Doesn't this sidestep the problem? We aren't lacking in games to cut stress. Arguably time away from videogames would help, and more time out in the world.
The article title is somewhat misleading; the point of the games described isn't simply to "cut stress".
Rather, the games variously work to raise awareness of mental illness; help people with mental illness cope by giving them protagonists and storylines they can relate to; provide role models and story structures for overcoming challenges related to mental illnesses; and improve overall mental health in a variety of ways from dancing in VR to mindfulness exercises to encouraging conversations with therapists.
I haven't read the article, but there have been a number of games that I found personally helpful. It's not that they're helpful because they provide an escape from real life and its problems. Instead, they can be a source of meaningful dialogue about common problems, and they can help us to see that we are not isolated and that our troubles are not as impossibly unique as they might feel. After a quick skim, I haven't played any of the games in the article, but two games that made a fairly large impact for me were Celeste and OwlBoy.
I've played Celeste. It barely says anything. At most mental health is identifiable as a problem, and the character metaphorically overcomes the issue.