Barrack is a decent entry point for the weird world of Ambrosia Software, a company that takes arcade classics and fills them with crazy. This riff on JezzBall is scattershot but subtly improves the original.
The expectations of the adventure genre weigh on this game that otherwise has a blast chasing the non-logic of an increasingly absurd dream.
The incomprehensible mythology of Drowned God celebrates the seductive power of conspiracy theory logic to tame the unexplainable.
When putting together a lengthy, interactive ad for batteries, at least make it functional.
Osamu Sato’s magnum opus is unequivocally the strangest game ever made. Behind its madness, you’ll find a metaphorical tale of rebirth and self-actualization. I love that something like this was made.
An exceptional piece of alienating design, GADGET: Invention, Travel, & Adventure terrifies and enraptures as it barrels into an uncomfortable, Kubrickian territory.
Behold, a great awful game: Gooch Grundy’s X-Decathlon‘s astounding silliness frees its nonsensical sports from the need to be good or playable.
This game has an eye-popping design right out of the early internet age’s imagination – plus a strategy game concept that plays off the surprise of the setting.
Bill Williams’s ridiculously ambitious “cultural simulation” game tries to create an entire society and its religion. It’s hard to understand, a chore to play, and incredible in scope.
Bradley W. Schenck’s terrific blend of the ordinary and the surreal stages a one-of-a-kind world that uplifts an otherwise by-the-numbers adventure.