You awake in a nightmarish carnival and watch a golden-haired woman hurl herself down a bottomless well for your sake. You seek clues and help from jeering ravens, an eyeless scribe, a living furnace, a mismade mermaid, and many more who dwell within the park. All the while, a shadow shrieks fr...
You awake in a nightmarish carnival and watch a golden-haired woman hurl herself down a bottomless well for your sake. You seek clues and help from jeering ravens, an eyeless scribe, a living furnace, a mismade mermaid, and many more who dwell within the park. All the while, a shadow shrieks from atop a towering roller-coaster, and you know that until you destroy this Dark Thing, the woman will keep jumping, falling, and dying, over and over again.... Strangeland is a classic point-and-click adventure that integrates a compelling narrative with engaging puzzles. For almost a decade, we've been working on a worthy successor to the fan-acclaimed Primordia, and we are proud, at long last, to share our second game.
Strangeland is a place like no other. Even in the real world, carnivals occupy a twilight territory between the fantastic and the mundane, the alien and the familiar. In their funhouse mirrors, their freaks, and their frauds, we see hideous and haunting reflections of ourselves, and we witness the wonder and horror of humanity in just a few frayed tents, peeling circus wagons, dingy booths, and run-down rides. Strangeland, of course, is most definitely not the real world. Indeed, figuring out where—and who—you are is one of the game's many mysteries.
As you explore Strangeland, you will need to gather otherworldly tools and win strange allies to overcome a daunting array of obstacles. Forge a blade from iron stolen from the jaws of a ravenous hound and hone it with wrath and grief; charm the eye out of a ten-legged teratoma; and ride a giant cicada to the edge of oblivion.... Amidst such madness, death itself has no grip on you, and you will wield that slippery immortality to gain an edge over your foes.
Navigating this domain of monsters and metaphors will require understanding its denizens and its enigmas. Unlike many adventure games that offer a linear experience and single-solution puzzles, Strangeland lets you pick your own way, your own approach, and your own meaning—one player might win a carnival game with sharpshooting, another by electrical engineering; one player might unravel a strange prophet's wordplay while another gathers visual clues scattered throughout the environment. Ultimately, Strangeland's story will be your story. You are not the audience; you are the player.
Approximately five hours of gameplay, replayable thanks to different choices, different puzzle solutions, and different endings
Breathtaking pixel art in twice Primordia's resolution (640x360—party like it's 1999!)
Dozens of rooms to explore, with variant versions as the carnival grows ever more twisted
An eccentric cast, including a sideshow freak, a telepathic starfish, an animatronic fortune-teller, and a trio of masqueraders
Full, professional voice over and hours of original music
A rich, thematic story about identity, loss, self-doubt, and redemption
Integrated, in-character hint system (optional, of course)
Hours of developer commentary and an "annotation mode" (providing on-screen explanations for the references woven throughout the game)
At Wormwood Studios, we make games out of love—love for the games we've spent our lifetimes playing, love for the games we ourselves create, and love for the players who have made all of those games possible. We know that players invest not just their money and time in the games they play, but also their hope and enthusiasm. And we want to make sure that players receive a rich return on that investment by creating games that provide not only a fun, challenging diversion for a few hours, but also lasting memories to keep for years.
We think the best way to achieve that with Strangeland is to adhere to the genius of the adventure genre: the marriage of challenging puzzles and thrilling exploration, on the one hand, with an engaging narrative, on the other. At the same time, we've tried to remove the punitive aspects of adventure games (deaths, dead ends, illogical puzzles, pixel hunting, backtracking, etc.). Within this framework, we add uncanny visuals, memorable characters, and thought-provoking themes. The result for Primordia was a game that has received thousands of positive player reviews, and we have refined our approach further with Strangeland. We hope it will not disappoint the players who have given us such great support and encouragement over the years! And we hope that it will find a place in the hearts of new players as well.
Häufige Erfolge
Consider the Crab
Killed the Crab.
common
·
43.37%
Long in the Tooth
Got Tooth.
common
·
41.33%
A Cut Above
Persuaded Nineveh to hone Beak.
common
·
43.92%
A Dagger Which I See Before Me
Got Beak.
common
·
51.6%
Joke's on You
Heard all the Clown's jokes.
common
·
34.6%
The Long Walk
Reached the Hall of Mirrors.
common
·
40.99%
Pandora
Opened the Box.
common
·
40.31%
Stranger in a Strangeland
Starting out.
common
·
66.62%
The Third Blade
Got the final knife.
common
·
40.99%
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I really enjoyed this one as any other Wadjet Eye game, but this one really stood out with it's atmosphere, with it's weird constructions. Puzzles were very logical and straightforward if you thought about it, except one, the phone number one, but you can always get hints if you are stuck. Can't wait what's next from these guys :)
"...but aren't they all?" - Jim Sterling
This is yet another game about someone struggling through grief via an internal struggle and surreal imagery. If you like that sort of thing, you'll probably like this game, though it does occasionally forget that this is all in someone's head and veers into some fascinating sci-fi and horror imagery.
As a Point-and-Click, it's competent. I only had to check a guide once or twice to progress, and when I did, the answer was obvious enough that I felt dumb for checking a guide, so I never got stuck and "moon logic" was kept to a minimum.
It is, however, a bit short and repetitive. The second half is rhymes with the first half, and to me, a lot of the appeal of a point and click is unlocking new situations and new puzzles, new parts of the world. This had pretty few things to unlock. It has nice enough art, when you do go into a particularly weird situation.
It's a fine and serviceable adventure. It's not one of the greats, but I've definitely played worse. It's fine.
A well written story of loss, identity, desire, fear of failure and probably a whole lot more. Top tier psychological horror. A well flowing puzzle design, once you get going it's hard to stop. A surreal, beksinski-esque intrapsychical world that intrigues at every turn. A g*****n Lacan reference! What more can you hope for? Currently at the last stretch of my second playthrough.
I love the mood this game sets, also that the puzzles were engaging and varied big time. There are lots of interesting thoughts to pick up, even from the developer commentary. I also loved the grapics stile and the effects/animations, so overall it was a really nice experience for me. It could be a cool game for anyone who liked a bit darker mood and psychological themes.
First of all, a disclaimer: I did instabuy Strangeland because Primordia is one of the best point & click adventures I've ever played. For what it's worth, I don't particularly recommend Strangeland if you enjoyed Primordia: other than the (gorgeous) art style and some (great) writing on Mark Yohalem's part, they're really not that similar, even in terms of pure gameplay: Primordia plays more like your regular old-school point & click, whereas Strangeland is shorter, more streamlined and admittedly more about the experience, the message, making the player feel like part of the engrossing narrative.
Gameplay-wise, it's your typical point & click. Puzzle solutions do have multiple approaches, which is great, since the game accommodates pretty much every kind of player. It also has one of the best in-game hint systems, if I say so myself. Think a less on the nose version of Thimbleweed Park's payphone line (again, experimenting with the game instead of relying solely on the hint system tends to be more rewarding, not only for the obvious accomplishment reasons, but because puzzles have multiple solutions and approaches).
Some people will think the game is too "pseudo", and that's OK. No game is for everyone, you're not a better or worse person/gamer if you love or hate this kind of game, but do be advised it IS a game that's built more like a short experience with A LOT of literature, mythology and psychology in it (there's an Annotation Mode, in case you want an insight into all of the references and hidden meanings -- for obvious reasons, I don't recommend it on your first playthrough).
In terms of length, YMMV depending on how familiar you are with this genre of games; a first playthrough took me ten minutes short of 5 hours, but I wouldn't necessarily say I've "finished" it, since there's a lot of stuff I missed, and Strangeland is clearly built around us playing it at least two or three times.
All in all, wholeheartedly recommended
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