72 Reviews liked by vferlies


Stray

2022

Stray

2022

Beautiful little experience! Loved the length- it didn't let me have any time to get bored, just straight to the point! No stress, simply vibin' being a little kitty and roaming the streets.

Stray

2022

From the outside looking in, art school seems like a weird experience. My partner dedicated several years to developing their degree and I’d get to hear first-hand details of just the bizarre petty problems it would entail. High school level cattiness, teachers who would see students as competition instead of talented individuals, cliques between different departments, so on and so forth. But out of all of it, there was one observation from my partner that really stuck with me.

“A lot of great artists don’t know how to write and a lot of great writers don’t know how to use art.”

Stray’s art direction might have, genuinely, one of the highest bars to clear I’ve ever seen. This is the new peak for me. Every single aspect of this game is firing on all cylinders. The world is vibrantly sharp in its beauty and structure. Each street corner, every nook, every room, every chair, everything feels personal and designed for that specific space. It's a game about the subtle beauty of an urban environment, about lived-in spaces and how people build their homes around themselves. You can easily beat this game in under two hours if you’re racing through, but that would be a disservice to the utter care and craft that went into building this world. Most playtimes last five hours and mine lasted longer just for soaking in all the visuals. I’ve never been someone who stopped to take pictures of impressive game visuals, but took numerous opportunities to take screenshots while playing this game. Every AAA game after this is gonna have to do a LOT of legwork to make me half as impressed with its visuals as I am with this one cat game.

The famous cat itself is of course the star of the show. The animation work done to nail the gamefeel of this cat is beyond compare. The Stray feels exactly as it should, fluid and seamless. The gameplay is perfectly designed around being a cat. I found myself genuinely surprised at a few points in the game because my expectations as a long-time gaming person clashed with the rules of being a cat. A single fence in your way? Games have trained me to think of that as an impenetrable barrier. I return to a quest giver to find the police blockade set-up? I’m not supposed to go in there anymore, the cops will see me. But that’s silly. A cat just finds a hole or climbs up a fence. The police won’t notice a cat passing them by. The real obstacles now are just doors or shelves that are a little too high off the ground. I had to retrain my brain over what was and wasn’t possible to accomplish in the gameworld.

People have sort of turned on accounts like Can I Pet the Dog for being a little too twee, and I do understand why. But I think people misinterpret the purpose of accounts like that. While there’s certainly a marketable wholesomeness to wanting to pet a digital line of code in a video game, the real core of Can I Pet the Dog is about encouraging more methods of interaction. Allowing players to personally interact in the game world in ways that make that world seem more real. It's the Who Framed Roger Rabbit animators making their job harder by making Roger bump into real world items constantly. It's Shovel Knight adding a useless crouch button that can’t dodge anything, just for the sake of giving players that option. The useless button or the useless interaction is one of the most subtle but beautiful ways to add a special polish to your game.

Stray is a master of this thesis. The game provides hundreds and hundreds of ways for the player to interact like this. Nuzzling random robots. Little cat nap locations that just pan over to the gorgeous cityscape. Knocking over boxes and paint cans. Places to claw at carpets. The dedicated meow button. The way the Stray lies on the ground or walks around in annoyance when someone puts an outfit on it. Standing in the middle of the road can lead to a robot completely tripping over you and collapsing into the pavement. All these details and nuances add so much life and personality to the world. Stuff like Catlateral Damage falls apart because it features one stiff movement as the main centerpiece of the entire game. It only offers one level of interaction across three hours of gametime. Stray offers so much variability in ways that speaks to something about the world and its protagonist.

It's in the writing itself that the game sort of wobbles. Don’t get me wrong, putting a cat in a cyberpunk landscape is truly ingenious. If it was just a cat game wandering through city streets, I think it’d be too lacking in personality to really shine. If it was just a game about a robot society living underground, I think it’d vanish into the forgotten sea of other simply alright sci-fi games. Combining them together allows unique gameplay elements and makes these ideas feel fresh.

But the reason it needs to be combined together is that the robot society element would likely be very dull when left on its own. The set-up of the robot culture is initially interesting. The robots have built their own language, their own history, their own religion. They’re certainly aware of humans, but only in a mythical sense. They’ve mimicked their creators to an extent, before passing down that mimicry through the ages and getting naturally distorted through the times.

Yet it's hard not to feel a little disappointed after a while that mimicry is sort of all that society is. The robots have just recreated the same social structure, same concepts of gender, the same jobs and hierarchies. Old robots complain about “kids today and their music,” while I’m trying to understand how kid robots even exist. When you have tiny robots repeating phrases like “That’s what I want to be when I grow up!” without detailing how growth and age works for robots, it's hard not to get a little confused. Robots get drunk like humans, have developed digestive systems within their systems… I’m not trying to Cinema Sins whine about something being illogical. I was just hoping that a game this creative could demonstrate a culture more distinct than just being Metal Humans.

The character work itself also runs into this problem. There’s occasional aspects of sincere depth. The cat’s companion can visit different locations and the game and speak emotionally about their surroundings. Reminisce about forgotten drinks and lonely nights and how those moments stayed with them hundreds of years later. But several character arcs can pass by so quickly it's a little jarring. Grumpy drinker Seamus acts as a disgruntled, bitter character for his early appearances. Yet it only takes giving him one journal from his father to make him completely 180 into someone with hope and optimism. It was a sweet storyline, but given the subsequent fetch quest you get sent on, it would also be easy to give Seamus some more time. Have your companion say “we should fix Seamus’ thing while he copes with this extremely personal item we gave him” and then have him express his change in demeanor after he’s had some off-screen time to process. Breathing room, you know? Another character decides to swerve to betrayal in the late game. But that character has had so little presence so far, I barely recognized who he was. He just didn’t stick out.

Even beyond that, the way the robots react to the Stray is hard to quite pin down. They all view the cat as an intelligent being and assume it’s just a particularly tiny, fuzzy robot. They try to have intelligent conversations with it, with your companion B-12 translating for the audience’s benefit. But they also don’t mind what they think is a robot stranger nuzzling up to them or lying on their chest. It's cute and I love those moments! But it gives you pause sometimes.

It's particularly weird with the character of B-12. B-12 knows what a cat is and shares a lot of emotional dialogue with the Stray. But I kind of wish B-12 talked to the Stray like a cat owner. Call the cat your stinky baby. Giving speeches about friendship and things like “I can’t believe you came to rescue me!” just feels… I’m not sure what I’m asking for. The game wants to convey its story but I think it created a weird necessary suspension of disbelief where the cat has to be both a cat and an intelligent silent protagonist that takes in character monologues. Its just a weird needle to thread and I think it makes the character work harder to pull off.

I think maybe the game could have experimented with no dialogue at all. Some of the game’s best segments are when there’s no translator and the story needs to be conveyed through visuals alone. And the visuals are so striking that the team is absolutely capable of doing so. Player goals are perfectly directed through excellent lighting choices and level design. Visuals alone can carry this game. Drop the players fully into the life of a cat. No words, no dialogue, just pure cat living.

Its hard to be disappointed with this one though. I might take another run at this game to get the last few achievements, just because I adored the world so much. Its a real marvel and easily high in the running for GOTY 2022.

Stray

2022

Stray

2022

The cutest gaming experience you can get. The movement is pretty much limited and the levels are very linear, but the game looks gorgeous, you can meow, drink, meow, throw objects down, meow, solve little puzzles, meow, speedrun it, meow, interact with another cats and robots, meow, hiss and meow.

Stray

2022

Cyberkitty Oedo 808.

Stray was one of the initial PS5 games Sony revealed before the system launch and I've been looking forward to it ever since. I love both cats, owning one, and cyberpunk as a genre so it's a perfect mix right? Surprisingly so. You play the role of a stray cat that on a perilous jump is separated from their family and finds themselves in a forgotten dystopian cyberpunk city and needs to find their way out meeting a host of odd characters and unraveling the story of its existence as you go.

Far greater writers than I will talk about this game I'm sure, but what I really want to highlight is how great the animations are. You really feel like a cat. The way you scratch objects, jump, crouch, slink is perfect. In one scene the cat stares at something that catches their attention before padding over to it, it's something I've seen my cat do and it's that attention to detail in the game that really brings it to life. That same level of detail is brought to the environments, characters and rest of the world too. Make no mistake this is a very good looking title. Brilliant use of colour, lighting crisp image quality and art design make it a gorgeous world to explore, especially impressive as an indie game on a lower budget.

The actual game plays like an adventure game where you explore, talk, collect items. Being a cat you have in certain places more vertical exploration being able to jump up buildings, shelves, air con units etc especially in the hubs. The jumping itself is more contextual when you are near an object you can jump up the X prompt will come up. While it does make the jumping animations look far smoother and makes all your jumps perfect, with the agility of lets say...a cat, it also can be a little finicky at times.

Overall I had a great time with this little game. I got the platinum in 11 hours in two play throughs but most importantly I can press circle to meow!

+ Fantastic animations.
+ Gorgeous visual design.
+ Interesting world to explore.
+ Meow!

- jumping isn't always the best.

Stray

2022

Stray is a very respectable game. For a game who's credits arent rolling long enough to demand multiple credits songs and 3 point font, it is astounding in terms of visuals, technical design, and to an extent game direction. It achieves seemingly everything it goes for with only minor "objective" issues. You could have told me that this game was made by naughty dog as a little side project and i'd only need two drinks in me to believe you.

And it really is a very ND-style game, down to the straight up game flow. Linear platforming where you snap from location to location, chase sequences, extremely light puzzling, general level-to-level structure and the occasional quiet bit where you just get to explore a very small area - it's like Uncharted 4 but drake is small and there's no ludonarrative dissonance trophy. Even has the very naughty dog thing of having a conspicous landmark in the horizon you always work towards in the levels. I swear im not crazy, it's really noticeable when you catch onto it.

The problem with Stray is that, for my money, you don't feel like a cat. Which is a pretty big issue for a game where that's the hook. There's a few good gags, the animation passes muster for the most part, but the behaiour of the cat and in particular the interactions it has with others don't. You could practically replace the cat with a small dog, hell, it would probably make more sense for the things the characters demand and how they treat you.

My favourite moment in the game, is, when in what is ostensibly a tense, high-stakes situation where you're meant to solve a puzzle, the cat can simply lie down by a record player in a comfy alcove, as long as you and they want. It's lovely. And there's just not enough of it. The adventures of cats are crescendos to lives spent revelling in comfort and warmth - even in wild and big cats - and you can let me meow as much as you like but the pure action adventure betrays the nature of cats. I feel like small creature. I don't feel like cat.

On top of that the sci fi narrative is very bland. Fortunately the environments are excellent and carry the game pretty hard. Again, the naughty dog influence is well integrated, with fantastic subtle signposting of areas that feels naturalistic whilst ensuring you're never really lost.

Again, the game is very competent, and a frankly remarkable facsimile of games with hundreds of times the budget. It's well paced and i appreciate it's brevity, and i would be remiss not to touch on it's excellent soundtrack. And it's that extreme competence that makes it dissapointing for me that it doesnt actually get it's hook. And without it, it's ultimately forgettable, as good as it is.

Stray

2022

Pros:
- Gorgeous art direction
- Adored its cyberpunk atmosphere and detailed environments, they did a great job nailing the intrigue of this world for the short time you spend in it
- The music and audio design are exceptionally good and really sell the whole vibe of this game. For me it’s definitely a solid pick for best OST this year
- You play as a cat which is cute! Movement was fluid to control, it’s well animated, and seeing the world from a ground perspective was refreshing
- The more open areas are surprisingly dense, there’s a lot of rooms to explore even if there’s not much to find aside for a few collectables
- There’s a meow button, you can scratch things, and knock over important stuff like real cats

Cons:
- This is not really a platformer since there’s no jump button and all the climbing is automated, you can’t fall. While that may be an intentional design choice, it does make the game feel a bit shallow and restrictive to traverse outside of the cool perspective
- There are enemies (basically headcrabs from Half-Life) that chase you and you need to avoid. It’s fine, but not really a highlight either. And the stealth sections of the second half I could’ve done without
- Minor bugs like getting stuck in furniture and having to reload, though checkpoints are frequent so wasn’t a big deal
- No photo mode 😭

Stray

2022

Lures you in with the entertaining promise of letting you do funny cat things, which it does deliver on for about half an hour, but then throws you into a bland melancholic cyberpunk adventure where the fact that you're a feline critter is basically irrelevant save for brief cutesy button prompts. Sorry what I meant to say was You Can Meow And Pet The Heckin Kitterino 11/10

Stray

2022

⣿⣿⣿⠟⠛⠛⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⢋⣩⣉⢻
⣿⣿⣿⠀⣿⣶⣕⣈⠹⠿⠿⠿⠿⠟⠛⣛⢋⣰⠣⣿⣿⠀⣿
⣿⣿⣿⡀⣿⣿⣿⣧⢻⣿⣶⣷⣿⣿⣿⣿⣿⣿⠿⠶⡝⠀⣿
⣿⣿⣿⣷⠘⣿⣿⣿⢏⣿⣿⣋⣀⣈⣻⣿⣿⣷⣤⣤⣿⡐⢿
⣿⣿⣿⣿⣆⢩⣝⣫⣾⣿⣿⣿⣿⡟⠿⠿⠦⠀⠸⠿⣻⣿⡄⢻
⣿⣿⣿⣿⣿⡄⢻⣿⣿⣿⣿⣿⣿⣿⣿⣶⣶⣾⣿⣿⣿⣿⠇⣼
⣿⣿⣿⣿⣿⣿⡄⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⣰
⣿⣿⣿⣿⣿⣿⠇⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢀⣿
⣿⣿⣿⣿⣿⠏⢰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿
⣿⣿⣿⣿⠟⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⣿
⣿⣿⣿⠋⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⣿
⣿⣿⠋⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⢸

Stray

2022

Stray is a game where you assume the role of a cat. This is the entire promise of its outward appearance. You control a сute furball navigating in a world proportionally large for your light presence. You can press B to meow and Y to cuddle with other cats. You can take a nap in allotted by game designer places. The cat mannerisms are meticulously animated and instantly gifable for twitter. An instant crowd pleaser of a concept, as Twitch and Steam numbers immediately suggest.

One of the first big puzzles you solve involves power outlets. You have to scout a room to find 4 cube-shaped batteries. You have to grab them with a floating button prompt and bring them to a computer. You have to MANUALLY (with paws?) plug them in power sockets. Surely, you already see a problem.

Stray takes place in a society of robots mimicking the images and idiosyncrasies of humans. Robots wear clothes, robots eat food, robots live in a police state – not because they need to, that’s just what we tend to do. The greatest irony of Stray is how it’s no different from the robots it portrays. It’s caught up in appearances, stupefied by feline oddness – and completely misses the essence of dubious little being.

Do you want to be a small rascal bumbling the way through, guided only by the most primal of instincts? Wrong game! And it’s mind-boggling to me how attentively every unique keynote of the whole premise is impaired here to create the most nothing hodgepodge of a modern action-adventure. You are pulled through a cat-sized theme park with the main attractions made up of the lightest of puzzles, dullest stealth sections and unlosable chase sequences. Traversal, which must pop with cats’ preciseness and unlimited agility, suddenly turns into a chore, because you can’t have a cat failing a jump, right? Even the animal inaudibility which opens the door for interesting environmental storytelling and silent interactions is undercut by the introduction of a companion drone acting as a translation layer between the feline friend and basically everything else in the world.

There are absolutely glints of creativity and good vibes here, and I decently enjoyed exploring the little hub levels where the game matches its title the best by letting the cat go a little astray. These bright moments though are far and between in this hugely underwhelming affair. Rain World: Downpour can’t honestly come soon enough.

In Bomberman '94 the pink kangaroos (called Louies for no reason) had the ability to dance, which wasn't useful at all in the game but was absurdly cute to look at, obviously.

In Super Bomberman 3 they gave them the ability to jump one space, which also makes them adorable while also being the most useful ones in the entire game.

There's no life lesson here or anything, I love both of them equally and so should you.