Perhaps if the game was stretched out to flesh out some thin plot points, or expanding on the almost non-existent world, the game would hold up better. As it stands though, High Strangeness feels like a game that was built around a novel idea and hurried to completion.
While it does provide the player with something to look forward to, the game's lack of offer in terms of variety and sub-par visuals, along with a very shot lifespan, mean that High Strangeness will most likely not cause an impact with the vast majority of players, all due to its own flaws.
Steven Jenkins does have some interesting ideas and he really should continue developing more because High Strangeness does show promise. Perhaps with a bit more careful planning and more focused management, he can deliver a game that satisfies all his narrative goals, since this seems surprisingly rushed.
All things considered, I can kind of give High Strangeness a halfhearted recommendation; the soundtrack is outstanding and there are some clever story and gameplay concepts on display, just don’t be surprised if the second half leaves you feeling low.
SummaryHigh Strangeness is a hybrid of 8 and 16 bit games - a 12 bit adventure. The inspiration of the game comes from many Action-Adventure and RPG games of yesteryear.