
Point and click adventure games have fallen out of fashion in the last decade or so, largely because the people making them have bizarre, awful logic that makes puzzles a chore or too separated from the plot to make any sense. I've not experienced anything like it in a long long time. Point Strangeland is very densely written body/surrealist horror experience. Strangeland is very densely written body/surrealist horror experience. The ride might be too intense at times, but you'll never regret it.

I may sound hyperbolic, but I could never praise Strangeland high enough I couldn't do it justice with 10000-words piece of prose poetry. That it garnered so little attention only bespeaks a bias and an immaturity inherent to videogames and what surrounds them. As a whole it remains one of the most imaginative, profoundly moving things I ever played. Where it maybe excels is as a narrative vehicle, a maelstrom where level design and an unforgettable, stream-of-consciousness story melt together as if unborn and captivate both mind and heart. Nor does it engage the player with tawdry tropes.


One could argue that for a graphic adventure that relies on puzzles it doesn't present the (albeit challenging) most fresh or ingenious. After a replay it still grabs my throat and carries me away with the utmost subtlety, largely unparalelled in any media. After a replay it still grabs my A densely harrowing, unique experience that seems to have been engendered by the likes of Kafka or Beckett. A densely harrowing, unique experience that seems to have been engendered by the likes of Kafka or Beckett.
