【視聴数 328576】
【チャンネル名 The Escapist】
【タグ Stray,Yahtzee Croshaw,The Escapist,ZP,Zero Punctuation,Review,Cat Game】
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【視聴数 328576】
【チャンネル名 The Escapist】
【タグ Stray,Yahtzee Croshaw,The Escapist,ZP,Zero Punctuation,Review,Cat Game】
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【また爆益キター!!】TikTokキャンペーンを利用して簡単に3200円貰う方法がこちらw【期間限定】
The cat should of died at the end. People care about cats, game was *this* close to making people have emotions
I think Yahtzee has missed the point where the robots don’t know what cats are, and thus doesn’t know what a cat can and can’t do. So they assume it can do whatever they can.
Edit: ok, I think that Yahtzee does know, and he doesn’t think it works as a conceit. Which is a more reasonable opinion.
I’ve listened to a few thoughts on the matter, and I’m kind of convinced that the robots actually have no clue about what a “cat” is. They refer to Stray as a “furred robot” so honestly, they probably don’t know.
It would have worked so much better if the cat just sort of wandered into the plot and acted as an observer that sometimes accidentally progressed theplot with cat fuckery, rather than being an active player in the conflict.
Stray isn’t anything ground breaking but it is a nice little story about a cat. And I like cats.
All very true, all very accurate, didn’t give a shit enjoyed the kitty game anyway.
So the drought goes on, eh? I guess that’s more time to write sarcastic books.
There was already a game where play as a cat on PS2. Can’t remember the name but I know you meow at things and fight a dragon at the end for some reason. I only watched my sister play it
If you give the musician the music, he gives you a button, like a lot of other buttons you can get that actually appear on the backpack so
Yahtzee doesn’t like kitties.
This is a game that knows who it’s core audience is, which is “cat fans with a bit of halflife-style exploration, who are there for the journey not the ending.” The game itself is great for what it is. You play as a cat. You can only die by one thing, which keeps you from all the pitfalls of platformers, while occasionally breaking some tension when the cat won’t jump from the deadlies because you’re not facing the right direction to so so.
The game has a lot of distractions like knocking over pots and books, tripping robots to make them faceplant, just cause you can. There’s a fair bit of environmental storytelling.
Ultimately, it’s above “walking simulator” style gameplay, more of an adventure game where the puzzles are obvious and the difficulty comes from the exploration (how do I get up there), rather than the repetitive conversation tress, or inventory-object-pixel-hunt of P&C adventure games.
Is there a bit where you walk around inside the kitchen cupboards like an arsehole? And a quick time event where you sCrAtCh the careworker you surprised while she was looking for the side plates….
A dogs life. cant get more of a dog game.
I liked the game, the ending was a bit shit.
*spoilers*
Why the fuck do we never see the siblings again
Really liked this game, as short as it was. I’m big on the 100% collectibles aspect, so that probably contributes a lot.
(On a side note: you should really stop using the term “spazz” so much. It’s not really acceptable s these days.)
The game would’ve been 1,000,000x better if we’d at least been given a scene where we see the Stray fucking reunited with the other fucking cats. Whoever wrote the damned plot had no concept of literary setup and payoff, for fuck’s sake.
The cat in this game is clearly not just a cat. It understands language (B/12 gives it directions and discuses with the cat its memories), makes conscious decisions (solving puzzles, like the one with platforms in the club where B/12 makes no explanation if I remember correctly), uses logic (getting out of a locked cage by swinging) and is emotional (sorrow for a lost friend). It knows what “a drink” is and understands the concepts of exchange (a drink for a handle). Also I’m glad the game was so short. I mean, I might one day finish Elden Ring, but I’ve finished this game three times already for a platinum trophy.
looking forward the the reboot where you play as John Stray, space marine
SPOILERS – It’s the visual storytelling, and I don’t mean this in an offensive way, they showed in the very beginning that 99% of the people there have no idea what a cat is. We know, as the player, what a cat is but for them in game all the robots see is a vaguely Zurk sized biological organism with a robot floating around it. You also get the visual storytelling from the end of the game after the game breaks your heart that you can no longer talk to or interact with the robots, because it was B12 that was actually facilitating the talking. So the context of the robots asking for payment for goods has no bearing on us being a cat.
Edit – this is also why, visual storytelling, all the basic actions you do in game are all focused around a cats curiosity. Running across a keyboard, pawing at flashing lights or biting the cables, grabbing plugs and running off with them, scratching curtains so that they accidentally open, etc
Something that a friend and I had a bit of a realisation about when talking about open world games (kind of in response to Yahtzee’s video on them a while back, and my friend playing AC: Valhalla) and beyond:
It seems there’s a growing trend of really lacking games that are brilliantly made. Like again with the open world format, companies see it’s a high market trend and throw lots of money at developing their own big open world game, while kind of forgetting they’re supposed to be making a game and the result is a beautiful but boring and bland experience. I believe the upcoming Sonic Frontiers will be a good example of that.
Yet of course, it goes beyond open world, in Stray’s case, it felt like they were following an Uncharted kind of mould and put a lot of effort into making it look amazing, without really putting as much care or attention in to the design of the gameplay and traversal. It reminds me of when I got asked why I would jump or roll for no reason, or whatever would make moving from one area to the next more interesting in early 3D games and possibly 2D games of the time too.
Simply running or walking around, following the button prompts to follow the linear path, it might be beautiful path, but it’s kinda boring getting through it, point A to B.
A good example of what I mean is if you look to playing any bigger game without a fast travel, if you quickly really wish fast travel was there because completing those fetch quests or returning from a dungeon is feeling like a huge chore, then I would say that’s a failing on a fundamental level. Thinking of Skyrim or Fallout, it doesn’t matter how awesome those graphics mods make the game look, chances are you don’t take your time looking around as you’re following the map marker as close to how the crow flies as possible, and even then, how often were you doing something to make the run less of a run? Whirlwind shouting, jumping around, Fus Ro Dah-ing random NPCs or jetpacking for no other reason than it’s more engaging then just holding forward?
I try to think of good examples of games that are fun just to get from A to B in, and I can’t think of many. The most recent game being PSO2:NGS, which on the combat side bored me to tears pretty quickly, but if I was asked to just run around in that or Skyrim for 10 minutes, I’d pick PSO2 simply on the factor that it’s more enjoyable for no real tangible reason to sprint and then leap some 60 feet in the air.
Similar with early 3D Sonic games. Broken and janky all over, and yet while objectively it’s a bad mark against them, the slippy and exploitable physics and locomotion makes them enjoyable on that basic level.
It just seems that there’s never any middle ground, it’s either a rigid, boring beautiful experience, or a broken mess that’s fun the play around in, but lacks substance.