EDGE

FRAME PERFECT

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A lot of developmen­t time has been invested in the camera, and it shows: bearing in mind Stray’s protagonis­t, we keep a watchful eye for any moments when the action is unclear. After a while we realise we’ve stopped looking: during our demo, at least, it doesn’t put a foot wrong. “There’s a whole range in people’s imaginatio­n of what the cat can actually do,” MartinRage­t says. “Some players are really downto-earth and don’t want to jump on anything, and some players imagine that they can jump on the leaves of a tree to try to reach something. So we’re trying to find a good balance of realistic behaviour and [making it] fun and easy to roam around.” Having the camera so close to the ground emphasises the scale of the place, while encouragin­g the developer to tell more of the story through environmen­tal detail. “With a human [character] you could just be walking through the streets and kind of ignoring everything. Being a cat, you’re really close to the action and to the detail, and you have to find your way by observing really closely.”

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