Video Games

Strayed Lights Preview: Pixar Would Be Pleased

Everyone has demons. Sometimes you fight your own demons in video games, but Strayed Lights, the upcoming action-adventure game, is probably the most artistic I’ve seen in this exact trope since playing the Kingdom Hearts trilogy. For visual junkies, Ori and The Dark Forest aren’t all that different in style, and the sumptuous soundtrack by the famous Austin Wintory immediately stood out in the short time I tried it. I was able to explore some realms of its imaginative, physics-defying world — but unlike Ori, Strayed Lights is more of a linear campaign than a side-scrolling Metroidvania. Anyway, its action-combat system is tight enough to carry its abstract story and introduces some interesting mechanics worth checking out for Strayed Lights’ eventual release in April. increase.

Action-adventure games delve into the science of combat formulas at this point. Most action-adventure games (we use God of War and Devil May Cry as examples here) usually have at least one or two attack buttons, an ability button, some sort of special ability bar, a block button, and a dodge button. I have a roll. You can be invincible for a moment. This is all pretty standard stuff, and Strayed Lights doesn’t seem too far off from what’s already working. Defeating these massive elemental creatures (which look like the Flame Atronachs from The Elder Scrolls series) has the advantage of feeling exactly as good as it looks, with predictable and responsive attack timing and patterns. I have.

However, Strayed Lights does something interesting within established patterns. To properly block attacks, you must switch your avatar’s color to the color telegraphed by the enemy you’re fighting. This adds an extra layer of thought to your attack patterns. And this is actually almost meditative. For those familiar with the Elden Rings and Dark Souls series (where action combat has reached incredibly complex levels), it may sound like a throw-away mechanic, but two or more enemies are on. If so, the action in Strayed Lights can get pretty hectic. You have to be mentally prepared to switch colors at just the right time to block oncoming attacks.

Strayed Lights threw me another curveball in the form of a corrupted attack that was unblockable and had to be dodged, but I didn’t find it difficult to dodge perfectly. Dodging each attack by mashing the attack button might seem a little too easy, but the only way to heal yourself is to block…becoming a winning strategy.

Strayed Lights has a story, but it probably won’t impress anyone looking for a literary overture. It’s presented in a purely aesthetic format, with no dialogue or voice acting whatsoever, but the abstract images that are painted throughout your journey, let’s call your avatar “stray light.” A universal story of personal growth through hardship and inner turmoil. Considering the breathtaking art style and great care put into visual fidelity, it’s great news that this style of storytelling works so well.

Its art direction seems like something out of a Pixar movie. This part really stuck with me after the credits rolled on my demo. The first chapter of this campaign is full of fun set piece building scenes for battles. Such as this full moon rising above this swarm of spirit creatures, or the first hallway you walk into when you are figuratively “born” into existence. Or a meditation room where new abilities can be purchased with crystal shards dropped by enemies.

Its art direction seems like something out of a Pixar movie. This part really stuck with me after the credits rolled on my demo.


Austin Wintory’s score is downright soothing, full of shimmering guitars, heavenly woodwinds, and mellow symphonic harmonies worthy of a Zen garden, making it a Hollywood movie (or, as you know, AAA). video games). ).

Strayed Lights is currently in development for PlayStation, Nintendo Switch, Xbox, and PC. Officially he’s scheduled for an April release, and from March 23rd he’ll be playable at PAX East before launching on March 26th.

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