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Basically, the reason why everyone thinks Stranger's Wrath is less "Odd" is 1) It lacks the iconic characters that most people associate with the franchise, 2) It uses modern(ish) Wild West tropes as opposed to ancient mythological ones and 3) The Western frontier aesthetics are closer to home for most players than the Eurasian mish-mash of the first three games.
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No, I don’t think that’s it. It has more to do with the aesthetics of the environment, specifically the scale and detail of it.
Consider how in both Oddysee and Exoddus, Abe explores spaces that are implied to be absolutely massive and intricate. While each locale’s aesthetic is informed by the themes and tropes you touch on above, it’s the depth, scale, detail and texture in the matte painting backgrounds (combined with the ambient sound) that bring the world to life.
Now consider how both Munch and Stranger fail to live up to this with their real-time 3D environments. For one thing, the amount of developer work that would have gone into designing and building 3D environments on the same scale as those matte paintings would be a Herculean task that probably would exceed the budget of both games – consider the amount of planning for player paths and interactions, object and character placement, texturing, etc. And even if they had the money and development time to create those environments, they could never have rendered such vast and intricate spaces on consoles without either having a constantly unplayable framerate or having completely unacceptable draw distance and pop-in.
Look at how simple the environments are, even in Stranger: mostly linear paths with simple blocky geometry for building models and other props. Compare this to
some of the concept art produced for the game.
I think the biggest reason Stranger looks less “odd” than the older games is because of the limitations of environmental design for 3D games combined with the technical, budget and time limitations of the time.
It may also have something to do with the differing perspective – the old games were a side-on view that gave you a generous view of the background and its depth, whereas Munch and Stranger have a camera constantly following the player character much more closely, which I think forces you to see the world around you differently. You can see a lot of the concept art
focuses on a large environment dwarfing some character, and it immediately feels more Oddworld-ish.