. Characters are programmed to remember the player's actions and react accordingly, and thus the choice of dialogue options deeply influences the story's progression as to which items the player obtains or the tasks the player is able to complete. As a result, the game can have a total of eight distinct endings, only one of which presents success in the mission. The Titanic herself