I’m sorry, BlueTwelve Studio.

Penny is shy and doesn’t really talk to strangers after all.

I don’t know what her problem was, because I think Stray looks like a wonderful time.

You’re just an average cat in Stray so you can’t communicate beyond meows, purrs, and growls.

Stray sees you play as a lost cat, who has fallen into a mysterious cyberpunk-inspired city.

you’ve got the option to absolutely get distracted by just doing cat things, too.

“For instance, we have a button that you could press to meow.

Not everything in Stray is friendly, so you’ll sometimes need to run for your life.

I just thought it all looked funny.

Your main means of navigation is the ability to leap between select surfaces.

“Being a cat obviously allows for lots of interesting level design opportunities,” Martin-Raget said.

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“So we moved away quite early in the project from a normal platforming challenge.”

We’ll have to wait and see on that.

Beyond that, there isn’t much else you might do gameplay-wise in Stray.

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It doesn’t look to be a super mechanic-heavy game, or one intensely geared towards action or survival.

“We do not have any survival mechanics in the game,” Martin-Raget said.

“We moved away from this quite early in the project.

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So everything that is about drinking and eating food is just cosmetic.

Ultimately, the aspect of Stray that leaves me most intrigued is the story it wants to tell.

The preview only provided hints at what to expect, teasing the potential discovery of lore behind the world.

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There’s this tangible sense of mystery hanging over almost everything I saw.

Who are the human-like robots?

How did this cyber-noir city come to be?

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Is this a future Earth, an alternate reality, or somewhere else entirely?

“At its core, Stray is an adventure game,” Martin-Raget said.

“It has puzzles and quest elements as well as action sequences.

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But it’s really about the story.”

Stray is set to launch for PS5, PS4, and PC on July 19.

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