I just finished
Strangeland by
Wormwood Studios (well, "just finished" as of the time of
starting on this post, anyway, as I'm sure at least an hour or three will have passed by the time I actually post it)... ...for the
third time, after it was released only two days ago. The first time was a fairly leisurely, normal playthrough, trying to look at and do everything, which took 3.9 hours (according to Steam), though I definitely missed some stuff the first time through. The second time through was with the commentary and annotations turned on and took 8.9 hours, so says Steam, partly because some of those commentary segments were
loooooong (not a bad thing, mind you, because they were all pretty interesting), and partly because I was constantly alt-tabbing out to take notes[1] while playing. The third time through, I just kind of tried to blitz through as fast as I could to get the last three achievements that I'd missed ("Gotta Torch 'Em All," "Dumb Ways To Die," and "Big Talker") which took another three hours.
(I'm pretty sure that Chester, voiced by Wadjet Eye's Dave Gilbert according to the credits, was the rat, if you use the spirit torch on it? All I know was that after my first and second playthroughs, I was like "Who the hell was Chester? I'm pretty sure I didn't hear Dave Gilbert's voice... o_O") (EDIT) So, it seems that Chester is an Easter Egg if you dial 1-900-740-JEDI on the payphone, i.e. a reference to
Monkey Island 2: LeChuck's Revenge... except that it's apparently
broken at the moment(EDIT 2)[2](/EDIT 2) and will be fixed in an upcoming patch. (Wow... holy flashbacks to my days in WA as a software tester, Batman... O_O) That said, that's the
only bug that I encountered while playing the game, as the game otherwise seems to be rock solid, as far as I can tell. (/EDIT)
So...
Strangeland. It's made by the same guys who made
Primordia, another excellent point-and-click adventure game (and one which I kind of want to play again now, and, in fact, probably will soon). It's published by the company that made
other games that I've
raved about in the past. Like those games, this one is also a point and click adventure game. If you like that sort of thing, I think you'll love this, especially if you like the weird and macabre. I love point-and-clicks, so I found this to be great.
You play as a guy who wakes up without his memory, in a straightjacket, in a world that's probably best described as a living nightmare. And you're essentially immortal, so dying is mostly just an inconvenience. In fact, you have to die a few times in order to progress. On the surface, the setting is a carnival, with rides and games and such, but it's pretty obvious that there's more going on here. I won't say anything about the story due to spoilers, but... I'd recommend (as the game itself recommends) that you definitely save the commentary and annotations for a second playthrough, because those pretty explicitly spell out what's going on more or less right from the start.
Strangeland has been compared to several other games, like
Sanitarium and
Silent Hill, which I would say is pretty accurate, especially
Sanitarium. In the commentary, other references are made to the
Dark Seed games and
Weird Dreams (none of which I have played myself and cannot comment on) and the
Legend of Kyrandia series (which I
have played and fully agree with the commentary that they are wonderful games). I'd also compare it to
Planescape: Torment, both for the specifics of the player character being an amnesiac who can die repeatedly to potentially solve puzzles and advance the story and also for the fact that I think the storytelling in
Strangeland is great, just like in
Torment. There is mention of
Torment at one point in the commentary, but it's more in reference to
Primordia than to
Strangeland. (Seriously, coming from
me, a game being compared to
Planescape: Torment is high praise indeed.)
Non-game references, as mentioned in the commentaries, are to Norse mythology, such as
Prose Edda,
Hávamál, etc. (which is kind of funny, because I temporarily set aside my
third playthrough of Heroine's Quest: The Herald of Ragnarok in order to play
Strangeland), and "
The Hollow Men" by T.S. Eliot, among many others. Also quite a bit of Tarot stuff.
The art is great. In addition to
Primordia and some of the more eldritch locations in the
Blackwell games, I was also getting some
Bad Mojo vibes, for the grunginess seeming to coat everything. And, of course, it's all pretty reminiscent of the dark world from
Silent Hill, too.
The music, also, is very atmospheric and fitting for the setting. Rather low-key, for the most part, but ever present. I also liked that each of the characters that you can talk to gets their own theme, which sort of builds upon whatever music was already playing in that area, such as the organ music that fades in for the Scribe as you're talking to him.
The voice acting, as is always the case in every Wadjet Eye game I've ever played so far, was top-notch. I have to admit that it was a bit difficult not to hear Joey Mallone in the Stranger at first, but I stopped thinking about it before too long. Also, it seems like Abe Goldfarb voices almost literally half the cast, if you count each character in the "Deadland" as its own thing, rather than... well... spoilers. And I heard some other voices that I recognized from previous Wadjet Eye games, and I saw some other names in the credits that I recognized from other things, as well, which was nice.
Some specific things now, and maybe kind of spoiler-y after this point.
During the commentary, there was a mention of a "flipped puzzle," i.e. one in which the solution is to do the opposite of what you'd think you should do at first, with reference to
Shade by Andrew Plotkin, a game about a guy who is, ostensibly, about to go on a vacation in Death Valley.
Shade is pretty great, too, I won't spoil it. However, while we're talking about interactive fiction games here, another comparison I would make in this vein would be to
Slouching Towards Bedlam, in which (spoilers) the best ending is gotten by jumping out of the window to kill yourself as one of your first moves in the game, which is not something you'd know until you've already played through the game once. (Well, if by "best ending" one means "saving humanity," that is. If your goal is to doom humanity by spreading the Logos, then maybe don't jump out the window.)
I love the idea of "co-authorship" as applying to video games, i.e. interactivity making an otherwise "unremarkable" story remarkable, due to the player's interaction with it. This was talked about in the commentary and it is something that I've long thought about, from way back in my
DigiPen days. If I ever were to get around to making that one game that has been trundling around in my head for the past, oh, decade or two now, it would very likely directly deal with such themes. (But I'll probably get around to that right after I finish the novel I've been "working on" for the past not-quite-but-almost as long now... blugh.)
The Dark Thing in
Strangeland is compared in the commentary to
Rover from
The Prisoner, which I thought was pretty great.
And... one last thing I found pretty neat. In every game I've played that has a telephone and lets you dial numbers, one of the first things I do in such games is to dial 911. I won't say for 100% certain that
Strangeland is the first game I've played that actually accounts for that, but if I've played another game in the past that does, it's not coming to mind right now.
[1] - The only other game, at least so far, that I've taken notes while playing was
Doki Doki Literature Club. Except in this case, I wrote an actual post using those notes, rather than just text-dumping 8 pages of notes into the Dreamwidth post window.
(EDIT 2)
[2] - Just for context, that tweet I linked to there was in response to some tweets that I had made about the game (including a link back to this very post here), but of course my own tweets don't exist anymore, due to me nuking my original Twitter account after Elon Musk took over.
(/EDIT 2)