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<\/span><\/p>\n
screenshot: BlueTwelve Studio \/ Kotaku<\/figcaption><\/p>\n<\/div>\n<\/figure>\nthere’s a lot of buzz about Stray<\/em><\/span> right now, by dint of its coming out during a pretty dry patch for new releases, and more importantly, how you get to play as an incredibly cute cat. Unfortunately, what I think a lot of people are about to discover this week, is that it very quickly forgets about that, and turns incredibly…gamey. I was not expecting to be playing as a robot, zapping mutant blobs, for instance.<\/p>\nThe following contains spoilers for <\/em>Stray‘s game elements (how you play, rather than why you do it), without getting into the story itself at all.<\/em><\/p>\nStray<\/em>‘s opening is just wonderful. Without any fussy nonsense, no tiresome cutscenes, the camera gently swoops over four kittens living in the overgrown remains of a dam, before settling behind the ginger critter of the collection, and gives you control. The first thing you do is interact with your brothers and sisters, each a gorgeous moment of beautifully observed kitty behavior<\/span>. The animations are perfect, and anyone of any decency will be awwing at the screen.<\/p>\n