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Games developed by Infogrames Europe SA

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Advantage Tennis

Advantage Tennis is a tennis simulation played with 2D characters on a 3D simulated court. The camera zooms and pans to follow the action. There are training, season and exhibition modes. The season mode allows you to play against a variety of competitors and on different courts around the world.

Alone in the Dark

DOS 1992
Jeremy Hartwood has committed suicide in his Louisiana mansion, Derceto. Take on the role of Edward Carnby, a private investigator, or Emily Hartwood, Jeremy's niece, and investigate the suspicious death. The three-story mansion is reputed to be haunted by its eccentric owner. Quickly, you realize that it is. Deformed rats, zombies and giant worms are some of the enemies that haunt you, and you must escape somehow. Alone in the Dark is a survival horror action-adventure game. The action takes place from several fixed points of view. The backgrounds are 2D painted images, while the player character, all objects and monsters are represented as 3D models. To escape from the mansion, you will have to solve a series of puzzles. They usually consist of finding an object and using it in the right place. Apart from the objects needed for the puzzles, you can also find books and documents that can be read, healing objects that can be consumed to restore health points, and weapons. Weapons are very useful, as Derceto is full of various monsters. Some monsters can be killed with weapons, but others are impossible to kill or require a bit of thought to take them down. Note also that you have limited amounts of ammo, so you have to use firearms with care.

Alone in the Dark 2

DOS 1993
In Alone in the Dark 2, you take on the role of Detective Edward Carnby, one of the two main characters from the original Alone in the Dark. Now Carnby must investigate a smuggler named One Eyed Jack after a former college detective named Stryker credits Jack with the kidnapping of young Grace Saunders. Stryker attempts to infiltrate Jack's dilapidated Hell's Kitchen mansion and rescue the girl, only to disappear himself. That's where Carnby comes in. Carnby soon learns that Jack and his gangsters are actually 15th century pirates who gained immortality after Jack joined forces with Elizabeth Jarret, a voodoo witch. However, the dark magic that keeps them immortal also requires Jack and his crew to regularly perform human sacrifices (which explains Grace's kidnapping). Now Carnby must fight his way through Hell's Kitchen and Jack's army of gun-wielding gangsters, seeking a way to break the spell and keep them dead. Alone in the Dark 2 is an action-adventure game, similar to the original Alone in the Dark. Like its predecessor, the game uses 2D-3D hybrid graphics. Completing the game requires you to solve a lot of puzzles while fighting zombie pirates along the way. Some enemies can be killed with the numerous weapons at your disposal, while others must be defeated using tricks. In addition to Edward Carnby, the game also includes a short section (two sections in the CD-ROM version) in which you play as little Grace Saunders. Obviously, Grace can't fight, so the sections in which she appears rely on quick reflexes and ingenuity to evade and outwit enemies.

Alone in the Dark 3

DOS 1994
After surviving two encounters with the supernatural in Derceto and Hell's Kitchen, Detective Edward Carnby is ready for another round of being alone in the dark. In the third game in the series, we learn that Emily Hartwood (the other main character from the original game) began a career in Hollywood movies after surviving her ordeal in Derceto. Her latest project is a spaghetti western being shot in an abandoned ghost town called Slaughter Gultch, which rests precariously on the edge of the San Andreas Fault. Slaughter Gultch was founded by a man named Jebediah Stone and run by his own army of cold-blooded killers. Stone and his men were killed by angry villagers led by the local Blacksmith, and the town was abandoned soon after. Unfortunately, Emily's team disturbs the spirits of Stone and his men, who quickly return to the world of the living and proceed to kill the film crew one by one. Carnby is called to Slaughter Gultch after learning of the disappearance of Emily and her crew, and soon encounters Stone's band of Zombie Cowboys. Armed with various western paraphenalia, such as colt pacifiers, bull whips and even a machine gun, Carnby must fight his way through Stone's henchmen and discover Emily's fate. Along the way he learns some surprising things about Stone's origin, as well as a sinister plan interrupted by his death that involved the destruction of the West Coast and that Stone can now pursue again. The gameplay is similar to that of its two predecessors: The player guides Carnby through static 3D screens that regularly change camera perspective. He collects various objects and uses them to solve puzzles. In addition to using objects, there are four actions that are triggered by pressing a button: jumping (only in predefined locations), opening/examining, moving (e. g. , pushing), and fighting. The latter is an important game mechanic because many situations require a violent approach: the player uses melee attacks or other weapons (with scarce ammo resources). The player has to aim manually and can adjust Carnby's and the enemy's life energy (which greatly affects the difficulty) in three steps.

Autoroute

MSX 1985
Autoroute is a classic customizable racing game released for the MSX system in 1985. Developed by Game Arts, this game was one of their earliest releases and set the standard for future racing games on the system. From its realistic graphics to its challenging gameplay, Autoroute quickly gained a strong following among gaming enthusiasts. The game puts players behind the wheel of a high-speed race car, navigating through a variety of tracks and competing against other drivers. What sets Autoroute apart from other racing games at the time is its level of customization. Players can not only choose the color of their vehicle but also the engine, tires, and other parts to fine-tune their car for optimal performance. This added layer of strategy adds depth to the gameplay and makes each race feel unique. The graphics in Autoroute were considered top-of-the-line for its time. The 3D perspective and realistic backgrounds created an immersive experience for players. The attention to detail in the car designs and animation of the race tracks added to the overall realism of the game. The sound effects also added to the immersion, with realistic engine noises and realistic crashes when accidents occurred. These features helped create a sense of excitement and adrenaline while playing. Autoroute offers a variety of game modes to keep players engaged. Whether playing against other players in split-screen mode or taking on the challenging AI in single-player mode, there's always something new to experience. The game also includes a time trial mode, allowing players to test their skills and compete for the best lap times. This feature adds an extra layer of replayability and allows players to constantly improve their racing skills. One of the standout features of Autoroute is its difficulty. The AI opponents are highly competitive, making each race challenging and unpredictable. Players must use every skill at their disposal to outmaneuver opponents and navigate through the intricately designed tracks. This level of difficulty keeps the game engaging and offers a real sense of accomplishment when you finally cross the finish line in first place.

Bubble+

Bubble+ is a classic Amiga game that truly captured the hearts of gamers when it was released in 1990. Developed by the renowned German software company, Rainbow Arts, this arcade-style game became an instant hit among players worldwide. Its unique gameplay and challenging levels provided endless hours of entertainment for both casual and avid gamers alike. At its core, Bubble+ is a puzzle game that requires players to strategically match colored bubbles in order to make them pop and clear the board. The objective is simple yet addicting – players must use their wits and quick reflexes to clear as many bubbles as possible while avoiding obstacles and traps within the level. The game's controls are intuitive and responsive, making it easy to pick up and play for gamers of all ages. One of the standout features of Bubble+ is its vibrant and colorful graphics. The game utilized the Amiga's advanced graphical capabilities to create a visually appealing and engaging experience. Each level is uniquely designed with its own color scheme, adding a touch of variety and excitement to the gameplay. The sound effects and background music also add to the overall charm of the game, making it a complete package that is sure to keep players hooked. In addition to its single-player mode, Bubble+ also offered a multiplayer option, allowing friends to compete against each other in a head-to-head bubble popping race. This feature was a hit among gamers, as it added a social element and increased the game's replay value. The game also featured a high score system, further fueling the competitive spirit among players. One of the most impressive aspects of Bubble+ is its level design. As players progress through the game, the levels become increasingly challenging, introducing new obstacles and puzzles that require more skill and strategy to overcome. This gradual increase in difficulty kept players engaged and motivated, as they aimed to conquer the game's toughest levels. Even after three decades, Bubble+ remains a beloved game among Amiga enthusiasts. Its timeless gameplay and captivating visuals have stood the test of time and continue to garner praise from gamers. Arcade-style puzzle games may have become more advanced and complex over the years, but Bubble+ will always remain a shining example of a simple yet addictive game that has stood the test of time.

Call of Cthulhu: Shadow of the Comet

DOS 1993
Shadow of the Comet is one of the best horror games ever produced, with a gripping storyline based on Lovecraft's Cthulhu mythos, good puzzles, and wonderful atmosphere and characters despite some interface quirks. As a journalist arriving in a small town to photograph the passage of Halley's comet, you soon discover that the event signifies a more sinister plan. Some pixels and time limits are annoying, but the game is excellent overall.

Chaos Control Remix

Chaos Control Remix was a highly-anticipated game release for the SEGA Saturn in 1996. Developed by Infogrames and published by SEGA, this rail shooter game took players on a thrilling journey through time and space. With its unique gameplay mechanics, mesmerizing graphics, and a gripping storyline, Chaos Control Remix quickly became a fan favorite among SEGA Saturn owners. The game follows the story of two space pilots, Rick and Jennifer, who are on a mission to retrieve a powerful crystal that has been stolen from their home planet by an evil organization known as Black Nebula. The duo must travel through different eras, from ancient Egypt to the distant future, to locate the crystal and stop Black Nebula from using its power for their nefarious plans. What made Chaos Control Remix stand out from other rail shooters of its time was its innovative gameplay. Unlike traditional rail shooters, players could control the movements of their characters in this game. This added a layer of depth and strategy to the gameplay, as players had to not only shoot down enemies but also maneuver through obstacles and make split-second decisions. The graphics of Chaos Control Remix were nothing short of spectacular. The cutscenes were beautifully rendered, with attention to detail that brought the game's world to life. The in-game graphics were equally impressive, with fluid animations and stunning backgrounds that changed with each time period. The game also featured a catchy soundtrack, adding to the overall immersive experience. One of the most challenging aspects of the game was the boss battles. Each era had its unique boss, with their own set of attack patterns and weaknesses. Players had to use all their skills and reflexes to defeat these powerful enemies, making each boss battle a thrilling and adrenaline-pumping experience. Apart from the main story mode, Chaos Control Remix also had a multiplayer mode where two players could compete against each other in split-screen action. This added an element of friendly competition among friends and siblings, making the game even more enjoyable. Despite its critical acclaim, Chaos Control Remix did not reach the mass appeal that other SEGA Saturn games like Nights into Dreams or Panzer Dragoon did. However, it remains a beloved game among SEGA Saturn enthusiasts and is considered a hidden gem in the console's library.

Continuum

Continuum is a 3D game seen from the third person perspective. The player pilots a 'Mobile', a ship that bounces on the platforms that fill the rooms. The player can turn the ship left and right, push it forward and move the camera up and down for optimal viewing. The game contains 256 rooms that the player explores in search of 16 crystals and 16 cubes. The mobile bounces from platform to platform, making its way through the room to doors leading to other rooms. Along the way, the player encounters many other creatures and vehicles, as well as surprises, such as rooms with reversed gravity. There are two game modes: In action mode, players start in the central room and travel the path with a time limit. Players gain time when they enter a room they have not been in before, and when they collect crystals or power-up cubes. In Emotion, players can choose to start in any of the 12 regions into which the 256 rooms are grouped. The regions are arranged in the context of different areas of the human brain. Although there is no timer, players also cannot explore beyond the chosen region.

Dames Simulator

Dames Simulator is a DOS title that arrived in 1990, during a period when computer games often blended comedy, fantasy, and flirtation with punchy, text-and-sprite interfaces. The name hints at its focus on an ensemble of attractive female characters, framed through a simulation structure rather than a traditional action script. In practice, players are placed in the role of a would-be manager and suitor, navigating day-to-day interactions where small choices influence mood, progress, and the overall direction of play. At the core sits a loop of planning, approaching, and responding to feedback. Rather than relying on twitch reflexes, the experience leans on timing and decision selection: what to say, when to move, how to spend in-game opportunities, and which activities to pursue. The game’s mechanics reward consistency, because repeated behaviors can either build trust or trigger awkwardness. Encounters unfold in short sequences, often feeling like scenes stitched together, with outcomes determined by a blend of your strategy and the simulation’s internal variables. The presentation matches its era. Graphics stay modest, emphasizing character portrait work, simple backgrounds, and readable prompts that guide you through menus and small event screens. Sound is typically limited by DOS-era constraints, with brief effects that underscore success, failure, or social tension. Controls are straightforward on the keyboard, using directional navigation and confirmation keys, so sessions can be brisk or linger for careful experimentation. One reason the game stands out is its tone. While it uses playful innuendo and a cheeky worldview, it also reflects a time when Western PC software sometimes flirted with adult-coded humor without fully embracing the later, more explicit approach of subsequent releases. That blend makes it intriguing for historians of the genre, yet it also means the experience can feel dated in pacing and ethics, especially to modern audiences with different expectations. The title lingers mostly as a curiosity. It demonstrates how early simulation games tried to mimic social life through simplified state systems: relationships become numbers, chemistry becomes probabilities, and narrative becomes a chain of branching prompts. For collectors and preservationists, it represents a snapshot of late DOS experimentation. For players curious about early flirt-based sims, it offers a time capsule of design habits, UI conventions, and the era’s distinctive sense of audacity.
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