Text can conjure modes of thinking impossible to convey in images. Wordplay games are an obvious subset of this. Interactive fiction supplies plenty games where you can interact with metaphors as though they were reality, or use verbs only if they start with the correct letter, or convert objects into anagrams of themselves. In fact, the interactive fiction database offers dozens of games in this style.
But there are other and subtler forms of textual strangeness as well: protagonists who think very unlike us, differences between the game universe and our own that only show up after some time, ambiguities deliberately cultivated.