Strange Horticulture (PC) Review

Decades ago, when nongamers thought about video games two things came to mind: 1) it’s for kids and 2) it’s violent. Well, it looks like an article titled Some developers are pushing back against violent video games from the Economist is actually finally catching up. Any passionate gamer would know that video game is such a broad term like music that not all games fall into the violent category, and so I would like to introduce my readers to a relaxing game called Strange Horticulture, a game developed by Bad Viking, published by Iceberg Interactive. 

When I initially watched the trailer, I was attracted to the variety of plants* but had my doubts about playing a game that requires players to label and manage an inventory of plants. That sounds kind of boring. How could that possibly be relaxing? To my surprise, the game is properly advertised. It’s atmospheric and relaxing. It’s dark and mysterious but not overbearingly gloomy. To some of us, the sound of rain is quite soothing to the mind, especially for those of us who suffer from anxiety. But what I enjoyed most about the game is the actual gameplay. It was fun navigating the map, reading through letters, and solving clue cards to locate plants. When you successfully locate the plants on the map, you are rewarded with a text that reveals more about the story and its characters. It reminds me of reading a novel. I like that. As the game progresses, the puzzles become more difficult but not to the point where it’s frustrating. I ended up playing the game twice and unlocked 3 endings out of 8 (You can reload your save points, so you don’t have to play from the beginning to get different endings). So, replay value is decent for those who want 100 % achievement. It’s not overly difficult as I am currently 3 achievements shy from 100% game completion. 

I also enjoyed the game’s soundtrack which I found out through reading an article from soundwave-sound.com that the tracks aren’t original. The developer states in the article that it would be too expensive to hire a composer for the game, which is understandable for a small game developer. Strangely, this notion makes me happy because it’s a win-win situation for everyone. If I never played Strange Horticulture, I would have never discovered new music. You see, you don’t have to break the bank to find some enjoyment in life. Do you want to worry less? Here is a Worryless plant for you! That’s exactly what I got out of this game! 

P.S.

I thought of a funny joke while playing this game on how it can turn from relaxing into a horror game. Well, it’s quite simple, it involves putting a price tag on plants because as we know, inflation is currently quite high.

Note: I used the term plants* instead of flowers because they are the same to me–however scientifically it’s not the case.

The Meaning Behind NightCry

NightCry developed by NudeMaker, and published by Playism Games was released in 2016. It was originally made for the mobile game the PlayStation Vita and the PC. It is one of those survival horror games that has an interesting concept but failed to impress some survival horror fans. Some hated it, and some enjoyed it. I am one of those who love it! After all, it’s all about introspection.

The story takes place on a luxurious cruise ship. There are three playable characters in this game. They are all well-designed and serve their role effectively. Monica’s determined persona, Leonard’s mysterious allure, and Rooney’s relatable charm added depth to the story and gave it a powerful ending. Like it or not, Rooney is a character that lives inside most of us. Some of us only come to life when our lives are threatened. The game developer might have wanted to express this concept by turning the story into a dark comedy. Depending on where you stand, you might find this sort of indirect bullying to be off-putting because you play as Rooney, a depressed college student who becomes stronger and stronger over time as she learns to fight for her life. Is the developer trying to say something about its audience? You see, there’s no “L” sound in the Japanese language so her name is Loony but is pronounced Rooney. Pun intended or not, it’s clear that the developer thinks poorly of Rooney. Her somber, docile nature proves it. You can read an article from Polygon that supports this statement. Now I wonder is that why the game takes place on a cruise ship. The cruise ship may very well be an allegory about rich people who have no reason to be depressed when there are less fortunate people out there who have no time to contemplate death because they are too busy trying to survive. Take Monica for instance, she is the stronger character compared to Rooney. Unlike Rooney, she is a college student with two part-time jobs and a parent to her younger siblings. Death is not a choice; it’s a luxury.

Now let’s talk about the gameplay. The gameplay itself is straightforward, featuring light puzzles, running, and hiding. However, you can’t rely on hiding in the same spot twice and failing to hold your breath properly by pressing the button on the screen can lead you to an early death. There are countless times I laughed at my failings and yet I didn’t find Scissorwalker the antagonist to be menacing. Instead, I think it is humorous. It likes to play peek-a-boo, catching players off guard when they least expect it. Carelessly examining every nook and cranny would trigger its appearance. Nevertheless, it is a necessary risk to take. The constant threat of the Scissorwalker, combined with the character’s limited stamina, forced me to be strategic and always be aware of my surroundings. And this is where some players find it frustrating. It is a point-and-click horror game. I remember struggling to get away from the Scissorwalker in the hallway by repetitively clicking the mouse to run and often dying because it failed to register my command. Yet, it isn’t a huge glaring problem for me as I am more interested in the game’s concept than the experience. In horror games, there should be some struggles–intentional or not. It’s not a horror game if it’s just a walking simulator with pixelated monsters. It becomes a digital, interactive art.

Overall, the concept of the game reminds me of a maze puzzle because the story follows a flowchart. Depending on your choices in the game, you can end up in a bad situation, which leads you to a dead end. There are many terrible shocking ways to die. If you have a morbid sense of humor like me, you will enjoy the game. For instance, I made a mistake entering a dark room without turning on my flashlight. I got killed. I laughed. Game over. You know what they say about laughter: It’s the greatest medicine. I’m so glad I didn’t let some negative reviews hinder me from playing it. It’s not going to vibe with everyone who is looking for a straight-forward horror experience but if you are looking for a game with some depth, this game deserves another chance. To me, a good game needs good art direction. It’s the overall package that triumphs over the small imperfections because I could say the very same thing about Yume Nikki, a popular indie horror game. As long as the players find value in a game that’s all it matters.

Note: This article is a response to tangomushi’s video game essay on NightCry.

Originally published January 22, 2017 9:53 pm; Revised October 10, 2023