At the same time, Stray revels in the fact that it has made you a cat. Your feline form brings a lovely and lighthearted flavor to this otherwise dark world, and there are moments all throughout that encourage you to set aside your responsibilities and simply play. Walls and carpets can be scratched at, knees can be lovingly rubbed against, objects can be heartlessly pushed off shelves, and there’s a dedicated meow button that I rarely stopped pressing. You can also find serene spots to curl up and take a nap, letting the camera pull out and giving you a moment to enjoy a nicely staged scene alongside one of the many impressive songs in Stray’s excellent futuristic soundtrack.
This is a wonderfully rich world, one I really enjoyed learning all about. While your cat’s own story is a pretty simple tale of a lost adventurer trying to get home, the conflict you end up stumbling into is very well told. The beautifully designed city you have to make your way through is bleak without feeling pessimistic, full of history to learn and charming robot citizens to chat with despite the fairly dystopian situation around them. I talked to everyone I could, whether they were relevant to the story or not, and I loved seeing what their computer screen faces would display as I excitedly meowed around their feet, be that annoyance, surprise, or just a big heart.
When you’re not sleeping on a pillow, Stray generally puts you in one of two types of situations: you’ll either be running through fairly linear levels full of amusing platforming challenges and some light puzzle solving, or exploring one of its more open town areas where you’ll collect items, talk to friendly robots, and complete tasks for them. The former sections almost reminded me of something like a 3D version of 2016’s Inside, with relatively simple obstacles being elevated by the exemplary atmosphere built around them. The latter sections, on the other hand, shift Stray into a genre more akin to a point-and-click adventure game – except in this case your pointer is a cat.
In either case, moving around as a cat isn’t always quite as fluid as I hoped it would be. It’s fun to scamper up air conditioners mounted to the sides of buildings or walk along railings, but you don’t actually have a dedicated jump button to do any of that with. Instead, you can press a button to hop to predetermined interactable spots automatically when prompted. That means the only difficulty associated with any of the platforming is wrestling the camera into the right position to hop to the spot you want, and you don’t exactly move with the nimbleness of a cat once you do – though that’s partly the fault of the movement animations themselves, which can be noticeably stiff at times.