It's not something you would expect from an asterix game
Generally Doctormabus' sex dungeon is kind of out of place

I believe in the movie he only had a small hobbit cave and not an underground city
look i'm with my unreachable boyfriend without cheating 😂
It's too funny to make the game in the wrong order, it does anything with the cutscenes, they overlap each other.

However, how come the collisions are so well done?
As soon as the player goes out of bounds he is blocked. How did they manage to do that? @adrientd
They only modelled where the player can go, thus they simply made no collision model for oob stuff
Certainly, but as soon as the spell is even a little bit, it is instantly blocked.
Yeah, if there is no collision underneath asterix he cannot move
neither is it exactly that.
I believe the game checks, for every movement, if the next/new position of the player has collision underneath it. If it has collision, then the game will replace the position to the new one, but if there is no collision, then the game rejects the new position, and the player stays at the previous/old position. This is one way to prevent the player to get OOB, but this does assume that the old/previous position was above collision. If the new AND old position during movement is OOB, then the game constantly stays at the same old position and you can't move.
Oh that's very ingenious! But when the player is above a chasm he can still cross it despite there being no ground below.
There is, but I believe there is a flag specifying whether the player should fall to his death upon landing on it or something like that
This game is really perfect, but I think it's due to its game engine. They really paid attention to detail, it's amazing!
Indeed, the collision system is robust.
All games should do this. It would avoid all possible OOB.
Especially how the collision model of the level has a lot of contraints (such as walls having to be vertical, etc.). While it limits what you can do in the collision models, it does force the designer to make simpler collision geometry that can be reliably used for collision without many bugs.
Compare to other games that reuse the level geometry for rendering for collision as well, and your game can end up having collision bugs, lots of skips etc...