Ezra: The Stranger

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Description

Ezra: The Stranger is a 2D side-scrolling platformer that follows an alien named Ezra after his UFO crash-lands on Earth. He must navigate unfamiliar environments, solving unique puzzles and confronting strange creatures and human-made mechanisms, all brought to life with stunning animations, breathtaking backgrounds, and storytelling comics.

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Where to Buy Ezra: The Stranger

PC

Ezra: The Stranger: A Fleeting Echo in the Indie Platformer Canon

Introduction: A Ghost in the Machine of 2017’s Indie Landscape

In the bustling, crowded ecosystem of the 2017 video game release calendar, Ezra: The Stranger arrived not with a roar, but with a quiet, almost whisper-like digital launch on Steam. Developed and published by the virtually anonymousForemost Games, this 2D side-scrolling puzzle-platformer represents a quintessential piece of indie gaming ephemera: a game with clear artistic vision, modest technical execution, and an audience measured in single-digit player collections on archival sites. Its legacy is not one of commercial triumph or critical acclaim, but of quiet observation—a title that hints at untapped potential yet remains frustratingly incomplete in its historical footprint. This review posits that Ezra: The Stranger is best understood as a cautionary tale of scope versus price in the indie market, a game whose most memorable qualities are undermined by its own brevity and its impossible, silent comparison to the towering shadows of its contemporaries.

Development History & Context: The Foremost Experiment

The studio behind Ezra, Foremost Games, exists in the annals of industry history as a classic one-and-done or possibly dormant indie entity. No prior or subsequent credits are listed in major databases, suggesting this was either a passion project from a small team or a collective effort that dissolved post-launch. This context is crucial. Released in early February 2017, the game entered a market saturated with acclaimed indie titles like Stardew Valley (which had just console-launched), Hollow Knight, and the lingering impact of Playdead’s Limbo (2010) and Inside (2016). The choice of the Unity engine was standard for a small team seeking cross-platform compatibility (Windows, Linux, macOS), but also speaks to a development cycle constrained by budget and manpower. The vision, as per the official store description, was to create “an adventurous journey” with “unique puzzles” and “breathtaking backgrounds.” The technological constraints of Unity at the time, while powerful, often required teams to make trade-offs between visual fidelity and performance—a balance Ezra seemingly struck with its striking but simple 2D aesthetic. In an era where “pixel art” and “hand-drawn” were marketing buzzwords, Ezra‘s black-centric character against colorful, detailed parallax backgrounds felt both familiar and slightly anomalous.

Narrative & Thematic Deep Dive: Silence and the Cosmic Unknown

Ezra: The Stranger offers a narrative premise dripping with potent, if underdeveloped, thematic material. The plot, delivered via “storytelling comics” and environmental storytelling, follows an alien entity named Ezra whose spacecraft crashes on Earth. He must navigate a world populated by “unfamiliar Earth creatures and human made mechanisms.” This setup immediately establishes core themes of alienation (in both the sci-fi and existential sense), the hostility of the unknown, and the absurd peril of mundane human constructs when viewed through an extraterrestrial lens.

The narrative is almost entirely implicit. There are no dialogue trees, no expository voice-overs. The “storytelling comics” mentioned in the feature list are the primary narrative vehicle, likely static images that frame each level’s objective. This minimalist approach aligns with the atmospheric platformer tradition, most famously executed by Limbo and Inside. However, where those games used their silence to build profound, ambiguous dread, Ezra‘s silence feels more like a limitation than a style. The thematic exploration of “the stranger” is literal—Ezra is literally strange—but rarely delves deeper into metaphor. Is this a commentary on immigration, disability, or sensory processing? The game’s environments, described as “charming” yet populated with lethal traps, suggest a world that is beautiful but fundamentally antagonistic, a theme only half-realized due to the game’s short duration. The final tease, “Continuation follows…,” in the player reviews hints at an intended larger story that never materialized, leaving these themes as intriguing but ultimately unresolved fragments.

Gameplay Mechanics & Systems: The Crisp, Brief Loop

The core gameplay is a distilled puzzle-platformer loop. Players control Ezra, a dark, vaguely humanoid silhouette with distinct, almost “cardboard doll” animation (as noted by a Russian-translated Steam review), as he navigates 10 linear levels. The mechanics are standard for the genre: running, jumping, climbing ropes/chains, and moving boxes to activate levers. The “unique puzzles” advertised are, in practice, straightforward environmental logic challenges—typically involving box placement, timing, and avoiding “live enemies” (simple patrolling creatures or hazards).

The systems reveal the game’s most celebrated and most criticized aspects. On the positive side, the “live enemies” and death animations are a standout feature. Reviews consistently note the variety and dark humor in Ezra’s demises: being flattened, sliced by saws, impaled on thorns, or dismembered by traps. This “ragdoll” or contextual death system adds a layer of visceral, slapstick feedback that elevates the simple platforming. It’s a mechanic that rewards experimentation and failure, making each mistake a spectacle rather than a frustration.

However, the systems are also the source of the game’s fatal flaws:
1. Extreme Brevity: With only 10 levels, the entire experience can be completed in under an hour for skilled players, or 1-2 hours for most. There is no reason to return; there are no achievements, collectibles, or alternate paths. The “unique puzzles” become a single, fleeting showcase.
2. Lack of Progression: There is no character progression, ability unlocking, or metroidvania-esque world expansion. Each level is a self-contained puzzle box. This aligns with the “Casual” and “Indie” tags but limits depth.
3. Control & UI Simplicity: The “direct control” interface (keyboard/mouse) is simple and responsive, but the game’s biggest missed opportunity is its lack of Steam features. No achievements, no trading cards, no cloud saves. For a commercial release at $9.99 in 2017, this was a notable omission that signaled a lack of engagement with the platform’s ecosystem.

The gameplay, therefore, is a paradox: mechanically competent and occasionally delightful in its violent creativity, but structurally anorexic. It is a proof-of-concept stretched to a commercial release without the content to justify its price point or its lasting place in a player’s library.

World-Building, Art & Sound: A Study in Monochrome Contrast

Ezra’s most consistent praise is reserved for its visual direction. The game employs a stark monochromatic palette for its protagonist and immediate interactive elements (Ezra, traps, platforms) against richly detailed, “breathtaking” background layers. This is a direct and obvious homage to Limbo‘s siloed black-and-gray silhouette against a grayscale world. However, Ezra attempts to differentiate itself with “charming backgrounds and locations” that introduce color—greens, browns, blues—into the mid- and far-ground. This creates a visually interesting depth, where the deadly foreground is a play of shadows and the background is a lush, often idyllic Earth landscape that Ezra must traverse. The “stunning animations” primarily refer to the expressive, physics-driven death sequences and the slightly jerky, stop-motion-like movement of the character, which adds to the “alien” feel.

The sound design is scarcely documented in the provided sources, a common omission for small indie titles. The Steam store page mentions “Full Audio” for English, suggesting a complete soundscape, but player reviews do not highlight it. Logically, it would follow the atmospheric platformer template: ambient environmental sounds, minimalist musical cues for tension or discovery, and sharp, impactful sound effects for deaths and interactions. Its contribution is likely functional and atmospheric rather than memorable.

The world-building is entirely environmental. The “human made mechanisms” are industrial traps—saws, pistons, crushing blocks—implying a derelict or automated human facility. The “unfamiliar Earth creatures” are simple, often hostile fauna (insect-like or amphibious). This creates a world that feels simultaneously natural and engineered, a planet that is mechanically hostile to an extraterrestrial visitor. However, without narrative text or voiced dialogue, this world remains a killing field with pretty scenery, not a place with a story to tell.

Reception & Legacy: The Sound of One Player Collecting

The critical and commercial reception for Ezra: The Stranger is, for all intents and purposes, non-existent in any measurable, aggregated sense. Metacritic lists “No critic reviews” for the PC version. MobyGames shows it is “Collected By 2 players” and has a “Moby Score: n/a,” with the user review section empty. Steam, its primary sales platform, has a total of 6 user reviews at the time of data compilation, split evenly between positive and negative, yielding a Player Score of 50/100 on aggregators like Steambase.

The positive reviews (translated from Russian) praise its visual charm, fun death animations, and status as a decent “short pastime” for fans of Limbo. The negative reviews, and the cautious positive ones, are unanimous on three points:
1. Prohibitive Shortness: “The game is too short… 10 levels fly in one breath.”
2. Inadequate Value: “The high price… I’m not sure that it fully justifies its price.”
3. Lack of Modern Features: The absence of achievements and cards is noted as a drawback that “varied gameplay.”

Its influence on the industry is negligible. It has not been cited as an inspiration by any notable developers. It is not a cult classic. It exists in database “Related Games” sections only because of title keyword matching (e.g., “Stranger,” “The Stranger”), not because of any design lineage. It is a curio, a footnote in the “Games like Limbo” lists on sites like RAWG, forever compared and found wanting against a masterpiece it openly emulates. Its legacy is that of a failed value proposition—a game that demonstrated a small team could create a visually cohesive and mechanically sound experience in Unity, but failed to package it with the content, features, or pricing strategy to find a sustainable audience.

Conclusion: A Beautiful, Brief Miscalculation

Ezra: The Stranger is a game of profound contrast. It is technically proficient yet conceptually thin. It is visually engaging yet narratively mute. It is mechanically satisfying yet desperately short. Its place in video game history is not as a landmark or a lost classic, but as a perfect case study. It illustrates the perennial indie challenge: the gap between a compelling prototype and a complete product. Foremost Games built a compelling 30-minute experience—a series of cleverly staged traps, a gorgeous parallax background, a satisfyingly brutal death system—and priced it and presented it as a full commercial release. In doing so, it ensured that its few strengths would be overshadowed by its one, fatal weakness: there simply isn’t enough of it.

For the historian, Ezra is evidence of Unity’s democratization of game development in the late 2010s, allowing small teams to create aesthetically coherent projects. For the player, it is a $9.99 lesson in expectation management. It is a game best experienced in a single, curious sitting, appreciated for its artistic moments and its violent creativity, then promptly forgotten. Its true, ironic legacy may be that its most lasting impact is as a negative example—a reminder that in the crowded indie marketplace, scope, feature set, and price must be in perfect, transparent alignment with the experience offered. Ezra: The Stranger misjudged that alignment, and in doing so, sealed its fate as astranger in the vast, unforgiving wilderness of Steam’s back catalog.

Final Verdict: 5/10 – A charming, brief artifact of indie development’s pitfalls. Worth a curious glance for its art and death animations, but its lack of content and features makes its commercial offering difficult to recommend. Historically significant only as a cautionary tale.

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