No game is perfect, and even the best games ever made lend themselves to criticism in one area or another. Sometimes a particular critique ends up becoming a common refrain amid online discussion of a game. This is a thread for defending against those types of popular criticisms for specific games.
I was compelled to make this thread after reading through the Stray OT and watching this Dunkey video:
View: https://youtu.be/DE6JBysCljk
The main complaint that I see most people making about Stray is that jumping/platforming is guided and prompt-driven.
I'm here to refute that critique.
The developers themselves said that they went with this design decision because it didn't feel very cat-like to be missing jumps or leaping haphazardly off of buildings, and I 100% buy into this logic. I think it was the right decision, even if it meant that the game wouldn't have a platforming focus.
A huge part of Stray's appeal is letting the player experience its hauntingly beautiful cyberpunk world through the eyes and body of a cat, and most of its design choices were clearly made in service of that mission statement. The end result plays akin to a classic Point-and-Click Adventure game in a fully 3D world with lots of verticality, and that's totally fine! The game is not a platformer and doesn't need to be.
So that's my very recent example and the inspiration for this thread, but I know there must be plenty of others that people would like to defend in here.
I was compelled to make this thread after reading through the Stray OT and watching this Dunkey video:
View: https://youtu.be/DE6JBysCljk
The main complaint that I see most people making about Stray is that jumping/platforming is guided and prompt-driven.
I'm here to refute that critique.
The developers themselves said that they went with this design decision because it didn't feel very cat-like to be missing jumps or leaping haphazardly off of buildings, and I 100% buy into this logic. I think it was the right decision, even if it meant that the game wouldn't have a platforming focus.
A huge part of Stray's appeal is letting the player experience its hauntingly beautiful cyberpunk world through the eyes and body of a cat, and most of its design choices were clearly made in service of that mission statement. The end result plays akin to a classic Point-and-Click Adventure game in a fully 3D world with lots of verticality, and that's totally fine! The game is not a platformer and doesn't need to be.
So that's my very recent example and the inspiration for this thread, but I know there must be plenty of others that people would like to defend in here.