It's ok.

I'm aware at this point that Stray has been dissected to hell and back, but I did want to get my thoughts out there in relation to a lot of the similar games that I've dubbed "Journey-likes" that I've also gone through somewhat recently. You know, those games where you travel from point A to B to C with tons of emphasis on atmospheric exploration and environmental storytelling with maybe some minor puzzles and other limited interactions involved. Keep in mind that this review may have minor spoilers in the form of me discussing gameplay and story design choices, but I'll try to make the discussion general enough as to not impact overall plot enjoyment.

While playing through the first hour and a half of Stray, I kept thinking back to this video by Matthewmatosis, in which he argues that an over-reliance upon context sensitivity in modern games both limits player control ("press X to initiate cutscene of action for every case") and player agency (that is, just walking around in an environment until a context-sensitive prompt tells you that something can be interacted with) and thus results in less interesting experiences. Granted, I'd like to think that I'm acclimated to Journey-likes at this point, and so came in not expecting too much difficult or deep interaction, and yet I still think that Stray goes too damn far in abusing context sensitivity as to significantly reduce meaningful engagement or difficulty.

The main gameplay loop consists as follows; as a cat, you walk around various environments, and simply perform the correct context sensitive interaction when you approach the relevant objects/individuals. There are plenty of walls and rugs to scratch that are marked by a triangle button prompt, plenty of NPCs to talk to that are marked with a square button prompt, and plenty of objects and ledges to jump to that prompt you to press the X button every time. The latter is easily the most problematic case here, because this turns navigation into what is more or less a task of walking forward until the context sensitive prompt tells you to press X to jump forward. There isn't even a risk of falling off ledges or jumping into the abyss; just keep moving forward until the prompt tells you to jump to the next object. Again, I understand that Journey-likes are generally not difficult at all, but this design decision oversimplifies gameplay to a baffling extent beyond other Journey-likes, and it could have been easily fixed if the game was just a regular 3D platformer; I know I'm not the only one who's brought this up either.

If the strict gameplay loop for the entire game was just what I experienced in the first hour and a half, I would most likely be even more disappointed than I am now. Fortunately, Stray eventually opens up to a few "hub" areas in its runtime where you can meander about to find scattered secrets and memories as well as chat up NPCs. However, it's not quite entirely removed from the Journey-like formula, as there are two caveats. Firstly, these hub areas are still governed by the rule of context-sensitive jumps, so exploration can almost feel automatic at times just walking around and mashing X to see where the cat will jump next. Secondly, while there are sidequests and main-story quests of fetching key items, talking to important NPCs, and solving some fairly basic visual recognition puzzles, there's really only one "solution" for every problem, resulting in what is ultimately a pretty linear approach for finishing the side quests and following the main story fetch quests in these hub areas. I admit here that I'm nitpicking, as this is probably the least significant case of railroading in Stray, but I do lament that there was a great opportunity here for more player creativity and that ultimately, it's just a well disguised case of sending the player down the preconceived path that kills a lot of the joy of discovery for me.

Let's quickly go over a few of the other more gameplay-heavy segments inbetween these hubs too. After the first robot city hub, there's a "puzzle" section where you have to outmanuever and trap these goo monsters (called the Zurk) to safely progress; while this section is not particularly difficult either, it's at least engaging in that successfully luring and shutting traps on the Zurk brings some degree of satisfaction since you can actually die (albeit still fairly unlikely). There are also multiple straight corridors where you just have to outrun the Zurk; again, there's not much difficulty once you realize that strictly holding down R2 and tilting the analog stick forward will allow you to avoid most of the Zurk, but it at least provides a nice rush thanks to the hurried and tense accompanying tracks and the scourge of Zurk just descending upon you.

As a counterpart to these running sections, Stray also features a more horror-game inspired survival section filled with dimly lit tight corridors, alien red pulsating webs, and sloshing sewer water infested with Zurk eggs. This is probably the most engaging section of the game, since you're provided with a zapper that can eliminate the Zurk, and since it overheats quite easily, you often have to kite and funnel Zurk to successfully dispatch them; it's a slight shame that you don't get to play with your toy for too long, but it most definitely does not outstay its welcome.

Near the end of the game are three forced stealth sections, one right after another. Nothing like a good ol fashioned "stay outside of the lit cone of sight" segment to slow the pace down a bit and get a bit more out of the price tag, right? Interestingly, most of the forced stealth is actually somewhat trivial, because there are really few lasting consequences to getting spotted by the drones. You can just run at max velocity through all of the stealth sections, dodging the bullets by maintaining your speed and rounding corners, and then just mash circle when you see the circle button prompt to dive into a cardboard box at the end of the segment and wait for the drones to deaggro and leave once they're gone. Which leaves me with this question: if it's this easy to cheese and disregard the forced stealth sections, then why were they implemented in the game in the first place?

I've mostly been lambasting the gameplay for the last few paragraphs, so I'll give the game props where it's due; I really do enjoy the ruined yet nostalgic backdrops of Stray. The ambient tunes that drop in and out as you explore the subterranean wastelands as well as the decaying posters and hastily scribbled graffiti on the concrete walls really help etch this feeling that while something great has definitely gone to pass, there still linger a few strays (no pun intended) that seek to find their own sources of hope in the sprawling underground. I do appreciate that the game really lets you take your time soaking in all the details here and there, with plenty of snug nooks where your cat can curl up while the camera slowly pans out to let you breathe in and forget about life for a while.

Ultimately, I find myself somewhat frustrated because as great of an idea as they have shown in the final product, I feel like they could have done so much more. I love the little moments like the cat walking on the keyboard to communicate with the AI or random jumbled notes being played as the cat walks across the piano keyboards, so why are these cute cat interactions with the environment so sparse? The interactions between your cat and your lil beep boop buddy are heartwarming and set up the mood perfectly, so why do the writers also insist on inserting so many side characters in an already short timespan that leave after an hour or so with not enough time to develop any strong lasting impressions? It's a ton of fun just mashing circle to hear meowing through the speaker while attracting Zurks, but why is that NPCs have no strong reactions to my cat's meow? There's a section near the end of the game where you have to communicate and cooperate with another big beep-boop without your robot buddy translating, and it's a fantastic subversion after getting used to just reading so many textboxes of translation from random NPCs, but this subversion is ultimately over within ten minutes or so, and I really feel like there was a fantastic squandered opportunity to force players to think outside of the box a bit more.

I won't dismiss the possibility that perhaps, I'm just a bit jaded after playing plenty of fairly structurally similar games over the last twelve months, with a few more potentially on the docket. That said, I can't help but lament that as fantastic as the concept is on paper, the way it plays out leaves a lot to be desired on my end. Even while considering the often hackneyed genre of Journey-likes, Stray feels too safe, too straightforward, and too scripted. As cute as it is jumping and scratching your way back to the surface, I feel like it could have been so much more compelling.

Reviewed on Dec 10, 2022


12 Comments


1 year ago

a game actually wrestling with controlling a cat through treacherous environments would be more difficult to play. If the developer wants as many people to share it on twitter, it needs to be as easy to play as possible. Maybe this is a stretch but I highly doubt this game would've had any Game Awards nominations if it was a real platformer.

1 year ago

I'm inclined to agree with you, but I feel as if there's got to be some balance that can be struck as to make platforming a bit easier and not necessarily as difficult as traditional precision platformers. For example, SCARF, which I played earlier this year (and is also a Journey-like) has for the most part, pretty large and easy to navigate colorful 3D platforms with no complex on the fly jumps required. While this doesn't necessarily translate 1:1 to Stray, I do think that the game doesn't have to be so streamlined as to just walk/run forward and mash X to automatically hop to the next platformer, even for games that are traditionally seen as less difficult.

1 year ago

Even as someone who liked the game I'm really surprised that this won any rewards. Feels like they banked too much on just being a Cat and not much else.

1 year ago

Yeah, totally agree. I didn't even get into a ton of depth regarding how the game feels too restrictive and thus stops you from really feeling like a cat at times (meowing doesn't do much, there's only a few select areas you can really scratch, why can't I lick every creature I see, etc) and Cakewalking really goes into detail about how this focus seems misplaced. Needless to say, I see the appeal but I was equally as surprised as you are that it won not just one, but two awards.

1 year ago

in 100 years, when the industry is out of its growing pains and isn't preoccupied with appearing as LEGITIMATE ART and MEANINGFUL, and where talentless insecure game journalists no longer celebrate games for having pretentious pandering nonsense so so they can feel vindicated for liking games, once THAT TIME comes, this'll all be so laughable. (hopefully) by that point we'll have people who actually understand and care about games for the things that make games special host awards shows where they celebrate games that are special and distinct and creative and not this. It's okay to like this game, but if it's really the best thing all year than the industry has hit a hell of a slump. It makes me feel bad to dog on the kinds of games that typically win big awards because clearly lots of time and effort was invested in them from hard-working dedicated people. It's just... Game of the Year. For this? Darn. Imagine if some innovative obscure like super hard action game with an untraditional control scheme got nominated. Like, even if nobody voted for it, I think it'd at least feel good to see it there.

I'm told I take stuff like this too seriously... and I do. No point here I just do

1 year ago

I liked it but I like sci-fi and cats so...

1 year ago

No worries man, like I said I understand the appeal behind the game and really wanted to like it as well. Maybe this is my fault for playing one too many Journey-likes that all feel the same lol.

1 year ago

I enjoyed it a lot myself since I really loved the atmosphere and music, but I definitely get the criticism for it (especially the unnecessary stealth sections). I guess for me the simplistic gameplay wasn’t as much of a bother since it’s just 4-5 hours, I’d probably like it less if it was more dragged out lol

1 year ago

My in-game time also got compounded by me trying to find all the collectibles (and some of this exploring got admittingly a bit mindless) as well as the need to stretch the game over multiple sessions because I was struggling to stay awake near the beginning and during a few parts in the middle. Those stealth sections though... they really just seemed like a huge annoyance until I realized that I could in fact get away with dashing to the end of each section and cuddling in the box for a minute or two.

1 year ago

This comment was deleted

1 year ago

[Lordy, so many typos in original comment. Let's try again...]
Lots of accurate commentary in here and the in the comments. I'll just add as someone who has worked on and game tested a platformer that I think there really only were two ways to approach the platforming for this team given the objective to "make a cat simulator." This might sound a bit trite at this point, but I think we who play platformers regularly really, really... really underestimate how unintuitive they are for most people. A very significant portion of the people I play tested with spent several minutes trying to hop over a simple box in my game because they had a difficult time pressing two buttons at the same time. It was a fairly diverse group of people, too, so it can't be boiled down to just "they're not coordinated."

BlueTwelve Studio then kind of put themselves in a bind by targeting a simulator/photo-reastic experience: Either they had to make a technical platformer that was inaccessible to most of the people the concept would appeal to, or not make a platformer at all and just make an adventure game with a lot of fancy animation in the movement. They went for the latter.

I can think of two potential compromises, but they both had big costs. One would be to restructure all environments and the cat's animations to be more in-line with the kinds of platformers that work for broad appeal. That would likely lead to the kind of goofy, hard to explain environment design that's more suited to cartoony or abstract worlds. The other potential compromise would be to create the most advanced and creative character controller ever seen in a game that made the kind of precise movement of a cat possible for most players to achieve while still allowing concvincing animations to play out procedurally. Alas...

Anyway, I'm not trying to shoot down any criticisms. I kinda jokingly call this my game of the year because "pretty orange kitty go meow meow" but I agree that I think this concept wasn't fully delivered on and I would love to see it revisited with something with some more depth to the gameplay.

1 year ago

Thanks for leaving a comment, this is really valuable insight regarding game testing and development. I guess when you put it that way, they did sort of write themselves into a corner where they had to rely on so much context-sensitivity just to appeal to the bare minimum of playing a cat traversal game with ease.

It does still feel like a shame that in my mind, doing so really stripped a lot of the thrill of adventure and exploration, but I can at least see why they chose that direction now. Either way, I do hope that someday developers revisit this concept and add a bit more meat to the gameplay as to be more than just fetch quests and hold W while sometimes pressing buttons according to cues.

1 year ago

@cdmcgwired interesting. I always thought of platformers as the "quintessential game genre" for anyone, mostly since everybody I'd ever played Mario with instantly got it, so it's fascinating to hear that some people don't understand them. Makes me rethink lots of my favorite games