There’s a certain charm in simplicity, especially in the world of gaming. While the thrill of challenging titles can be exhilarating, sometimes the comfort of a cozy setting with a warm drink—perhaps a pumpkin spice hot chocolate this season—offers the perfect escape. Recently, I revisited the intriguing universe of World of Darkness with Vampire: The Masquerade – Reckoning of New York, followed by a delightful interlude in Coffee Talk. However, my primary focus was on the much-anticipated release of Strange Antiquities, the sequel to Bad Viking’s captivating puzzle game turned detective narrative, Strange Horticulture. It has been three years since we last interacted with Jupiter the cat and explored the enigmatic world of peculiar plants, leaving me curious about how Antiquities would distinguish itself without succumbing to the pitfalls of excessive features.
Evolution of Gameplay
Strange Antiquities transcends the original, offering a more comprehensive experience rather than simply being a continuation. Beyond the evident shift from flora to artifacts, it emerges as a fully realized evolution of its predecessor. The game introduces an extensive index filled with scientific terminology, specialized books for reference, enhanced interaction methods, and a unique ability to sense an object’s aura—if it sends chills down your spine, it’s likely a bad sign.
The map has also expanded, inviting players to explore the hidden corners of Undermere in search of new artifacts, provided they can decipher the clues. The thrill of discovery is palpable; a click of a desk could unveil a concealed drawer, or a venture into a cellar might yield a new treasure for your collection. Despite its inherent simplicity, the game offers enough intrigue to keep players engaged.
When I inquired with Bad Viking’s co-founders, John and Rob Donkin, about their decision to create a sequel to such a polished original, Rob chuckled, “To be honest, it’s because people wanted more of it! Horticulture is quite a short game, and we pitched it just right—players reached the end, loved it, and craved more. Initially, we thought we’d conclude the plant chapter, but we decided to open a new one, doing something a bit different while maintaining the same gameplay style.”
“We aimed to expand the ‘Strange’ universe,” John added. “Antiquities was high on our list, and it felt like a natural progression. Additionally, in this industry, creating a new intellectual property that succeeds is incredibly challenging. Given our success with Strange Horticulture, it made business sense to build upon that foundation. We wanted to enhance what players loved about the original while introducing more depth, such as increased detective elements. Since players enjoyed exploring the map, we decided to broaden it.”
Deepening the Detective Experience
Antiquities indeed amplifies the detective aspect of the gameplay. The introduction of a substantial index and specialized tomes requires players to navigate back and forth to identify items. Patrons often refer to their curios in colloquial terms or may not know the name at all, compelling players to sift through ancient texts to uncover what they seek. This deeper level of deduction adds complexity, as the ability to closely inspect items enhances the visual identification process established in Horticulture.
Rob describes this new system as more “intentional,” emphasizing that players must actively seek out clues rather than receive information passively. “There’s a lot more detail in there,” John concurs. “The index amplifies the detective work significantly. In Strange Horticulture, we often provided the name of the plant, and you would consult your book. Now, many times, we don’t give you the name; you only have the story and the conversation with the visitor seeking your help. This adds layers to the experience.”
Reflecting on the inception of Strange Horticulture, the duo recalls, “We didn’t initially realize we were crafting a detective game. Rob came to me with the idea after seeing an advertisement for a horticulture company, and I immediately recognized its potential.” John reminisces about how they repurposed elements from previous projects, such as a map from a board game prototype and the setting from a point-and-click adventure, ultimately shaping the world of Undermere. “Then someone remarked that it was one of the best detective games in years, and we thought, ‘Oh yes, we made a detective game!'”
As someone deeply immersed in the #detectiveera, Strange Antiquities delivers precisely what I sought from a sequel to Horticulture. It builds upon the original’s strengths, compelling players to make sometimes questionable decisions while relishing the satisfaction of identifying objects against all odds. With the spooky season approaching, I wholeheartedly recommend Strange Antiquities—it’s truly the perfect game for a chilly autumn evening by candlelight.
Strange Antiquities is currently available on Steam, inviting players to return to Undermere and enjoy the company of Jupiter while identifying intriguing artifacts. Just be sure to steer clear of the crows; rumor has it, they’ve become quite numerous in town lately.