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#antvillage
krankittoeleven · 2 years
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'Tober Prompt #5 - Nature
Stray // Ant Village & The Outside
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virtualcamelselfies · 2 years
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Just hanging out in a bucket by the tree bar… 🐈🪣🤖🏮🌿
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igobypyx · 2 years
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I'm in love with stray and everything about it, but if there's one complaint I have, it's that Antvillage is too short. Now, I understand that all the other chapters can be quick, too, if you rush it, but I think there's should be a bit more in Antvillage. If you do all the extra stuff in the other chapters like the slums, it can be pretty long, but there's only extra stuff, like Malo the flower bot. But all you need to do in Antvillage is talk to Zbaltazar, get the photo, and leave. You could be there for only 2 minutes if you're fast enough.
Now, this isn't to say I don't like Antvillage, on the contrary, I love it, the way it looks, the people in it, it's incredible. I just wish there was a little more character interaction besides just talking to them and Malo.
I don't even think there needs to be more necessary stuff. It'd be cool if there was just more optional stuff there, like maybe getting paint stuff for May? Again, it's not to say that I don't like Antvillage as it is, and there are people out there who disagree with me and think Antvillage works the best because it's so short, but I just think that chapter fades into the background a little too easily.
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angrybatgaming · 3 months
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(Oldish video) Found a spot in Stray where if you time the button cue right, you can hop up onto this pipe(?) and get permanently stuck. At least until you reload the last save.
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uwuprime · 2 years
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A background study I did while working on an animatic for the fic
The Royal Treatment by @themsoundwaves,
Referenced: Stray, Antvillage bunkbed-zone.
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angrybatart · 2 years
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Did the Companions REALLY think putting up these signs would stop Zurks?
Zurks are actually kinda fun to draw. Not gonna lie. Just draw round, one eyed fleshy tick (sorta like Headcrabs) and give them spooky mouth fangs.
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cosmic--static · 2 years
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shaking and crying
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i don't think you ever end up telling Zbaltazar and Clementine that Momo was brave :')
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deltastorm101 · 2 years
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i’m two hours off playing stray and i already miss the slums
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caracello · 2 years
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1 4 and 15 for stray :3c
1. what are the basics of your self insert? name, date of birth, height, etc.?
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i dont have a name or anything but ive got a vague idea for a design! ^^ no guarantee any of thatll stay but i will prolly keep the antennae and little wire stinger on the head +). she lives in antvillage!
4. would you be considered a main character, side character, villain, or something else?
side character definitely!! in the game itself shed probably have like. Three lines. maybe a few more if shes got a fetch quest
15. how does your self insert play a role in the plot of the story? do they help directly defeat the villain, support the heroes, etc.?
she helps care for zbaltazar's main body while theyre plugged in! shes almost like a .. temple keeper kind of? except instead of a shrine or wahtever its a guy doing a really really long meditation. so i guses she helps stray by making sure zbaltazar is still like alive when he gets to antvillage LOL
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stinkykittypet · 2 years
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I really love media where technology and nature coexist
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klauswalz · 5 months
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Antvillage
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bloodofelves · 2 years
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Chapter 9: Antvillage
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whisperedinwillows · 2 years
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thinking about stray and how humans have been gone for nearly 7 million years and yet that doesn't really matter, because the robots, especially in the slums, are still keeping humanity alive. They're about as human as we are. They make art, music, they eat, they have barbershops. They keep plants alive despite not even needing them. They have friends and families. Humanity's legacy was kept alive by their own creations that continued to live on honoring their memory. You don't see the robots go to war with each other, not by their own means. The Humans separated themselves by social class, they built the Sentinels and Peacemakers. They built the prison complex. The robots are just continuing the way of life that they learned from the humans that were in the different social levels with them (except antvillage, maybe?). Everything humans knew and did were transferred onto a completely different species after they died out. Stray took the idea of Robots succeeding Humans and turned it into something wonderful. They weren't the cause of humanity's downfall, they were next to them. I'm a bit disappointed that we didn't meet any old robots that had any humans they remembered, except for B-12 who WAS human, but the concept itself was still so very beautifully executed.
Sometimes I get worried that when I die I won't get remembered, that I'll just disappear without a trace. This game brings me a sort of peace when it comes to that. By the time I pass, I doubt we'll have sentient robots, but the thought of humanity itself being preserved by something that can live for centuries is. yknow. nice.
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adventuresofchip · 9 months
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Inside the Wall / Dead End / Antvillage
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Okay I think I've finally condensed my Stray Meta Analysis into a clear thesis but I can't really get into it without just going over the entire story right up to the ending and the final shot SO major spoilers ahead.
Stray is not actually a story about going home. It's about letting go of the past in order to move forward.
I don't think this is an especially daring reading, (you're all but hit over the head with it right at the end) but I think it's easier to miss because there is also such a strong sentiment of love and community and remembrance in the way the setting and its characters are presented. Specifically, I've seen multiple people disappointed that the end doesn't feature you being reunited with your littermates from the opening. But I think that with the advantage of hindsight, you realize that you were warned that this was your path right from the beginning, and it becomes more and more obvious as you go.
Where do you begin the story? With your littermates, living in blissful ignorance inside the wall. You were always inside the city, even though you weren't as deep as the companions and you had no awareness of the fact that you were trapped. As soon as you fall into the slums and get tasked with opening the gates and leaving the city, the reality of your situation is made clear: there is no path back to where you started.
This is even more emphasized by your dealings with the Outsiders along the way, and in particular I think Clementine says it best: "It's not that everyone has to get to the Outside. But one of us has to." They all dreamed of being the ones to open the city and usher in a new era, and with the possible exception of Zbaltazar, they are all in some way held in place by their determination to realize that dream. (Zbaltazar is certainly fixed in place but I would argue it's more by their reluctance to engage with the dream at all anymore.) Momo is paralyzed by survivor's guilt and needs to prove to themself the others are still out there, Doc is quite literally trapped in the sewers testing the weapon that was supposed to free everyone, and Clementine is in hiding from the Sentinels who have deemed their idea too radical. Ultimately, however, they must all let that dream go in order to usher you forward. Doc passes the defluxor on to you, Momo has to stay behind to ensure you can leave the sewers, and Clementine has to hold off the Sentinels so you can escape. The new era can be ushered in, with their help, but not by them.
At every stage, you are also physically incapable of going backward. You can't get back to the slums through the sewers because the doors are out of order and you don't have a boat. You can't go back to Antvillage simply because the vents aren't traversable in the other direction, and you can't go back to Midtown because the Sentinels are after you. Through both the narrative and pure game mechanics, you have left everyone behind. And then this reaches its purest and most heartbreaking climax in the control room.
B12, of course, makes the ultimate sacrifice in service of the future. He accepts that there is no "preserving the memories of humanity" anymore, humans are long gone and what matters is that the companions are still here, and they need to change, to move forward. You have both come so far, and neither one of you could have done it without the other, but you can't go any further together, and one of you needs to keep moving forward. It has to be you.
And when the cutscene ends, you find yourself there, unmoving, with your friend. And you can stay there with him for as long as you want, but ultimately, to complete the game, to realize the dream that everyone worked and sacrificed to get you this close to, to step out through the gates and see the true expanse of the Outside...you have to get up, and walk away. You have to choose to let him go.
Stray is absolutely a game about love, but it is also a game about the steady march of time, about being changed by your experiences, and about cherishing the things you are forced to leave behind.
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thispatternismine · 7 months
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Stray (PS5)
Antvillage
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