The same room in both 8-bit and 16-bit versions.You can switch between them any time by using the red skull item.
Many games these days use things like pixel art to try to capture a retro aesthetic. However, not many of those games truly feel like a trip to the past. High Strangeness changes that. With both 16 and 8 bit graphics (12-bit, as they call it), a 4:3 screen ratio, and an awesome chiptune soundtrack by Disasterpeace of Fez fame, this game truly makes me feel like I'm playing on an old SNES. To top it off, the booth was using a SNES controller for the demo, and it couldn't feel like a more perfect fit. High Strangeness is a throwback to the action-adventure RPGs of yesteryear, and it looks like it's doing so splendidly.
High Strangeness has been a work in progress for a surprisingly long time. It was the first game project to be backed by Kickstarter way back in 2009, has just recently been Greenlit on Steam, and is finally making its way to PC and consoles later this year. The presentation alone is proof of the hard work that has gone into it: from the music to the sound effects to the menu design, every detail feels intentional. Most importantly, every area in the game has been made in both 8-bit and 16-bit thanks to a strange red skull the player can use at any time. In the demo, this effected both combat and puzzle-solving. Enemies could shoot and attack in eight directions when in 16-bit, but when switched to 8-bit were tied to only four directions. In the demo, certain paths and switches were only accessible in 8-bit, while the player was only fast enough to cross a timed bridge puzzle in 16-bit. Admittedly, these were pretty simple puzzles, but once the full game comes out, I'm excited to see these mechanics pushed to their full potential.
VIDEOBALL (by Action Button Entertainment)