
Oddworld: Stranger’s Wrath originally released for the Xbox in January 2005. Fifteen years on, we now have a Nintendo Switch version that feels like a fresh and interesting look at the Oddworld franchise, and one that’s aged extremely well. Not only has the game ported nicely to the console, the story and gameplay feel like they could have been ripped out of a game released for the first time in 2020.
In Oddworld: Stranger’s Wrath, players take on the role of the Stranger, a scary bounty hunter-type looking to make enough cash to pay for a mysterious surgery that he desperately needs. The story takes a little while to get going – and it doesn't immediately feel like it fits within the Oddworld franchise – but once it does take flight, it’s easy to see that this is definitely an Oddworld game.
Oddworld: Stranger’s Wrath subverts expectations once again with its gameplay. This isn’t a platformer; it’s a first-person shooter with third-person action. Players can choose between the third-person camera, best for exploring the environment and getting between key areas, and first-person, which is ideal for shooting outlaws with the crossbow. Once again, this definitely doesn't sound like an Oddworld game on paper, but it’s the 'Oddworld' take on these elements that make it part of the universe.

It's possible to play through most of Oddworld: Stranger's Wrath as a stealth game, but ironically, this proves to be something of a hindrance in the long run. It’s possible to sneak up on enemies by hiding in long grass or on rocky outcrops, using the different ammo types to lure them closer and take them down silently, but it almost never works as well as it should. More often than not, enemies easily spot you lurking in the grass and, once your cover is blown, every outlaw in the region seems to suddenly become aware of your present location and proceeds to run there and fill you with bullet holes.
It almost feels as if the game would play better if the stealth elements were completely removed, making it far more action-oriented. We had more success charging into battle when outlaws weren't paying attention, pinning a few of them while we worked on stunning the rest, making them ready for capture. Most of the boss fights start with the Stranger revealing himself with a somewhat dramatic flair anyway, which sort of spoils the hard work you can put into sneaking up on enemies all the way there.
Still, moving about the world in third-person feels natural. The Stranger can run quickly between areas – essential given how surprisingly large the game’s world is – and slick melee attacks mean that moment-to-moment gameplay is quick and simple. The only criticism we have is for landing from heights; there's no fall damage in Oddworld: Stranger’s Wrath, but when the Stranger drops too far, he will fall flat on his face. There are moments in the game where the developers have added deliberately high drops as part of the story, but any tension is quickly lost when the Stranger falls flat (like a pancake) with an accompanying splat noise.

It’s impossible to fight effectively in the game without going into first-person, but switching between the first and third-person views can be a nuisance. The default perspective is third-person, but when enemies are nearby it’s far better to click the left joystick and aim through the Stranger's eyes. The trouble is that this process feels clunky, and when you consider that Oddworld: Stranger’s Wrath can be played as a stealth game, it's not as smooth as we'd like.
The game also brings gyroscopic controls to both first and third person. This is a brand new feature for the Nintendo Switch port, and has been implemented as seamlessly as if it was always there. Gyroscopic controls aren’t forced on the player, and can be easily turned on or off in the controls menu depending on personal preference. Using these controls turns Stranger into a vehicle players steer away from obstacles in third-person – platforming sections become somewhat of a nightmare with gyroscopic controls enabled (it isn’t easy to turn 360 degrees when playing in handheld mode on your couch) – while in first-person, they add a whole new dynamic to aiming, though the D-pad is still required for switching up ammo types.

The Stranger uses a single weapon, his crossbow, but the ammo in its two barrels can be used for a number of things. Each ammo type is a living creature – a very 'Oddworld' touch – which players need to collect from nests dotted throughout the game in order to replenish their stocks. Running out of ammo in the middle of a fight is never a good thing, but luckily players have infinite Zappflys (the basic ammo) which can be used to capture more ammo or shock outlaws into submission.
Ammo types mimic the weapons you'd expect to see in a shooter game. The Fuzzle, for example, is a nasty little furry animal that will actively wait for an outlaw to approach it; it then bites them and distracts them, opening up a window of opportunity to take down said enemy. The Bolamite, on the other hand, captures foes in a sticky web, holding them down so that you can capture them – or, alternatively, you can use it to buy yourself some space and time in a heated battle.
There are lethal and non-lethal ammo types, playing into the game's bounty system. It’s easier to kill an enemy, but you'll be awarded less cash. Pinning an enemy down or stunning them will only last for a short while – and they'll take longer to capture – but you'll get a lot more cash for your efforts. This system is also true of the boss outlaws that form the core missions of Oddworld: Stranger’s Wrath.

Most bounties feel unique. Yes, they’re all outlaw bosses that are holed up somewhere remote, but their appearance – and the final battle with them – add a flavour that makes each encounter much more fleshed-out and memorable.
One outlaw boss needs to have their stamina fully depleted multiple times before they fall down onto the same level as the player, keeping you on your toes the entire time. Another hides away in a cage on tracks, which players need to redirect down to their level by powering a series of switches before they can even fight them. One final example is an armour-encased outlaw boss. This boss can’t be shot at normally and is too fast to even get the space to aim at. Instead, players need to work out how to get the outlaw to turn around, exposing their only weakness: their back. Capturing rather than killing every outlaw boss in the game makes it much more challenging and fun.

Each bounty will see players travel to a new area in the game, all of which link back around to the game's main towns. This makes exploration a joy in Oddworld: Stranger’s Wrath because backtracking is kept to a minimum. Some bounties have certain prerequisites, and though the game has no on-screen prompt or market for this, the Stranger will talk about it, acting as a reminder for the task at hand. It sounds like a small touch, but it adds a lot to the world. Where other games would walk players through each step, Oddworld: Stranger’s Wrath gives you the room to figure things out for yourself.
There were only a few moments when we felt that some further direction was necessary in Oddworld: Stranger’s Wrath, but they were few and far between, and almost all towards the end of the game. This is the only area in the game that we could see being a barrier to progress for some players today, with most games now giving more clues and directions as to what players need to do next.
It's worth spending a little longer praising the setting of this game, because it's almost a character in its own right. While Oddworld: Abe’s Odyssey showed players a gritty industrial side to the universe, Oddworld: Stranger’s Wrath takes them somewhere entirely different. The setting is a series of backwater towns that personify Oddworld’s version of the wild west, though there are hints of the industrial environments lurking beneath the surface. It’s within these towns that players can collect bounties on notorious outlaws situated in the surrounding areas and bring them back, dead or alive.

The sounds of Oddworld: Stranger’s Wrath play into this unique setting, bringing it to life. The soundtrack is filled with Oddworld versions of tracks that would feel at home in Red Dead Redemption. Even the sound of gunfire pings with the iconic notes of spaghetti westerns, giving the whole game the identity of a turn-of-the-century Oddworld epic.
Conclusion
Players looking for a classic 'Oddworld' game might be disappointed with Oddworld: Stranger’s Wrath. The game has its own identity while still remaining part of that unique universe, and that somehow makes it even more appealing – giving players a world to explore that feels much bigger than what you see of it. While the game has aged well for the most part, some imperfections have become more obvious with time. The stealth mechanics are nowhere near as fine-tuned as they should be, and can be ignored completely without compromising the player's experience. A lack of instruction in the latter part of the story could also cause frustration, and the slapstick drop of falling from a height will never be something that fits with the game's overall tone. Despite these rough edges, Oddworld: Stranger's Wrath is still a joy to play on Switch, and if you didn't experience it the first time around, it's well worth a look now.
Comments 41
I remember buying this back in the day on my OG XBOX.
I thought the concept with the bug ammo was cool and the game was fairly enjoyable.
I'll probably get this game when the time is right.
No gyro controls. No buy.
Pre-ordered it the day it popped up on the eshop.
The price is what's putting me off of this. This exact same remaster launched on other consoles for under a tenner, 10 years ago yet on Switch it launches for £26.99. I have no problem paying full price for a game on Switch that released elsewhere a few years ago and can now be had for cheap but charging 3 times more than its original launch price is taking the piss. Microids, the publisher have a history of overcharging Switch gamers though, Gear Club, Moto Racer 4,Syberia, Toki....
This is on my backlog of Steam games. Gonna push it up the queue and check it out there.
@OorWullie Very true @ $30 release price. You can get all 4 OddWorld games in bundle on Steam for $13. Not to say I don't double dip on games and haven't paid release day prices but this for sure seems over priced.
Liked it back when. But have it on VITA and the $2.99 Android version.
At $29 dollars, they crazy. Maybe for Oddworld: Soulstorm... not this.
Obligatory "I'll wait for a sale" comment
A 7/10.
May as well be a garbage can full of garbage, MIRITE fellahs?!
I bought this game on the VITA. It's a great game and it's very refreshing to the FPS genre. Some things haven't aged all that well (like the stealth, for example. It's usable and helpful, but very barebones) and some difficulty spikes can make the game frustrating to play, but the use of of creatures for ammunition fits perfectly with the world and it does a great job mixing FPS gameplay and platforming. And while the jokes aren't my kind of humor, they're used well and they're usually pretty funny.
I wouldn't say it's worth 30 dollars, since the gameplay can get pretty repetitive and it's cheaper on other platforms. I'd wait on a sale.
I'm finally gonna jump into this series on Switch with this and the other 2-3 Oddworld releases they have planned.
In strangers tune: time to hit the town and get paiddd.😁😁 Love this game to bits. Will buy.
I preordered it the day it popped up and it was on sale for 25.
The more this game is supported the more odd world games that will come to the switch
Got a lot of love and nostalgia for this, but as stated above, I cant with that price tag. Wouldve happily snagged at a ten or fifteen price point. $30 is ridiculous.
I got this on my Vita... I think I'll be sticking with that. For an "HD" version it looks about the same.
I just might pick this one up, if it goes on sale soon.
This is too pricey to double dip after playing on PS3 but it is a fantastic game. My only main complaint is no NG+ system, it's from the era of once you beat it, all you can do is beat it again really.
@Varoennauraa I have no idea why Nintendo life didnt say it.they have gyroscopes for both views.1st person and 3rd person view.
@Varoennauraa pretty sure gyro aiming is in there.
It is criminal for this classic to be rated a 7. This game is awesome but I agree that it is overpriced. Should be $15 to $20 regular price.
Apparently it’s far too expensive
@SteelSunglass only thing I wanna know is if it has modern/standard controls
@Varoennauraa Then why did you buy Switch as there isn't that many motion controlled games?
@OorWullie This same game costed only 3$ or so on Android TV version which is 1080p/60, and even supported 4 different Gamepad API's. Must be a record for any game.
I paid less than 3$ for it for my NVIDIA Shield TV, 4 years ago.
Same version, but runs at 1080p/60 or something, and supports tons of different gamepads from other consoles.
@BENDsli Yeah. It's pretty easy to control, at least on VITA. If I have to guess, the Switch version for the most part has the same control scheme.
Third-Person: Shoulder buttons to do physical attacks, B to jump, Y to interact with doors or hear Stranger's thoughts, X to heal up if you have stamina.
First-Person: L/R (or ZL/ZR. Not exactly sure.) button to fire the selected left/right ammunition, d-pad to go into the ammo inventory. A to reload. B, Y, and X still do the same actions as Third-Person.
Of course, there's more buttons on the joycons and I don't know what all buttons do, but when it comes to the VITA version, it's very responsive and controls well.
Price is a joke.
@OorWullie : It must be due to the high cost of cartridges... oh, wait...
But with that in mind, that is absolutely inexcusable.
It's even cheaper on PC via GOG, and that version is free of DRM!
Naw. Got the Oddboxxx on ps3 recently and it has Munch's Oddysee as well (also the original ps1 games but meh since they're now remade) for £15. 27 for this on it's own is insane.
Hope the Soulstorm remake comes out on Switch, will probably grab that, even if it's more expensive.
I adored Oddworld: Stranger’s Wrath back on the original Xbox. I bought it again a few years ago on my Vita, hardly ideal to play it there control wise. While I loved this game back in the day, I couldn’t really bring myself to play it again on the Vita and doubt I would on Switch either.
I would love it if the sequel that was in the works was finished and released one day, but thats unlikely.
@OorWullie
Yep, I bought the first remaster on Vita. As much as I loved this game on the original Xbox, $30 is far too much.
I got this on Vita and I just couldn't really get into it. I just found it dull. Good or bad though, that price is nuts!
This game was never good. Dont know why they release this again.
@Darkyoshi98 Thanks!
NintendoLife could try to shape up a bit.
@Ventilator Well certainly it has more, than PS4 has. I’d say majority of games, that I buy for Switch, there has been gyro controls.
I have PS4 Pro, but I buy Switch version of a game if it has gyro controls.
@Varoennauraa Okay. I were just unlucky then as very very few of my 100+ games supports it.
@Darkyoshi98 @evanac Thanks for mentioning this!
You've done the job of @JamieSharp for him.
I don't understand how you could not mention this in the review.
Whether a game (that includes any kind of aiming) supports gyro aim or not should be a standard requirement for any review on @nintendolife. Please make it so.
@shani Hey guys, I just wanted to address this. Firstly I'm sorry I didn't include the gyro controls in the review. I appreciate that they're not in every Nintendo Switch game, but I find them really hard to use. With that said, I should still have mentioned that they are available in the game. I hold my hands up and apologise for that, it's something that should be in there, you're right.
Personally I don't like gyro controls, I think they get in the way of the game. That's just my opinion, and it's probably because I like my controls to be precise in a first person game. My hands are pretty shaky so that's never the case with gyro controls.
Your comments have shown me how important gyro controls are to the Switch community. I'm going to take this on board moving forward with all of my Switch reviews. Thank you all for reading the review, I really appreciate it.
@JamieSharp It's okay man! That's understandable.
For games like Resident Evil 4 and 5, gyro is like a godsent due to the way the aiming works in those games. I don't mind games having gyro like Turok, but it doesn't feel as natural due to only being able to aim in the middle of the screen. Usually, I just turn them off and use the joystick to aim instead.
love the oddworld franchise. i would buy it if they came in physical copy. i dont do digital.
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