Stray review: one small step for cats, one giant leap for action adventure games

1 year 9 months ago

Cats are masters of their domain. As an owner of two tortoiseshells myself, they've unlocked routes in our house I never knew existed, using the tiny lip of our fridge as a gateway to the top of our kitchen cupboards, bed frames as launch pads to the middle bar of our sash windows (not even the actual window sill, those daft beasts), and don't even get me started on how they managed to get onto the top of our 2cm wide shower rail that one time.

Stray, BlueTwelve Studio's cat 'em up explorathon, puts you in the paws of a similarly savvy feline protagonist. The cat itself is a marvel of digital observation, fully inhabiting all of the best cat-isms I know and love. You can scratch the backs of sofas and knead and shred carpets with alternate squeezes of the trigger buttons, meow at will, lap from dripping water bowls, topple piles of carefully stacked books and push paint cans off the edge of ledges - and, if you leave them idle long enough, they'll stretch and catch flies too tiny to be caught by the human eye. You can also play a mean game of billiards, much to the annoyance of the local robots. I wouldn't go as far as saying it loosened my jaw quite as much as when I first set eyes on Trico from The Last Guardian, all told, but I reckon if BlueTwelve had the same kind of budget and scale as GenDesign and Sony's Japan Studio did back then, then Stray's cat would be every bit the equal of that famous cat-bird-chimera.

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Author
Katharine Castle