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absolutely agree
What? There's a little in the beginning, and then a ton later on ("Rooftops").
I agree that the game would probably be better without them. When it's incorporated into a puzzle, like when you have to trap them between the gates, it's okay, but just having to run through and shake them off doesn't add anything.
+1
But, weird as it may sound, I would actually have liked the Zurks to be a more integrated part of Stray, in that we deal with the big eyed monster in some way. It's also a bit of a disappointment to finally get something to get rid of Zurks other than running away/shaking my hairy bumbum and then it's taken away again.
In essence, less chase stuff, but more Zurks as part of the overall story! And no, that's not a (bad) joke!
The puzzle sections were okay, the chase sequences really were meh, and the weapon section REALLY didn't need to exist.
If there was much more than what was present, then yeah I'd feel it was borderline overstaying its welcome on how much there was. So if there was slightly less, I wouldn't mind. But I also didn't mind it as it was, and I would have felt the game a bit more lacking if there wasn't any of these segments at all, though.
IIRC there's basically four sections of the game that have this. Those are the initial chase sequence, the rooftops, the dead end, and the sewers.
The first is so short as it serves as an introduction to them.
The second has a lot of "puzzle" approach to it and less raw just running, outside of the looping chase scene while waiting on the elevator, and personally I liked this part.
The dead end is short too, like the first.
The sewers are a bit long and throw them at you, as it serves as the final part with them.
You also get another "avoid and be chased" section later in the residence and then more in the jail but that's by the hovering robots, and have a different element to them than the zurks.