Retrospective: Oddworld: Stranger's Wrath
The Weird West.
(A warning: Spoilers tend to go with the territory in retrospectives, but I'm going to reveal Stranger's Wrath's greatest twist early on in what follows. If you're planning on playing through this game for the pleasure of watching the plot unfold - and this is one of the few games where that wouldn't be an entirely self-destructive objective - you might want to do that before reading any more.)
Pluck a favourite game from the air, and picture yourself playing it. Who are you? If it's an FPS, you may well be a grizzled super-soldier, armour-clad and shaven-headed, despatching fiery justice and grim witticisms as you avenge some manner of contrived atrocity. If it's a cartoon platformer, you're probably a wise-cracking furry of some description, or a lovable robot whose arms keep falling offat the least appropriate time .
If it's fantasy, things get even easier to predict: are you a sexy lady spellcaster with sickly skin and a complex magical necklace, a grouchy dwarf weighed down under rusty armour, or a chirpy elf with glistening eyes and shafts of spiky hair? And, whatever the game, it's likely that you're an amnesiac of some kind - a real pandemic in the realms of digital adventuring - your slowly-returning memories meshing perfectly with your escalating move-set.

Outlaws are worth more to you if they're still alive - tricky if you're using Boombats.
Sure, it's a cliché to bang on about clichés, but videogames can be so mind-bogglingly creative, fizzing and sputtering with Technicolor starbursts as they pull you through fantastical worlds, fusing text with sound and sound with light, meshing the abstract with the intensely detailed, that it's not hard to feel that the characters these dazzling adventures revolve around haven't quite kept up.
More often than not, the role the player ends up wedged into has been constructed largely by a process of crumbling compromise, designed not to spark the imagination, but instead to avoid alienating as much of the potential audience as possible.
You may be the last remaining heir to the throne of Groamgust, the keeper of the flickering flame of the Totternose People (I'll stop here, because I'm particularly bad at this sort of thing), but you've probably been built from the ground up to ensure only that few players actively hate you from the word go, even if few really love you either. No sharp edges, no lurking surprises, no real opinions: we've been so many people, that it's becoming a blur, a fading mass of rebels, bikers, stealth operatives and cartoon ninjas. So many digital lives, and so few of them have stuck.
But one has, for me at least: a figure emerging from the dust and tumbleweed, a hat pulled low over his bright green eyes. At first he seems to be the epitome of the tired old Western Loner, but he's both so much more, and so much less too. He's the cliché, and the surprising truth behind it, the hero and - brilliantly - the supreme coward, and his game hinges upon that very point.

Live ammo has to be caught at regular intervals in the first half, but the game is often rather generous.
Let's be clear: Oddworld: Stranger's Wrath is a very clever game, its stealth elements so ingeniously straightforward (hinging, in fact, on your mini-map simply announcing whether or not you're hidden) as to make almost every other developer's solution seem like an over-complicated kludge, and its weapon-set so elegantly triangulated that you'll still be wringing new strategies from it on your third and fourth playthrough.
All the Oddworld titles are fundamentally brainy, of course, often almost to their detriment: their boil-ridden and slithery art can seem too coldly calculated at times, while the pamphleteering storylines touching on everything from sweatshops and the environment to society's attitude to disabilities often tread close to sermonizing.
One thing always saves them from lapsing into terminal condescension, however, and that's the fact that, even in a universe populated by boggle-eyed alien loons, Oddworld Inhabitants zeroes in sharply on human nature every time, rummaging around deep in its cast and almost always drawing out something poignant. So it is with The Stranger.
You can tell a lot about a game from where it hides its secrets. Stranger's Wrath doesn't dole them out in niftily edited cut-scenes, or sprinkle them into the inane soliloquies of a boss encounter. Instead, its darkest mysteries and biggest reveals are kept up close and personal, thrust deep into a dusty pair of old cowboy boots. Halfway through the game, or thereabouts, the boots come off, and the adventure is never quite the same again.
For that first half, you can feel pretty sure that you know where things are heading. The Stranger - part taciturn early Eastwood, part Harry and the Hendersons off-cut - seems like just another good man in a world gone bad, stalking the ravaged planes and splintering townships of Oddworld's wildest frontiers, hunting down grotesque outlaws in order to earn the Moolah he needs to pay for a mysterious life-saving operation.
The operation intrigues, certainly, but any lingering questions are regularly swept away by the sheer pleasure of the journey itself, the streets filled with dungareed white-trash chickens and drafty fencing, while Stranger's moody sojourns into the deep brush offer a charmingly deranged line-up of gummy-eyed, wattle-jawed biffers to track down and take out.
Things get more complicated, however, when the gravel-voiced hero encounters the peaceful and sad-eyed Grubbs, a helpless subspecies seemingly built for victimhood. Their ancient protectors, the proud and mysterious four-legged Steef, are all but extinct, and that's made the Grubbs easy prey for a villainous industrialist named Sekto, who's cutting off access to their fishing rivers with a towering steel dam.

Most of the voices, once again, were provided by Lanning himself.
So far, so Chinatown, but Sekto's also responsible for finishing off the Steef in the first place, and wants Stranger to help him hunt down any last remaining stragglers. When Stranger refuses, the game finally plays its hand: captured by the big meany's goons and shorn of his possessions, we discover that Stranger's hulking cowboy boots hide four legs rather than two. He is, in other words, nothing less than the last of the Steef. You may have seen that one coming, but I didn't.
And that's when the mystery of Stranger's surgery finally clicks. The operation he has in mind will free him from those incriminating extra legs, and let him live a life of freedom. Stranger's not a hero then, but something of a coward - saving scrupulously for a grim procedure that will effectively make his own race extinct, abandoning the Grubbs to their fate in the process.
Sharp as he is with that crossbow strapped to his arm, he's turned against Oddworld's problems and injustices, and all he wants an easy life. It's not the first time a title's story and protagonist have been so carefully entwined, but look at the quality of the craftsmanship: Stranger's not the game's lead just because he's some magical Chosen One born to rule, but because he's the ultimate victim, the living, breathing, hard-drinkin' symbol of everything that's gone wrong with this particular world.

The health system is inspired by Halo, but with a more tactical twist - stamina recharges over time and can be cashed in for a health boost when you need it most.
Far more than a simple plot twist, Stranger's Wrath's big shocker hits with the force of a betrayal: you've been Stranger for so long by this point, it seems impossible that he could have kept something like this from you. In one move, Oddworld Inhabitants has deftly hinted at possible complications between the people on either side of the TV screen - gently undermining a relationship which is usually so simple, because games are usually so simple.
Complex, smart, and humane, there's a lot to think about in Stranger's Wrath, and while the trajectory from that point on is inevitably more heroic - there are Grubbs to protect, a dam to destroy, and a final climatic boss smash-up that reveals one last clever twist all of its own - the plot's earned the right to tidy up its loose ends in a more conventional manner: payback has genuinely been earned, for once, and the game's final stretch is as satisfying a rampage as any I've ever played through.
All of which is just lovely, but the last Oddworld game is far more than a laudable chunk of ambiguous narrative. It's also a brilliant shooter and a brilliant adventure game, with huge, rambling levels, memorable enemies, and smart controls. Shifting between first- and third-person perspectives with an ease which makes you wonder why every game doesn't do it, almost every action available to you is inherently satisfying, whether you're constructing a trap, barreling through a cluster of baddies with your giant arms flailing, or sucking a flattened outlaw into your arm-mounted capture can.
The live ammo - rather than bullets and shells, Stranger's crossbow fires a wriggling array of local critters - not only provides a kooky source of constant back-chat, but offers a range of tactical choices most games would kill for, from Chipunks, furry scamps that lure enemies off their paths with mindless yabbering, to Bolamites, bulbous - and frankly creepy - spiders which wrap baddies up in tight webbing, through to the astonishingly pleasing Boombats, a kind of squinty RPG with a leathery face and nasty splash damage.
It's a looker too. Oddworld had always provided a queasy puddle of surrealism in a videogame world dominated by shiny teeth and handsome jaw lines, but Stranger's Wrath, even now, provides a fascinating visual journey.
Fans were initially concerned that the whole thing was set on the other side of Oddworld, and with nothing much in common with the rest of the series except its political and ecological concerns (how often have you said that about the latest Doom or Crysis?) but that just left Stranger's designers free to compose a startling new suite of environments: an unbroken sweep of dunes, bluffs and crags, taking you from Old West dustbowls through lush national park prettiness, before ultimately restaging the D-Day landings against the backdrop of Sekto's massive mechanical dam.

Wobbling freaks pore in from every tunnel opening and vantage point, while regularly spaced fortune-telling booths allow you a brief teaser of what's coming next (why don't more games do this kind of thing?). Crucially, it's always something different, always something new.
And we'd all been so worried. It's not rare to see populism associated with reduced expectations, but the rarified quirks of Oddworld survive their collision with the most popular of current genres in a way that surprised almost everyone who played it. The funny voices, rubbery jowls and free-floating environmental anxiety have made the transition intact, and seem very much at home in a world of sandbox set-pieces and twitchy reticules.
In many ways, the shift in game styles sees the developer reveling in something that feels like a holiday. Oddworld's always been about the weak, and there's an almost unseemly sense of designers relishing the chance to be powerful for a change. Stranger is certainly a magnificent beast - smashing through fences, clotheslining enemies, flattening, pulverizing and bellowing; perhaps the team would have needed to compensate by making him a victim via backstory even if the plot didn't genuinely require it in the first place.
Lorne Lanning, Oddworld Inhabitant's outspoken co-founder, may talk with a lofty confidence and look like game design's very own Errol Flynn, but here he's truly delivered on a mammoth experience: glorious combat and seductive stealth in a beautiful world that never breaks down on you.

In many ways there's very little to say about Stranger's Wrath other than that it was unsurpassed on its home platform in almost every way, and we're all bastards for not making it a hit. Following disappointing sales, Oddworld has retreated to the world of cinema for the time being, and it's not hard to see why, really. The team created one of the landmark titles of a hardware generation not short on brilliance, and almost nobody ended up buying it.
Stranger's Wrath came out exclusively for the Xbox, and hasn't crawled onto the backwards compatible lists yet, an honour presumably reserved only for games as illustrious as Shrek Super Party and Scooby Doo: Night of 100 Frights (I know, a lot of it's down to friendly technology, but it still doesn't seem right), so even now if you want to play it you'll have to reach under the bed, or in the cupboard beneath the sink, or wherever it is you've managed to store Microsoft's chunky black console, and then of course you'll need the game itself, which means turning to Amazon, eBay, or the kindness of strangers.
It's worth the searching, though: worth it to explore such a weird, yet familiar world, worth it to shoot up the scenery with buzzing Zapflies and take on enemies who have names like Fatty McBoomBoom. Undersold and increasingly forgotten, Oddworld's most ambiguous hero may be retreating back into the mist and dust, but this particular bounty hunter is still well worth tracking down.









Comments (48) Latest comment 2 years ago
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Anyway, I agree with every word of the retrospective. If you've not played this, you really should. It's amazing, as Irongiant says it still doesn't look too shoddy even today, and shows what a bit of original thinking can do with an FPS. It's such a shame that hardly anyone bought this, and the reviews at the time weren't anything like as glowing as they should have been (I think EG should apologise for only giving it 7/10!). I think reviewers at the time didn't know what to make of it, and they did the games-buying public a disservice as a result.
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I eventually got to play it for an evening at a friend's house and loved it. This really needs an update or to be released as a download.
*The other game was Riddick.
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I would download this in an instant if it were possible.
A true 10/10 game (apart from the "scratchy" voices, which they should fix!)
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It definitely deserved better.
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Anyway, I agree with every word of the retrospective."
Sounds like you didn't read all the words...
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It's a shame that it's not backwards compatible on the 360, although even if it was it probably wouldn't work, the backwards compatibility on the 360 is completely flawed. I attempted to play through Munch's Odyssey on the 360 only to find that the audio doesn't work with backwards compatibility!
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I think it was also the only game I never completed. I also must say that, generaly, time is generous to games, ppl tend to patronize them. 7/10 is about right, me thinks.
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edit: @IronGiant.
You're right. 7/10 is ridiculously low for a game described in the retrospective as "unsurpassed" on the original Xbox.
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(They've also got great homebrew & emulators)
Got this game and it's great, effectively two games in one with the way it changes mechanic halfway through. The sheer amount of imagination on show is utterly absorbing. Not perfect, no, but pretty unique and unmissable.
EA tragically undersold this game when they published it, I remember another forumite telling me he'd went into his local Game to pick up a copy of launch day only to be told they hadn't bothered ordering any, not even display copies
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And yeah, I agree with most on here, my favorite game on the Xbox. I still have a Stranger desktop theme
This would make the perfect Xbox Original title.
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Now I want to give it another try though! I still have an XBox - I guess I have to go search for a copy of the game...
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A year ago I did an LP (Let's Play) of this game for the SomethingAwful forums which was rather well received. I play the game from start to finish offering commentary and such. It was put up on archive.org and it's a good way of getting a feel for the game. The game was really overlooked at the time and it was good to be able to bring it back into the spotlight for a while.
You can see and follow along with the videos here: http://ww w.archive.org/details/LP_Strang...
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The only thing that bothered me though, is that in a world populated with masses of pretty original looking alien species, this game had a bunch of... well... chickens.
And some weasels.
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And it did. For about 3 levels it's absolutely brilliant (although it feels like the game was originally planned to be longer, because it gives out weapon upgrades at a frankly silly rate through these).
Then I hit the penultimate boss fight (which is the two spinning critters that Miiguel mentioned) and absolutely hated it. Again, that felt like a rush job to me - I can't believe two of those things were ever originally meant to be in the same room together. If you got knocked down by one of them, your delay in getting up meant that you'd almost certainly get hit by the other before you could do anything about it. This then repeated, so if you got hit just once it was almost certainly game over, with the player powerless to even move, let alone defend themseleves. Horrible.
So mixed thoughts on this one from me. When it's good it's very very good, but without being told otherwise, I'd have given up on the game before I got to the best bits. And it was only sheer bloody-mindedness that got me through the horrible twin spinny boss fight to see the end. 7/10 is fairly close to the mark for me, 8 maybe if I was feeling generous.
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Apart from you guys
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edit: when this gets a pc release, I shall pick it up.
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I'll buy it on download if they offer a working one there (mind you I'd expect it to be on the BC list too then).
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Great little game. Hilarious and wonderfully designed.
I still prefer the old Abe Oddworld games. I thought they were absolutely perfect (here's hoping they're released on PSN some time soon).
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Just yesterday I took my Xbox Crystal out of storage and hooked it up to my HDTV. Still looks 'reasonable'.
I think this game deserves a bit of a replay...!
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Its a shame it wasn't a launch title for the 360. As it would've got the attention is deserved.
I'm not totally sure, But I think I heard Microsoft dropped the game and was later picked up by EA.
EA didn't really know what to do with it as it wasn't a cross platform movie tie in or FIFA.
In short, it wasn't marketed properly and it received some dodgy reviews.
Eurogamer's review initially put me off, but thankfully I picked it up cheap later.
@Edge were all over it with a 9/10 as I recall.
The general game playing public don't read Edge
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]http://ww w.metacritic.com/games/platform...[/link]
Looks like Eurogamers 7/10 was a bit on the harsh side. Most reviewers loved the game.
The game was one of the highest rated games on the original xbox and thats probably the reason i bought it in the first place as i only bought the highest rated games back then when money still was an issue and i owned a PS2 and a Gamecube aswell.
Long sentence §:-o)
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you just mean "can't read" surely?
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A proper stab at BC with the 360 or a downloadable release would be best (PSN too please, if the developers are reading this!).
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Even though it's a real shame Oddworld is neither available on Xbox-originals or BC, it's even more of treasured gem for those of us who played it back in the day, and every now and then still do. Makes me love the old big black 'box even more.
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... and you wonder why it isn't a classic Christian? ... you weren't the only ones to give it an average mark.
And I don't care what you say about 5 being an average mark, 7 is an average mark, no one jumps out of their seat and says "Wow I've got to have that!" if a review gives it 7-10....
...it is a shame however, that people don't make up their own minds and actually experience these types of games before judging them on one persons opinion. (I.e. a review)
Rez,
ICO,
Okami,
Beyond Good and Evil,
There is a long list..... :'(
But then reviews are not totally to blame, retail is the biggest sinner.... always playing demos of the latest Fifa or Tiger Woods or extreme fighting machine reloaded 3! or what ever in their shops.... no one champions these games!
But we should always remember its all too easy to be wise in hindsight....
Ikari
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]http://ww w.gamerankings.com/xbox/915256-...[/link]
Judging by this list of reviews and reasonably high scores I was very surprised it didn't sell more.
How many games can you use 'a'live-ammo as weapons!!!
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