GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
6 MIN READ TIME

Stray Children

F or the past decade, Onion Games’ output has been bite-sized, expressed in quickfire arcadey puzzlers and shooters and through the constraints of Dandy Dungeon’s five-by-five grids. In comparison, Stray Children is a giant, a return to the full-length RPGs that Yoshiro Kimura made at the start of his career. In harking back to cult PS1 game Moon, which he and other Onion Games staffers, including character designer Kurashima Kazuyuki and composer Hirofumi Taniguchi, originally worked on (and released worldwide in 2020), it also gives the impression of a swan song – Kimura’s final fantasy, if you will.

It begins with a child – with the face of a dog, a sort of Snoopy in a hoodie – being sucked into a videogame. However, this world, Crescent Moon, is on the verge of disappearing, its in-game clock no longer working, and its resident heroic knight set to be broken into pieces. It’s a self-aware premise, yet if Moon was an ‘anti-RPG’ that parodied genre tropes, then Stray Children practically subverts its subversions back to a more traditional structure. After awakening from apparent oblivion, our dog-child wanders from town to town on a mission to put the hero back together, while engaging in turn-based battles in which victory awards experience that levels up your stats. Of course, traditional is relative, and the approach here remains idiosyncratic, in no small part thanks to a cast of oddballs, realised with Kazuyuki’s charming sprite work and characterful gibberish audio.

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
Xmas 2026
VIEW IN STORE

Other Articles in this Issue


Edge
In space, no one can hear you miss a deadline or two
At its most challenging, making videogames can feel
EDGE
EDITORIAL Tony Mott editorial director Jon Bailes
Knowledge
Playing with fire
From Microsoft’s cloud servers to EA’s new owners in Riyadh, the industry is testing players’ consciences
Room to breathe
Against a tough industry backdrop, Airlock Games has a plan for making game production more sustainable
Opening the industry to all
How is the IDGA Foundation pushing for a more global, diverse set of game-makers?
BACK TO LIFE
Herobeat Studios hopes for redemption in the face of environmental collapse
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else.
Dispatches
DISPATCHES CHRISTMAS
Issue 416 Dialogue Send your views, using ‘Dialogue’
Trigger Happy
Shoot first, ask questions later
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
Making it weird
Often, horror is an effect of the weird.
Hype
HELL LET LOOSE: VIETNAM
A tougher, smarter FPS where kills hardly matter
SLEEP AWAKE
An experimental, mind-bending night terror
TUROK: ORIGINS
Three’s a crowd? Not for hunting dinosaurs
THERE ARE NO GHOSTS AT THE GRAND
DIY made easy, and weird
ASTROBOTANICA
Dodos plus aliens? In the Pleistocene, anything is possible
Hype
HORSES
Developer/ publisher Santa Ragione Format PC Origin Italy Release
ROUNDUP
MARVEL’S WOLVERINE Developer/publisher SIE (Insomniac Games) Format PS5
Features
RETRY.EXE
Inside the long and gruelling journey of Lunar Software's sinister sci-fi horror
FEAR EFFECT
From Crow Country to Resident Evil 9, horror games are still in their ascendancy. But what are the tricks behind making players scared? And can the popularity last?
COLLECTED WORKS JERK GUSTAFSSON
From making Quake maps to reviving Wolfenstein, with a master of firstperson videogame design
THE OUTLAST TRIALS
Smirking, sinister and sadistic, Red Barrels’ gruesome multiplayer experiment became its biggest hit
SNAPSHOT GAMES
Inspired by a close-knit dev scene, the man behind XCOM has a fresh strategy
PLAY
REVIEWS. PERSPECTIVES. INTERVIEWS. AND SOME NUMBERS
Masters of one
For a developer, is it preferable to be
Resident Evil
Almost three decades on, the defining survival horror game has much more to offer than scares
Final Fantasy Tactics: The Ivalice Chronicles
A progress report on the games we just can’t quit
Play
Battlefield 6
Developer/publisher EA (DICE, Ripple Effect Studios, Criterion Games,
Post Script
Battlefield 6’s singleplayer offering wouldn’t have matched Call Of Duty in 2011
Ninja Gaiden 4
Developer PlatinumGames, Team Ninja Publisher Xbox Game
Post Script
Everything takes place in Tokyo, in contrast to
Hades II
The influence of Hades in the years since
Absolum
No sooner have we said that nobody beats
Little Nightmares III
One of our most persistent, and horrid, assailants
Sonic Racing: CrossWorlds
With tongue resolutely in cheek, Sega revived an
Keeper
K eeper ’s central themes are all extravagantly
Baby Steps
Resembling a bed-headed blend of Gabe Newell and
Ball X Pit
Developer Kenny Sun Publisher Devolver Digital Format PC (tested), PS5, Switch, Xbox Series Release Out now
Spooky Express
Complete the main puzzles in any of the alliteratively
Dreams Of Another
Lost auras are the closest the game has
Godbreakers
Initially, the colourful world and hit-and-run combat encouraged
Chat
X
Pocketmags Support