Although, if that’s the case then I can’t help but think you’d be better served by some other genre.įor the sake of this retrospective, I’m going to present the important bits of historical context in order.Īt the top of the list of stuff you're not supposed to think about or question: Why would ANYONE want to introduce firearms to a pressurized vessel like this space station? At the same time, the game never force-feeds you and you’re free to run around and shoot shit in blissful ignorance if that’s more your speed. The knowledge is there if you care about it, and the gameworld rewards serious inspection. If you want to understand the world of Prey, then you need to read bits of in-game lore, listen to optional audiologs, pay attention to environmental cues, and extrapolate the whole based on these various hints. Very little of the history is revealed through direct dialog, and the little bit we do get is provided out-of-order. There’s never a scene where someone grabs the player’s camera for a brute-force info dump. The author shows a lot of respect for the intelligence and curiosity of the player. Morgan’s adventure is primarily a series of door-opening exercises, but there’s a ton of worldbuilding and history leading up to that adventure. Most of the game consists of Morgan just trying to get from A to B and running into an endless series of hazards and complications because the space station is in such disarray. Prey will launch in early 2017 on PS4, Xbox One and PC.The weird thing about Prey is that it has almost no story, but it has absolutely tons of backstory. In fact, the upgrade tree should look familiar to anyone who faced off against Shodan back in the Looking Glass days. In other words, it's a Metroidvania game through and through, only with mechanics more akin to System Shock than Samus Aran's exploits. It all looks very Dishonored, with an almost identical power select wheel, ledge-climbing maneuver, and lean function (right down to the text prompts), but unlike Arkane's former first-person immersive adventures, Prey will offer a less linear campaign as players will have greater freedom in how they explore the space station of Talos 1. There will also be a crafting component to Prey, as you can throw a "recycler charge" to convert surplus office paraphernalia into matter that can then be converted into items at a "Fabricator". You can't rely on alien superpowers too much, however, as using such abilities too often will attract more monsters. One example shown above involves mimicking a grenade, rolling across the ground, then using a Kinetic Blast to propel oneself onto a ledge. ![]() Instead, you'll have to get creative in how to defeat (or avoid) foes. Interestingly, the developer noted that "weapons are rare", so this won't be a shooter, as some may have expected given the series' legacy. To wit, you can summon a "Superthermal" pillar of heat to melt enemies, manifest a "Kinetic Blast" to repel them, or learn the telekinetic "Leverage" power to move large objects about. ![]() We already knew that you could morph into a coffee cup, (as could your alien adversaries, for that matter) and use a "Gloo Cannon" in a similar capacity to Metroid's iconic Freeze Ray, but now we've seen a whole new host of powers on display. Dishonored developer Arkane has been rather cagey about its upcoming Prey reboot, but now the Austin-based studio has spilled the beans on what its sci-fi horror/stealth hybrid is like to actually play.
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