Strange Horticulture Free Download [2023]

 Strange Horticulture Introduction:

Strange Horticulture, a video game from 2022 crafted by the British independent developer Bad Viking and published by Iceberg Interactive, emerges as an enigmatic puzzle game. It invites players into a realm of occult intrigue, where they delve into the exploration and categorization of an imaginary herbarium housing an array of plants intended for sale to an assortment of shadowy and morally ambiguous clients. The gameplay centers around the resolution of puzzles, accomplished by aligning the specifics of customer requests for distinct plants with their corresponding descriptions. This progression unlocks access to additional botanical specimens and pertinent identification details.


Unveiled in the early days of January 2022, Strange Horticulture garnered widespread acclaim among critics, particularly lauding its deeply immersive and personal gameplay experience, along with the artful design and atmosphere of its universe. The game secured a spot on multiple year-end "best of" lists and secured a nomination for the esteemed "Excellence in Design" award at the 2022 Independent Games Festival.

Gameplay:


Within the quaint town of Undermere, players step into the role of inheriting a shop, known as Strange Horticulture, bequeathed to them by a departed uncle. The shop has gained renown for vending botanical remedies that carry mystical and, at times, perilous effects. Inhabitants of the town frequent this establishment in pursuit of plants that align with their unique intentions. Characters such as Beth, a member of the nature-worshipping Arduinna sisterhood grieving the loss of their leader; Reuben, an investigator looking into a homicide; Ennis, a recluse affiliated with the enigmatic Seeds of Redemption cult, driven to summon the enigmatic Woken Dendrew; and Forest, a determined hunter striving to thwart the hermit's schemes. The player's decisions in aiding or obstructing these characters through the provision of plants serve as the linchpin of a branching narrative, ultimately shaping the destinies of these personas.

Players take on the task of sorting and classifying an unidentified compilation of plants, utilizing their knowledge to solve puzzles predicated on customer solicitations. To aid in plant identification, the Strange Book of Plants stands as a partial guide to the game's botanical wonders, detailing characteristics like fragrance, leaf and petal structure, and healing attributes. Fulfilling a customer's request with the correct plant grants access to additional pages in the book, unlocking fresh avenues for identifying and employing plants throughout the game. Certain requests offer multiple plant options, each bearing distinct effects, introducing players to decisions with far-reaching consequences for subsequent events.

The gameplay also encompasses exploration, with players navigating locations on a grid-based map, a task that accumulates "will to explore" by addressing customer needs and nurturing plants. Clues must be decoded to uncover the whereabouts of new plants or unfolding events, often involving coordinates hinted at in the map descriptions. A labeling system aids in taking notes on specific plants for future reference. As the game advances, players delve into alchemical pursuits, fusing the properties of diverse plants to craft elixirs and antidotes.

Final Words:


The development of Strange Horticulture was shepherded by two brothers, Rob Donkin and John Donkin, hailing from the United Kingdom, who previously dabbled in flash game creation before founding Bad Viking in 2011 to embark on more ambitious projects. The game's genesis emerged from the concept of melding witchcraft and horticulture, a concept they expanded upon with influences ranging from Terry Breverton's botany book "Complete Herbal" to fuel the design of the game's plant life. The brothers' approach revolved around making plants the crux of player interaction with the game world, constructing gameplay elements interwoven with and prompted by these vegetal entities.

The game's universe drew inspiration from the brothers' sojourns in the Lake District of the United Kingdom, shaping the backdrop of Undermere and its environs. Their experiences with board games, including the likes of Sherlock Holmes: Consulting Detective and Gloomhaven, informed the creation of an in-game world map, mirroring the allure of legacy games where hidden compartments and mysteries lay waiting to be unveiled. This approach was fueled by the curiosity intrinsic to legacy games, where the mere presence of locked boxes or sealed envelopes sparks inquiry into their contents and purpose.

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