Note: This review was written entirely sans PR materials and research; ordinarily, we pride ourselves on diligence and copious amounts of background research, but due to the game’s clear intentions and sensibilities, chose to approach this review differently.
The single worst thing about adventure games – the one aspect that is also almost wholly unique to them – is being stuck. (Worse still, in fact, is knowing when you’re badly stuck.) For players, after all, adventure games are all about progression; for developers, they are all about managing it.
The genre on the whole is a curious balancing act of controlling tempo, pacing, difficulty, balance, and the flow of information.
Peter Moorhead’s Stranded, then, is supposed to be
“[…] a minimalist adventure game that foregoes dialogue and puzzles to focus on atmosphere, mystery, and exploration; it is both a love letter to classic point & click adventures, and an experiment with the fundamentals of the genre.“
To read the store page like the Devil does the Bible, then, according to the quote the fundamentals of adventure games are 1) dialogue, and 2) puzzles. From what I could gather, Stranded has neither of these things. Hence, it would be perfectly fair to state that Stranded is either a piss-poor adventure, or it isn’t one at all. Love letter? More like breaking up with emoji. (more…)