![]() It all adds up to the feeling that the player doesn’t need to be involved and is just there to follow along with the story. Choose the charm dialogue option by all means, then go ahead and be disappointed when Grace doesn’t say or do anything even vaguely charming. Even the character types you choose from at the start of the game – charming, intelligent, or angry – have little effect. There’s no smoke and mirrors here, the game is quite blatant in the fact that it will trundle along on its own path, regardless of player input. Dialogue choices that the player makes, whether in song or not, rarely match up to what Grace actually says. ![]() Unfortunately, Stray Gods fails in this remit. Now, I know that’s an accusation that can be levelled at most narrative adventure games, but the best in the genre do make the player feel that their decisions have consequences. Matters of narcolepsy aren’t helped by the fact that the game doesn’t really need the player to do much. There were times when I nearly dropped off listening to Apollo – voiced by the usually brilliant Troy Baker – drone on and on. ![]() The voice-over work is slow, stilted, and stuffed with unnecessary pauses. For a game that involves a lot of talking, it’s baffling how every actor – other than Hermes, who is a vocal breath of fresh air – sounds exactly the same bored. The character design of the many NPCS you meet is striking and compelling, I just wish someone had told the voice actors to emulate that. Visually the game is reminiscent of a Bandes dessinées graphic novel and is frankly gorgeous, with an art style that is slick and exciting. The tale of Stray Gods is told in the style of a comic book.
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