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July update: 37/52
28. July 2nd | Mega Man (The Wily Wars) | Switch | 49m 30s | ☆☆(/5)
29. July 2nd | Mega Man 2 (The Wily Wars) | Switch | 55m 10s | ☆☆☆
30. July 3rd | Mega Man 3 (The Wily Wars) | Switch | 1h 4m | ☆☆☆½
31. July 3rd | Wily Tower (The Wily Wars) | Switch | 38m 51s | ☆☆☆½
Now here's a fairly interesting way to start the month. As a big Mega Man fan, I'm obviously familiar with The Wily Wars, a Sega Mega Drive/Genesis remake of Mega Man 1-3 with a short bonus game unlocked after you've beaten them all, and I have definitely emulated it in the past, but felt that the slowdown and overall tweaks to the gameplay just made for a pretty bad experience so I never really spent any meaningful time with it until now.
Starting out with the first
Mega Man, I did not see any reason to change my opinion of the Wily Wars, because this is a pretty terrible remake. Mega Man 1 is not exactly some masterpiece of game design, but I personally enjoy it a lot and how weighty Mega Man feels in comparison to later games, and how you can completely break it open with very easily exploitable glitches. It's a fun, 30 minute adventure that I can just blast through if I just want a relaxing little experience.
The Wily Wars version of Mega Man removes a lot of these glitches, changes Mega Man's physics to match the ones in 2 and 3 better which ruins some of the rhythm when playing the stages designed around him feeling that particular way, making for a much worse time, and in some cases much more difficult than it should be, like the magnet beam room before Yellow Devil where Mega Man's movement is so sensitive that you're bound to just slip right off the beam in that tight space, wasting energy, climbing down to the previous screen to refill and then realizing that this game doesn't respawn any items after you've picked them up, making it so that you basically have to game over if you screw up at that point.
It also suffers from enemies and bosses invulnerability phases just lasting way too long, making a fight like the one with Cut Man just drag on forever if you don't have the Super Arm (which you're also pretty much bound to miss with since the arch of the throws have been tweaked by an absolute madman to just be as bad as possible), and without the use of glitches, some of these fights are just plain boring, especially the ones against Yellow Devil and Wily's final form that just drag on and on without really being all that challenging (though the change in Mega Man's weight does make some jumps against Yellow Devil a lot harder than they should be.) The game itself is just a bit too slow overall (though I think this Switch release fixes most of the slowdown?), but it doesn't really become a big issue until you're stuck in these fights where the bosses either take too little damage or spend too much time invulnerable.
Just avoid this version, honestly. It makes the fights against Fire Man and Copy Mega Man a lot more manageable, but is otherwise a downgrade in every single way. Looks and sounds okay, though.
Mega Man 2 is hard to mess up too bad, but they certainly tried here! It's not the failure that the MM1 remake is, probably because Mega Man 2 is pretty hard to screw up too bad, but it does feel noticeably worse. Once again, the lowered speed of the entire thing, and much longer invulnerability phases after taking damage drag the experience down, and the Genesisification of the soundtrack is a crime, and maybe it's just because I'm playing on the Switch instead of actual hardware, but the controls really don't feel as tight as they do in the NES original.
But that's basically it. Mega Man 2 remains Mega Man 2 despite the flaws in this version. Mega Man 1 really is the offender here, and despite the issues inherent to Wily Wars, I didn't have a bad time with this one. Flash Man is kind of a nightmare thanks to the invulnerability phase, though. The tables really turned on that fight, but on the other hand they fixed the enormous hit box on the Wily machine's attacks (though also made them harder to avoid, so pretty +-0 on that one)
M
ega Man 3 is honestly a slight improvement on the original in my mind, which is sort of a shock after playing 1 and 2. I know a lot of people absolutely love 3 and think it's the best in the series, but I've always found it to be a very obviously rushed game, with severe slowdown way too often, a lot of hit boxes that are about as a big as the screen, and even without those issues also the Doc Robot Stages that just completely ruin the game's pacing. This remake does have that invulnerability phase issue, yes, it is a bit too slow, yes, and they did remove the weed theming of Top Man's stage, yes, but they also fixed the slowdown issues, and the absolutely giant hit boxes, making even the Doc Robot fights feel decent and not like you've suddenly lost a third of you're health by touching the air a few metres from him. Still don't love the stages and the pace killers that they are, but at least their boss fights feel a lot more fair. Do I prefer the look and sound of the NES version? Of course, but this honestly plays better for the most part, and is probably the one I'll play the next time I want to revisit Mega Man 3.
Wily Tower is an interesting one. The one game in this compilation that I had never played before, and it's honestly really good, though a bit too short. Just three stages and four Wily stages, with a very low difficulty thanks to you being able to mix and match a total of eight abilities from all the previous three games ahead of each stage, and, as it turns out, broken abilities from the previous games stay pretty broken here as well. Cool concept, though, and depending on which ones you pick, you might get to explore different parts of the levels that no matter which path you take have a nice length and maybe not the most exciting designs, but they get the job done and end on some really well designed bosses, plus one that I'm pretty sure is the only boss in the entire series with two health bars. Music, now that it's actually made exclusively for this console and not just rearranged, is also really good and, surprisingly enough, composed by Kinuyo Yamashita who I know best as the composer for the first Castlevania and not much else.
Wily Tower isn't some all-time great Mega Man experience and it does sort of feel more like ancient DLC (or an expansion pack, as we said back in the day) than its own game, but I'd say if you enjoy classic Mega Man and haven't played it before, it's certainly worth a try. I mean, it's certainly more fun than 4-6. Sort of wish the developers had gotten the opportunity to make a fully fledged, original Mega Man game, but it is what it is.
Soundtrack highlight:
Wily Stage 2 (Wily Tower)
32. July 11th | Resident Evil: Director's Cut | Playstation 5 | 2h 25m | Replay | ☆☆☆
You know, it does feel a bit weird that I keep coming back to this game. I really don't like the original Resident Evil all that much, but somehow I've beaten it at least once each of these three years that I've participated in this challenge and I now own it on Playstation 1, DS, and the PSOne Classic version that's now on PS 4 & 5. Weird, indeed.
I'm making it sound like I dislike the game. I really don't. still very much enjoy how easy it is to just pick up and play, and how simple it is in it is design fantastic but sparse map design that I can just do this almost 2,5 hour playthrough in one sitting and have a pretty good time almost the whole time. It's also very good at almost always very naturally pushing the player forward and giving out keys for some door you passed before and couldn't open, while also giving shortcuts so that the way back to it won't be too long (or too filled with zombies.) At the same time it also knows when to move you to a new setting – from mansion, to cabin, back to mansion, to cave, to lab – often enough as to not make any of them start to feel stale or boring. The mansion is obviously head and shoulders above the other areas in its design and puzzles, but I get that the developers couldn't match that very high quality, and it's not like the other areas are actively bad or anything. All of these very good decisions result in a game that I admire a lot, though it's hard to really recommend any of it over the remake that I find superior in almost every way. Not to say that this original game has become obsolete or anything, but if you want to play just one version of it, let it be the remake. Do experience this one's voice acting if you somehow haven't, however.
Why I'm not completely in love with this almost genius game has to do with several things. Some tiny annoyances here and there, of course, but the main issue I have with the original RE1 is how I feel like it sort of works against itself. It is a fun, well designed game with some iconic voice acting, but it's also a game designed around and incentivizing the player to play it as fast as possible, while also halting them in their way at every possible turn, with extremely slow loading animations not only for doors, but for some reason stairs as well. Even opening the menus feels just slow enough for it to be noticeable and it does start feeling a bit tedious fairly quick. Every single boss fight is also pretty bad, but it's mostly these pace killing interruptions that are constantly thrown at you. I get loading screens are a thing and sometimes there isn't anything to do about that, but considering how the screen transitions and pausing are much faster in the second game which also looks so much better than this one, I can't helt but feel that this could have been better. I still had a good time playing Normal mode with Jill (having played both DS's Rebirth Mode and the Director's Cut's arranged mode, this is by far the best way to play it in my mind, by the way), but it's also pretty clearly made by a team inexperienced with making this kind of game in 3D and it is sometimes to its detriment. Not putting an item box at the beginning of the caves is also such an annoying decision, and yet another reason to play the superior remake. I should probably complain about the battery puzzle right before that as well, but it's so hilariously inconvenient that I can't help but love it.
Now rerelease the dualshock edition with the terrible soundtrack, you cowards.
Soundtrack highlight:
More Rooms
33. July 21st | God of War (2018) | Playstation 5 | ~13h | Replay | ☆☆☆☆
My history with the God of War series is very short. I knew about all the games as they were released, but I didn't play one until I got the PS4 remaster of III in early 2018, a game I completely by mistake played on the hardest difficulty and because of that had a pseudo-miserable time more often than not, but still a fine game, albeit not really one that stuck with me all that much and I therefore still haven't played any games released before it.
I have, however, played what came after it, by which I mean the 2018 game and not Ascension. Pretty sure it was the last game I beat before I moved out of the apartment I spent three pretty pointless years in, and relocated to another part of the country, and I remember liking some parts, but also being really frustrated with others and feeling like the game really could have cut some story content for a smoother ride. Replaying it almost exactly three years later (of course in anticipation of Ragnarök), my feelings haven't exactly changed, but I think I can appreciate more facets of the experience. I still don't think it should have won Game of the Year over Red Dead 2, but who cares at this point. Who even cared back then.
God of War sort of feels like the safest game a Sony Studio has made in recent years. An already successful IP, taking on the very successful Sony template of third person, story driven action, and even sort of doing a Last of Us with Adult and kid traveling to a place and getting into serious trouble on the way. It's not reinventing the wheel in any way, is what I'm trying to say, but I also don't think it needs to since what it does, it still does so damn good. Now, I'm not a huge fan of some parts of the story and it's very clear that some parts got cut (like some decent character development for Atreus instead of him just having, like, an evil switch that is flipped on for a part of the game, and the suddenly flipped off), forcing some plot points feeling a bit sudden and forced, and the amount of troll fights is a disappointment when the game doesn't have much else in the way of actual boss fights.
But otherwise it's a very fine experience.
Like, really, really competent. A nice journey with a flair for the cinematic, utilizing its almost one-take approach in a way that really puts you in Kratos' shoes and gives the whole thing a more intimate feel, which is fitting for such a personal story that, while Kratos and Atreus do experience some pretty grand things, is ultimately about spreading his wife's ashes from atop the highest mountain in the realms, and he doesn't really care much about those other things, enemies along the way sort of just being in the way and not really like he's fighting them out of some of that ancient rage of his, but simply because he wants to honor the one he loves. Not to say that he doesn't feel like old Kratos at times, but it's nice to see how he's changed over time and even though he can be a very strict father still clearly cares about his son. Like I said, it's not some groundbreaking storytelling at play here, but it's still mostly very good and the emotional beats to do hit most of the time since the game really does earn them, mainly through interactions between Kratos and Atreus throughout the whole game.
The action's pretty nice as well. At least when playing new game+ I felt like the enemies and especially the few bosses had a bit too much health in contrast to how easy they were to fight, but at the same time I never got enough of throwing the axe and calling it back to me, or just plowing through hordes of enemies with the Blades of chaos (really love how sad the sequence where he picks those up again is, by the way. Like a recovering alcoholic falling back into their addiction and being very well aware of it) so they definitely got the feel of it right. Feels like there probably could have been maybe one more weapon just to give a bit more variety to battles, but it's fine the way it is, and despite it being a God of War game, it's not like you have any longer fights all that often. Most of the game, at least it like that to me, is mostly wandering around absolutely beautiful environments (Freya's Garden being a real highlight) solving some minor puzzles that while simple at least have some variety to them, and listening to Mimir's stories while paddling around in a tiny boat, a surprisingly relaxing activity. Doesn't hurt that playing the game on PS5 let me experience it at max resolution and 60fps, instead of my base PS4 where it certainly wasn't that and my console constantly sounded like it was about to explode at any second.
There are some side activities as well, but since I focused completely on the main story (outside of a few Valkyries. Absolutely fantastic optional fights, by the way) and haven't touched any of that since May 2019, I can't really say anything about that. I'm sure it was okay. You know what's not really okay, though? Brok and Sindri. I don't know what SSM were thinking with putting these two comic relief characters in this very serious game and giving them such big roles, but it really doesn't work. Wouldn't say the RPG mechanics they bring along with them are all that interesting either, but they're at least pretty inoffensive while these two idiots really just feel like they've been teleported from another game to this one, and the results are not good. The other major characters are really well written and interesting too, so I have no idea what happened here.
Anyway – I wish I had a hot take here, but good game is, as it turns out, good. Great soundtrack by Bear McCreary!
Soundtrack highlight:
Valkyries
34. July 23rd | Phoenix Wright: Ace Attorney – Trials and Tribulations | Nintendo 3DS | 23h 40m | ☆☆☆☆
This took a while. Started playing Trials and Tribulations on January 19th, apparently, and roughly seven months later I finally beat it. Not because I didn't enjoy it, but for some reason other games have taken priority over it. Feel like that's often the case with portable games to me. Anyway, I have beaten Trials and Tribulations at last, closing out the trilogy after playing the first game in 2018 and loving it, the second game in 2019 and really not liking it to such an extent that I waited years to play this third one, which in hindsight was a big mistake considering how good most of Trials and Tribulations turned out to be.
Now, I don't really know how to talk about a visual novel-ish game like this since a big part of its charm is the story, and I don't want to reveal too much. There are obviously point & click elements to the investigation parts, but there's not really much to say about those other than that they exist and can sometimes be a bit tedious because of psychic locks that are back from the second game and certainly haven't been improved here. The trials are... well, they're also there, mechanically the same as the second game, but better thanks to the cases being a lot more interesting to me this time around. Like in previous games, parts of them are great and it feels very good to present the correct evidence at the right time, but it can also be really frustrating how extremely specific it can be with presenting at the right time, and often being well aware of what's going on a good while before Phoenix seems to grasp the situation. Fun gameplay mechanic to be sure, but I do sometimes wish it was more flexible.
Most of the cases are also pretty standard. Nothing particularly bad like Turnabout Big Top in the second game, but cases 2 & 3 are pretty unremarkable outside of some pretty fun premises. The second one especially has some pretty annoying sequences during the trial where it's just so farfetched what evidence you're supposed to present while Maya and Phoenix keeps saying "come on, this is so fucking easy. Just use THAT piece of evidence", and does get sort of frustrating after pulling my hair out for a while, not having a clue what the game is asking of me. Third one is sort of dumb in how it justifies punishing Phoenix for pressing a witness on most of their statements, but I guess they wanted to find a way to give the trial a kind of different flavor from the usual. Both of them, and most of the game really, are at least very funny, which isn't something I would say about 99% of games. First case is on its own about as good as other tutorials in the series, and the fourth one definitely stands out for its ending, but it's otherwise not that interesting and sort of weirdly placed in the story (especially considering how the setup for it is actually supposed to take place in the middle of the final case.)
What makes Trials and Tribulations so much better than its predecessor, Justice for All, and probably on par with the first game is almost entirely thanks to the final case, which just has everything I'd ever want from an Ace Attorney game. Fantastic case, with genuinely unexpected twists and turns everywhere (outside of the true identity of Godot, which is extremely obvious even before the case begins) where Phoenix is taken out of action a while, a corpse flies over a burning bridge at night, several people channel the spirit of what might be a murderer, and Maya Fey is yet again a murder suspect, but maybe also dead? Also a very long, but also very rewarding trial that is very long (not as long as the finale of the first game, but I doubt anything is), but never really drags and just keeps raising the stakes and introducing new, absolutely insane revelations about what's been going on. Finally, It also even manages to use the psyche lock in a clever and not at all gimmicky way that actually feels like it fits with the story and isn't just a new gameplay mechanic.
Previous cases in the game are pretty good (albeit with some annoying things here and there), especially the first and fourth which both tie into this one, but here is where it goes from a good game to a great one, even referencing the previous two games and ending on a note that sort of closed out the entire trilogy on a bittersweet, but positive note where I, despite not having played the previous games in years, actually got a bit emotional when being reminded of this entire journey and it now being over. There were obviously more games in the franchise made after this one, but this one really felt like it ended an arc, so to speak, of the Ace Attorney saga. Also, ending the trial on a fake-out where it seems like you've presented the wrong evidence for a second? Amazing moment.
Looking forward to playing Great Ace Attorney someday, and maybe the the three games following this Shu Takumi trilogy if they're ever re-released, but that's experiences for another day. Highly recommend Trials and Tribulations if you, like me, for some reason just stopped at the second game and need the extra push in the form of a recommendation from a random guy on the internet in order to play it.
I do wonder, however, why the Judge's brother is extremely Canadian when the judge himself very clearly isn't.
Soundtrack highlight:
Godot ~ The Fragrance of Dark Colored Coffee
35. July 27th | Ratchet & Clank 3 | Playstation 3 | 9h 43m | Replay | ☆☆☆½
The Ratchet & Clank journey slowly continues. I remember buying this when it was still fairly new, maybe 2005 or something, and while I did enjoy all three games quite a bit, this one was definitely my favorite. Playing it now, that's not particularly surprising since it's very much the most accessible of the games, and also with the most cohesive story and a great villain in the form of Doctor Nefarious.
By accessible, I basically mean the most streamlined. There aren't that many puzzles, most stages are very linear, and the difficulty is definitely lower than in the previous games. This is sort of both good and bad, because while it doesn't have as much variety in its gameplay, R&C3 instead focuses almost completely on the combat, and maybe because of that also has the best feeling contrrols and by far the most fun arsenal of weapons thus far. Sure, stages aren't the most interesting either design-wise or aesthetically, and platforming is now basically an afterthought in most worlds, but the action is so tightly paced and every weapon so impactful and actually useful throughout the entire game that I honestly didn't mind. Even the planets that are just combat missions where you just stand around, shooting at enemies in a very small area were a joy thanks to this, and I saw them mostly as an excuse to upgrade my weapons.
It's honestly sort of a zen experience despite all the chaos, where you can just sort of act without having to think after a while, simply reacting to the world around you and witnessing a multitude of explosions at basically all times. Once you get into the rhythm of it, you just let go, and it's a surprisingly relaxing experience once past that point. Sure, there are some challenging parts where you do have to be more alert, but most of it really is just an opportunity to do cool things with extremely smooth controls and just having a good, chill time. Sometimes you find serenity in the strangest places, I guess.
That's all very well and good, but there is something lost when the game lacks the variety of previous games. I'm not saying I wish for more of 2's Giant Clank segments, space battles or anything like that (though there actually is a Giant Clank segment in this game and it's a lot more tolerable than any of the ones in 2), but some of the charm is lost when you're almost exclusively shooting at things. Sure, gadgets are still a thing and there are a few Clank segments that are about as interesting as usual, but they've become a much more minor part of the experience by this point and while I'm a bit happy about that to be honest, them being missing also shows how much character they added to these games. Ratchet & Clank 3 is by far the most fun I've had with the series thus far, but it also feels the most generic. I barely remember any planets from this game, and the story, while being a lot better focused than in previous games, feels very saturday morning cartoon, and those were usually pretty bad and so is this one.
Like, I know these games are for children, but this is the first one where it feels almost exclusively made for a younger crowd (outside of the space president being a parody of Bill Clinton, which is just bizarre for a game released four years into the Bush administration) and the corporate satire has been almost completely lost. Not that it was amazing before, but it was at least very noticeably there and gave the games some bite to them. Just like the previous two games, this one also ends extremely suddenly, which is sort of a disappointment when the plot otherwise feels pretty well paced. All that's really left to remember is the combat, and while basically the best action gameplay on the PS2, is that really all that Ratchet & Clank should be? I personally don't think so, but I also feel like I would have complained about the more gimmicky mini-games if this had been more like 2, so maybe I'm the issue here.
But I still am very pleased, though. Like I said: this is the most fun I've had with the series and despite losing some of its unique flavor from past games, it's just a blast from beginning to end, and I wouldn't sacrifice any of that sweet, sweet gunplay to get some more gadget puzzles or horrible mini-games. This certainly isn't the most memorable game out there, it sometimes even feels like one of those many failed sixth generation platforming mascots in its narrative, stage design and art direction, but at the same time I can't think of many games released around that time that are even half as fun in their moment to moment gameplay as Ratchet & Clank 3 is, so it's hard to really complain about what's been served. Having not played the later games in about a decade (and not even having touched Into the Nexus), and barely remembering them, I'm a bit worried that they'll just be the same as this and I'll just grow more and more tired of this formula as I go along since it is, after all, pretty focused on one thing and one thing only for the vast majority of the game. Who knows, but for now, Ratchet & Clank 3 was a swell time from beginning to end and one that I certainly did not tire of before it ended.
Soundtrack highlight:
Aridia - X12 Outpost
36. July 28th | Pokémon Puzzle League | Nintendo Switch | 1h 10m | ☆☆☆½
Here is a strange one. I mean, Panel de Pon isn't that strange and neither is Pokémon, but the way in which it's done just baffles me. This was a real Nintendo 64 game developed by the equally as real Nintendo Software Technology, and you'd think a first party developed Panel de Pon game would look and feel like a proper Nintendo Game, even if it's been reskinned to look like Pokémon. I mean, Tetris Attack is a beautiful game and that was just a reskin for the western market, unlike Puzzle League which looks the same in every region. Expecting this game to at least look like someone spent any time on it really isn't that crazy.
And yet, this is one of the cheapest looking and sounding games I've played in my entire life. Like, these extremely flat, low resolution Jpegs of Pokémon Trainers ripped straight from someone's VHS cassettes from the anime, paired with the absolutely terrible MIDI covers based on music from the iconic CD Pokémon 2.B.A. Master. I am not exaggerating when I say this game has the aura of a 2001 Newgrounds Flash game that could maybe have gotten a daily 3rd place or something. It's so bizarre to me that this is somehow an actual, real Nintendo game, but that's exactly what it is.
And I sort of love it? Pokémon Puzzle Challenge with its beautiful pixel graphics and great remixes of the Gen 2 soundtrack is obviously the superior Pokémon/Panel de Pon hybrid, but I get immensely nostalgic just looking at these games and these extremely 90's anime character designs, that weird, westernized music and those voice clips that just repeat over and over again. It certainly doesn't feel like a labor of love, but now that over 20 years have gone by, it's become something of a time capsule of a very specific moment in time where Pokémon really was so huge that it could get away with something like this. I mean, people talk about Sword and Shield feeling like cash grabs, but Just. Take. A. Look. At. This!
There's some extreme confidence in the brand at play here, and I can't helt but admire it, but honestly, it mostly makes me think back to my own childhood in the early 2000's, where Pokémon very much did rule mine and my friend's lives for a good while, and I would emulate Red with my brother and fill our dad's work computer with viruses because we downloaded the ROM from some extremely suspect site (which I'm pretty sure basically every website housing ROM files were back then?) I'm not someone who hates adult life and wishes I could just go back to simpler days or anything like that, but it is nice to get flashbacks to these moments from Pokémon Puzzle League, thinking about those times and wondering a bit about what happened to some of the people I used to be so close friends when I was, like, 6 or 7 years old and then gradually lost contact with over the years for one reason or another. Hope life's treating them well whatever they're up to these days. It's rare that a video game affects me in this way, but the power of Pokémon and that first season of the anime cannot be underrestimated.
And yeah, it's just Panel de Pon so obviously it's a lot of fun. Its mechanics are hard to mess up, and despite not at all looking the part, this does play exactly as you'd expect a good PdP to do. A lot of different ways to play as well, though I only did the story mode and beat the game on Hard since I'm pretty sure you don't even get credits on the lower difficulties. I know you face Mewtwo as the real final opponent on higher difficulties, but I was content with just finishing at Champion Gary and getting that absolutely terrible ending screen (which I used as the picture for this game, by the way). Mainly because I'm too dumb to even beat the first opponent on Very Hard, but I'm fine with that. I had a good time either way.
Soundtrack highlight:
Sabrina's Theme
37. July 30th | Stray | Playstation 5 | 7h 25m | ☆☆☆½
I'm really not a cat person. I did live with one for a few months of my life about three years ago, but didn't particularly care for it. I don't hate them or anything, but I mostly enjoy them in moderation and not in my own home, so a short game starring one felt like the right amount of cat in my life. This obviously looked very charming ever since it was revealed at that first PS5 showcase a few years ago, and later showings only made it look even better, with its cool atmosphere and fantastic animations for its main protagonist. Later being revealed to be on PS Plus at launch certainly didn't hurt my interest in playing it either.
Here I am now, having actually played (and platinumed) it, and... it's good! It's not some masterpiece and maybe not exactly what I wanted, but it is a good time that mostly hinges on vibes and good atmosphere since neither the platforming, stealthing, or, uh, running away-ing is all that engaging. Platforming especially feels like it could have been better, and I feel like they could have gone with some Uncharted solution where you can jump at all times, but still have those automated jumps up to higher points by pressing X while at the right spot. It's not terrible as it is since you can still jump onto mostly everything, but it does feel a bit stiff and not exactly cat-like. The story honestly isn't that good either, and I'm not sure if it was intentional to make me not at all care about my little robot side-kicks journey or opening the sky or whatever to make me really feel like a cat, or whether it was just bad storytelling, but it really did absolutely nothing for me, being mostly just a reason to get to new locations.
But the vibes! The atmosphere! This is a game where I just wanted to soak in the environments, especially the first more open city area where I just walked around the streets and jumping around on the rooftops for a good while without really caring all that much about moving the plot along. I'm also a sucker for clearly hand crafted environments in games, so these areas with their fantastic designs, and also interiors with such carefully crafted decorating just makes me happy to see and be in. So many different apartments or shops to visit, all with completely different feel to them, and probably quite a few, but not just the same assets recycled every time. For being made up completely of robots, weird shadow creatures and a cat, it's fantastic how alive this world feels as you're playing through it. Sort of wish this game didn't have to have the story it did, and it was instead just wandering around a larger city as a cat instead, doing some minor side quests if you felt like it, but certainly not forcing you to really do anything. Just looking at things, taking in the environments and sometimes getting a taste of that sweet, sweet soundtrack that just sets the mood perfectly. I like what we did get quite a bit for the most part, and I guess it's to the game's credit that I want to spend more time within its world, but I just wish it could ditch the uninteresting story and very shallow stealth mechanics and have the courage to just be sort of aimless instead, and not really ending but just reaching a point where I was satisfied with the experience and would turn off the game since I had gotten my fill of this French made world based on a Chinese city.
That's obviously not what the game is, since it does have a very clear beginning, middle and an end-structure to it, and I'd say every act is at least some variation of good. The city segments are, obviously, my favorite parts of the game, but even the more linear stages are well crafted, and the puzzle-platforming within them is for the most part pretty fun, if not all that interesting since it's all pretty simple. Animations for the cat, the Stray if you will, are absolutely fantastic and really does make it feel like a pretty believable animal even when the story makes it unreasonably intelligent at times. Having a button purely for meowing was obviously also extremely smart of the developers to include, and letting that meow sound come out of the DualSense was even smarter.
So that's Stray, I guess. Not sure if I really said anything worthwile about it, but it was a good time when I played it back in July, anyway. Not the greatest gameplay out there, but full of little touches both in gameplay and world design that makes it hard not to enjoy quite a bit. It's certainly got a lot of heart, and sometimes that can take a game a pretty long way in my book, especially when all that heart results in such an interesting world (that's equally as warm as it is hostile) to explore as this one. Also, every game should have designated areas where it lets your player character just fall asleep in some spots while the camera pans out, letting you take in the beauty in the world during a calm moment.
Soundtrack highlight:
The Notebooks
Currently playing:
The Last of Us Part I (PS5)
Lego Star Wars: The Skywalker Saga (PS5)
Final Fantasy III Pixel Remaster (PC)