Main game
4.00 average rating based on 1720 ratings
Prey is a game whose full potential crept up on me, like a inter-dimensional alien monster. I played the 2006 FPS action title of the same name way back on my Xbox 360, and I sort of assumed this would be like that. I was very wrong. Prey 2017 is not an FPS, but rather a first person stealth action horror game. For me it was somewhere between a Deus Ex, Bioshock, and Dead Space. You get upgrades to make yourself more combat-oriented, but through the first half of the game you'll find that shooting enemies is often not the best way to go about things. Even the smallest monsters can take significant chunks off of your life bar. And no, there is no passive regeneration.
At first I was a bit disappointed. Here I was, hoping to play a run-n-gun alien blaster like Prey 2006, and now I'm stuck creeping through corridors and vents? But something strange happened. I shut the game off, went to bed, and while sitting at work the next day all I thought was “man, I want to get home and fire up Prey again.” It latched onto me like a facehugger. I was hooked. …
Prey is a game whose full potential crept up on me, like a inter-dimensional alien monster. I played the 2006 FPS action title of the same name way back on my Xbox 360, and I sort of assumed this would be like that. I was very wrong. Prey 2017 is not an FPS, but rather a first person stealth action horror game. For me it was somewhere between a Deus Ex, Bioshock, and Dead Space. You get upgrades to make yourself more combat-oriented, but through the first half of the game you'll find that shooting enemies is often not the best way to go about things. Even the smallest monsters can take significant chunks off of your life bar. And no, there is no passive regeneration.
At first I was a bit disappointed. Here I was, hoping to play a run-n-gun alien blaster like Prey 2006, and now I'm stuck creeping through corridors and vents? But something strange happened. I shut the game off, went to bed, and while sitting at work the next day all I thought was “man, I want to get home and fire up Prey again.” It latched onto me like a facehugger. I was hooked. And why not? I LOVE sci-fi horror, especially one set on space stations or huge space ships, so it was a natural fit.
Yes, the game can be frustrating (especially early on) but once you get the swing of it, it is actually very rewarding and fun. You can also save as much as you'd like, so it helps the frustration. Also, once you realize that you can complete many objectives without killing, it gets better. In the later levels of the game I took some upgrades to my sprint speed and quite literally ran through some of the harder rooms.
At first you're going to get a very “Bioshock” vibe. The powers and weapons are very similar. Even the fonts used , and the stations wood-paneling can also be reminiscent of Bioshock. Your first weapon is even a wrench. While mechanically it plays a LOT like Bioshock, the layout of the levels and the difficulty of the enemies lends to a much more stealth game. Oh, and while I was able to complete the game on normal difficulty, don't fret for putting it on “easy” which can be swapped on the fly. It's about having fun. Also don't google “Prey 2017 difficulty” because all you'll see are edgy 16 year olds telling you how not hard the game is. They are wrong.
There is also some "jank" to be had, here, much like other Bethesda games. While not as insane as Skyrim, I found myself tooling around with the GLOO Cannon (a special weapon that lets you create bridges and platforms, or freeze enemies) to get to places I was definitely not supposed to be. I was also able to wiggle my way through the levels, sometimes, in ways that were not intended. I love doing stuff like this. I didn't "cheat" or break the game, but it was a lot of fun seeing if I could clip through a half-opened door to a spot I wasn't supposed to. These opportunities likely wont present themselves unless you're looking for them, so no worries about accidentally clipping through the floor.
Prey is an atmospheric wonder. The score is fantastic (I'm serious, it's REALLY good), the timing of the terror is spot on, the difficulty makes you cautious to open ever door, the lore is great, the voice acting is (for the most part) solid, and the sound design makes you sweat. I'm a sucker for atmosphere, and Prey delivered.
Prey was not what I was expecting. If you told me it was a nerve-racking, stealthy first person game I might not have picked it up. But I am so, so glad I did. It's one of those games that I'm going to remember loving, and one of the very few I might just play a second time through.

IMMERSIVE SIM - Navigate through Talos I, a space station, that has been overrun by the Typhon. It is up to Morgan Yu to decide how this Typhon infestation will be resolved.
PROS:
++ Great prologue. The game hooked me with its introduction, and continued to captivate me all the way until the final act of the game.
++ Incredible environmental storytelling. Exploring Talos I was incredibly interesting since there were so many mini-stories being told through emails, environmental details, etc. I felt compelled to search every inch of the game in hopes of discovering cool things.
++ Phenomenal level design. There was always multiple ways in which I could solve problems and objectives. And I was often rewarded for my curiosity.
++ Great difficulty curve. The early game was difficult and did a great job showing the danger the Typhon poses. And the difficulty in the mid-game did a great job of making the player feel powerful.
++ Typhon. The Typhon were great enemies, with the Mimics being my favorite since they provide so much tension in the early game.
++ Phenomenal atmosphere. Sound design and music were done well, and was an important factor in this game's great …

IMMERSIVE SIM - Navigate through Talos I, a space station, that has been overrun by the Typhon. It is up to Morgan Yu to decide how this Typhon infestation will be resolved.
PROS:
++ Great prologue. The game hooked me with its introduction, and continued to captivate me all the way until the final act of the game.
++ Incredible environmental storytelling. Exploring Talos I was incredibly interesting since there were so many mini-stories being told through emails, environmental details, etc. I felt compelled to search every inch of the game in hopes of discovering cool things.
++ Phenomenal level design. There was always multiple ways in which I could solve problems and objectives. And I was often rewarded for my curiosity.
++ Great difficulty curve. The early game was difficult and did a great job showing the danger the Typhon poses. And the difficulty in the mid-game did a great job of making the player feel powerful.
++ Typhon. The Typhon were great enemies, with the Mimics being my favorite since they provide so much tension in the early game.
++ Phenomenal atmosphere. Sound design and music were done well, and was an important factor in this game's great atmosphere.
++ Simple resource management. I liked the resource management loop in this game. Loot, recycle, and fabricate. Simple and effective.
++ Highly replayable. I didn't even touch any of the Typhon powers. And there were many more places that I didn't get to search thoroughly.
++ GLOO gun. It was a fantastic weapon, both for exploration and combat.
CONS:
-- Ugly NPCs.
-- Inconsistent detection. Stealth worked well most of the time, but there were instances in which I was detected even though I was clearly out of the enemy's line of sight.
-- The final act.
-- Ending.
PROS
CONS
Having dived into Arkane titles for the first time last year with the Dishonored trilogy, I finally understood what the fuss was about. Their games have this unique feel to them that infects everything from level design to movement, from world building to aesthetics. I had a fantastic time with Dishonored 1 and 2, and I also enjoyed Death of the Outsider (though not as much), so I’d been itching to give Prey a go for quite a few months.
I can now say it has become my favourite Arkane to date, and it made me realise how much I love the way they make their games. The agency they give you in approaching missions, traversal, combat and exploration is a real standout within the modern gaming space and it really resonates with me. I’d say that I still prefer the aesthetics of D1 overall, that D2 likely reaches higher level design heights, and that I might give both games the edge when it comes to verticality. But in everything else Prey takes the cake, even if only marginally in some respects.
From the (very Arkaneish) intro, I was hooked. Like the Dishonored games, Prey comes with a fantastic sense …
Having dived into Arkane titles for the first time last year with the Dishonored trilogy, I finally understood what the fuss was about. Their games have this unique feel to them that infects everything from level design to movement, from world building to aesthetics. I had a fantastic time with Dishonored 1 and 2, and I also enjoyed Death of the Outsider (though not as much), so I’d been itching to give Prey a go for quite a few months.
I can now say it has become my favourite Arkane to date, and it made me realise how much I love the way they make their games. The agency they give you in approaching missions, traversal, combat and exploration is a real standout within the modern gaming space and it really resonates with me. I’d say that I still prefer the aesthetics of D1 overall, that D2 likely reaches higher level design heights, and that I might give both games the edge when it comes to verticality. But in everything else Prey takes the cake, even if only marginally in some respects.
From the (very Arkaneish) intro, I was hooked. Like the Dishonored games, Prey comes with a fantastic sense of atmosphere and presentation, and it also very quickly puts you in the thick of it. But unlike them, here I felt a much bigger sense of isolation. There’s something about TALOS I that builds up the tension in a really awesome way, and for the most part, you feel an air of vulnerability that goes hand in hand with the story. And what a story! To me this is clearly Arkane’s best one yet, an enthralling, deep narrative (packed with lore, twists and a great post-credit scene) that makes you want to keep untangling it until the end. As sci-fi survival horror goes, this is almost up there with SOMA in my book.
There are so many other things that Prey does exceptionally well, however. I’m going to briefly go through the main ones as to not bloat up this post too much: 1) level design and traversal is, as expected, fantastic, with well interconnected levels, great verticality and a backtracking system that never feels tedious; 2) enemies are fun to fight and I had zero issues with AI, which doesn’t happen all that often. Mimics might have become my favourite enemy of any survival horror, with the way they hide in literal plain sight, instigating real tension in the early moments; 3) rewarding exploration is one of the things Prey does best. Every detour you decide to take leads you to useful loot, to another piece of the world building, to uncovered secrets. You play the game exactly the way you want to play, and not only does Prey not castigate you for it, it validates you; 4) last but certainly not least, gameplay is, in pure Arkane fashion, the game’s main calling card. It feels great to experiment with virtually every single aspect of its mechanics, from the environmental interactivity, to the degree of build customisation, to the abilities you can put points into (I think this is probably the best studio out there when it comes to designing character abilities), to the very creative weapons you can play around with. A gun you can use to create new pathways? Check. An ability that allows you to take the shape of any object to reach otherwise unreachable locations? You got it. A grenade that lets you eviscerate everything down to their literal basic components? Sure. This level of plasticity in a game is so incredible to me that I’m not quite sure how such a thing is possible, even by today’s standards. I honestly don’t think Prey gets enough recognition not only for the relentless creativity in its approach and implementation, but for how simple and logical it makes it look.
As high as my praise for the game is, there are a couple of things in the game that are annoying enough for my to not give it top marks. The smaller ones are very tolerable: map could be a bit more useful in the vein of early Resident Evil or Silent Hill titles, some objectives could do with a bit more clarity, and there’s still some lack of polish - the biggest offender being missions getting retriggered if you go back to certain places (which doesn’t cause a problem but stays in your objectives permanently). But there are two things I really didn’t like. One was the zero/low gravity sections. This is almost certainly a me thing because I never, ever enjoy them in games (had the same exact issue with every title that has this, from Dead Space to Observation), but since there are a lot of those in Prey, they got on my nerves. The other issue, which is certainly not a me thing, was the insane amount of chatter you get in your ear - for all the sense of isolation the game brings you, you’re also constantly receiving calls and listening to logs. I sometimes found myself simultaneously listening to an audio log, an incoming call and an NPC who was right in front of me. This superimposing auditive overload happens often enough that it is able to frustrate and take you out of an otherwise deeply immersive experience, and I think it could’ve been handled differently.
However, there is nothing else I would criticise the game for. This became my personal favourite title to date within the so-called immersive sim genre. Prey is an achievement in interactive and flexible game design, and has elevated Arkane to one of my favourite studios currently. And this is all without even mentioning Mooncrash, a fantastic expansion that turns the world of Prey into a completely different beast with fun roguelike survival tones undertones.
As cool as it sounds, ‘Prey' was a poor choice for a title. I remember hearing about this game when it came out and immediately associating it with a remake of the 2006 game. I was going though a gaming hiatus back then, and because I instinctively brushed it off as a ‘reskin', it was years before I gave it a second look. Coming into it now, I realise how deceived I was over that title, and I have a feeling I may not have been the only one. Prey is not only its very own thing, but from every angle you look at it, a fantastic gaming experience, one that deserves all the late appreciation it got. 9/10
This game was much larger than I thought it would be and it very much has Bioshock vibes, which I love. Worth a play through.
Arkane is apparently the only large studio left that’s interested in making sprawling immersive sims. Turns out, they’re still really good at it. After hearing this was a spiritual successor to System Shock, I picked it up and ripped through it. The gunplay is a little janky and unsatisfying (maybe they were following System Shock a little too much), but the atmosphere, the varied Typhon “spells”, and branching narratives easily make up for it.
There's nothing like starting a new job to have your whole world come crashing down within hours. The plot is undoubtedly Prey's strong point. Learning about the history of the Talos I crew is really interesting. Apart from that, surviving here (even on the normal difficulty level) is not at all easy and requires even at some points a judicious management of resources. You feel anxious at every step, because you never know where the enemy is hiding. The whole station looks insanely good and makes me want to explore all its nooks and crannies and learn all its secrets. Prey is a really exciting, absorbing, suspenseful and well-written space story about human greed and the desire to become gods.
Arkane studios has been developing open ended map FPS RPGs since 2002 with their first title Arx Fatalis. The only games they've made that I have played are Dishonored and part of Dishonored 2. There is a clear admiration for the System Shock games in both Dishonored games and Prey feels more like System Shock 3 than the IP it is ostensibly based on. I never played Prey from 2006, so I will not comment on it.
Prey is a horror FPS RPG with a strong focus on action. The game is brimming with atmosphere and has all the expected motifs of traditional Shock games including audio logs, a wrench, a society in ruins, insane people trying to kill you (this is a bit reductive to say). The early phase of the game is tense when all you have is a pistol, wrench and the iconic gloo gun. Anything more than a mimic is an imposing threat and acts as dynamic barriers to progression.
The game play loop boils down to exploration, combat and scavenging for supplies.
The exploration and environment crafted by Arkane is brilliant and encourages creative thinking. It's designed to be exploited such that you feel like …
Arkane studios has been developing open ended map FPS RPGs since 2002 with their first title Arx Fatalis. The only games they've made that I have played are Dishonored and part of Dishonored 2. There is a clear admiration for the System Shock games in both Dishonored games and Prey feels more like System Shock 3 than the IP it is ostensibly based on. I never played Prey from 2006, so I will not comment on it.
Prey is a horror FPS RPG with a strong focus on action. The game is brimming with atmosphere and has all the expected motifs of traditional Shock games including audio logs, a wrench, a society in ruins, insane people trying to kill you (this is a bit reductive to say). The early phase of the game is tense when all you have is a pistol, wrench and the iconic gloo gun. Anything more than a mimic is an imposing threat and acts as dynamic barriers to progression.
The game play loop boils down to exploration, combat and scavenging for supplies.
The exploration and environment crafted by Arkane is brilliant and encourages creative thinking. It's designed to be exploited such that you feel like you are doing obnoxious Speed Run skips as you learn the mechanics. You see a locked room you can't enter. It has windows, but metal bars under the glass.
Option 1: Break the window with your wrench, equip your dart gun and shoot the "open door" on the security terminal.
Option 2: hack the door keypad.
Option 3: Use gloo gun to climb up the wall and into the room.
Option 4: Adjacent room has a HVAC vent that leads into the room.
The payoff here is on a second play through when you realize how much of the game you can skip. It all clicks together in a very satisfying manner. Another great facet to the game design is how the space station feels like a real place. It's one of the greatest elements to both System Shock games where thought was placed on the purpose of each section of the station. It elevates the experience to another level and makes a truly immersive experience. My mind was blown away when I first entered Space and realized that the designers went the extra mile to ensure each location of the space station made sense both internally and externally. Another great example of world design with this level of detail is the original Dark Souls game.
The RPG element to this game comes in the form of skill trees. You can beat the game without spending a single point; while that's cool it's also a double edged sword. The end result is open ended environments with multiple solutions where you are rarely locked out of a path based on your build. You can make an argument with merit that this diminishes any sense of growth, impact on your decisions or reason to replay the game. In contrast, System Shock 2 was a punishing game where you could proverbially shoot yourself in the foot with a terrible skill build. Prey feels like an over-correction.
Combat in my opinion is problematic and likely will be the biggest turn off for most gamers. It's kind of like Fallout 4 without the VATS system. There are raw numbers each shot of your gun pumps out, with head shots/sneak attacks doing bonus damage. You can modify these raw numbers by upgrading the gun or adding skill points. The shooting is meh. Most enemies have abilities that lock on to you, making avoiding damage difficult or impossible. You basically have to stand your ground and take hits or stun lock the enemy and kill them before they can attack you. The later gets easier as the game progresses. By end game, I could use a spell to stun the enemy and easily kill them before they could do anything. This resulted in unsatisfying combat since it become so trivial. While there is plenty of enemy variety, they all end up looking like the heartless from Kingdom Hearts. Any of the shock games have more compelling creature design since they aren't limited to looking like black diarrhea.
The last element of the game play loop, which will be what you do the most, is scavenging for supplies. Early in the game this is a true slog. You have limited inventory space and places where you can convert junk into useful materials. Given that each area of the station is locked behind a load screen, this further amplifies the problem. The game is designed around you wanting to scavenge everything you can pick up because even a rotten banana can translate into XP to level up... I have mixed feelings about it. One on hand, this can be exploited to effectively level up and on the other hand it further diminishes any semblance of choice when it comes to skill builds. I ended up with every skill I wanted by the end because of how much I scavenged for supplies.
My biggest issue with this game would be the narrative and how quests are unlocked linearly when everything about the game design encourages non-linear exploration. It feels so dissonant and ironically discourages exploration. There's no reason why a quest that takes you to the oxygen room shouldn't unlock if you stumble into that section of the station. Instead, if you go there earlier in the game, you scavenge everything there of meaning and when your forced to go there for a quest it strongly diminishes the impact of returning. The game peaked for me when I unlocked the elevator. I explored around the station as much as I can and got sucked into the world. This all got diminished when I went on a series of fetch quests back to areas of the station I had organically explored earlier. This resulted in last 1/3 of the game feeling like a slog. It's a shame. With a little more freedom in how you tackle quests this could have been brilliant. The game already did this with the chef in the crews quarters. This is a truly brilliant section of the game. While this quest doesn't end in a satisfying manner, the concept was awesome. If only there were more moments like the chef...
In summary, there is a great immersive sim that encourages exploration for the first half of the game. After that, the game gets linear and kind of devolves into fetch quests with a ton of backtracking. There is a great twist at the end, but the last third will likely feel like a slog to get there. The combat isn't satisfying and while there is a lot of build variety, the game was designed with multiple paths in mind diminishing any sense of impact from builds.
Prey 2017 shares very little with its 2006 namesake and has a lot more in common with Deus Ex and Arkane Studio’s own game series, Dishonoured. Arkane have stated that the game was meant as a spiritual successor to System Shock which was music to my ears, as System Shock is one of those classic games I never got round to playing. I’d describe the gameplay as emergent; you can tackle situations in a variety of ways using the in game gear, special abilities and your own initiative.
In this way it’s more akin to DE than something like Bioshock, which was a fairly linear, story driven FPS. Prey takes place on a space station called Talos which opens up eventually and gives you a lot of choice in where to go and how to get there. I’d say it’s better than DE in some ways because there is verticality to exploration that was somewhat lacking in that classic game.
The story is also intriguing, if a little clichéd, and the style and animation of the enemies is great. I do have a number of problems with the game, the major one being that it lacks atmosphere, which was key …
Prey 2017 shares very little with its 2006 namesake and has a lot more in common with Deus Ex and Arkane Studio’s own game series, Dishonoured. Arkane have stated that the game was meant as a spiritual successor to System Shock which was music to my ears, as System Shock is one of those classic games I never got round to playing. I’d describe the gameplay as emergent; you can tackle situations in a variety of ways using the in game gear, special abilities and your own initiative.
In this way it’s more akin to DE than something like Bioshock, which was a fairly linear, story driven FPS. Prey takes place on a space station called Talos which opens up eventually and gives you a lot of choice in where to go and how to get there. I’d say it’s better than DE in some ways because there is verticality to exploration that was somewhat lacking in that classic game.
The story is also intriguing, if a little clichéd, and the style and animation of the enemies is great. I do have a number of problems with the game, the major one being that it lacks atmosphere, which was key to the original System Shock. This is one of the things that Bioshock (another spiritual successor) nails perfectly.
I also found the combat frustrating early on as the enemies are bullet spongy, hit hard and move like lightening. This, as well as locked doors, stops you visiting a lot of areas in the beginning and the game only starts sprawling after several hours, which is also when the enemies become a little bit more manageable.
Despite these issues I’d still recommend this wholeheartedly, especially if you missed out on the original SS and its sequel.
Playtime: 48h45m (Normal/Good 32:20, Nightmare/Evil 16:25)
Intro
Prey is a first-person shooter with RPG elements similar to System Shock, Bioshock and Deus Ex. You get certain objectives and complete them in your own way. You can fight, sneak, control, hack, morph, climb, jump, run, et cetera.
The Good
Playtime: 48h45m (Normal/Good 32:20, Nightmare/Evil 16:25)
Intro
Prey is a first-person shooter with RPG elements similar to System Shock, Bioshock and Deus Ex. You get certain objectives and complete them in your own way. You can fight, sneak, control, hack, morph, climb, jump, run, et cetera.
The Good
The Bad
The Ugly
Pointless inventory bullshit. Having to go recycle stuff is just a waste of time. The whole cycle ("ha ha") takes up too much time too. Crafting is even worse with the animation and making one item at a time.
Same goes for health/mana not regenerating automatically. You can usually get it for free by walking back one or two loading screens. Not being able to put food in a quickslot is really dumb. They should've just had both regenerate and had far fewer medkits/psi packs.
Some of the Nightmare spawns are really bad. One time it spawned behind a grav shaft and it killed me so fast i didn't even get what was going on the first few times. It magically knew where i was despite being on the other side of the level and refused to leave as well. A Nightmare also spawned near the door in the Crew Quarters, leaving me unable to listen to the cook's dialogue (and dying a bunch of times).
The interface sucks. Too many weapons/powers, not enough quickslots. I really don't care for the rotating wheel, just give me a double quickslot bar with a button to switch between the two or something. The item menus are awful as well. The Typhon research screen not being alphabetical nor having a search option is just The Witcher 3 level of awfulness.
Some of the quests are too vague or clunky. The treasure hunt and smuggling ring especially. Another bad one is the "do the test to open the safe" quest which doesn't automatically play the sound file it requires, making it hard to find if you want to do it later. The worst offender is the Nightmare lure quest. It gives you two audio logs (repel/attract) that will play if you press/hold L - but they have limited uses. This means you can't use L anymore for the rest of the game because it will always play those files first.
Conclusion
Despite all of the complaints i have Prey is still really really good. The core gameplay is amazing, as is the whole "feel" of the game. The station comes across as a real place. It's genuinely creepy at times and it gives the same hunter/hunted vibe as Horizon Zero Dawn. The mystery of what is going on also keeps you on your toes. Combined with the colourful enemies, wide variety of "solutions" and cool innovations like Morph and GLOO it definitely deserves one of my rare five-star ratings.
Seriously, what other game lets you sneak past locked doors by using a nerf gun or turning into an apple?
9/10
This is one more mediocre game from Bethesda. The game never lets you feel a sense of accomplishment, the moment you feel you have reached someplace or completed something, it turns out something is missing. The same pattern is repeated over and over again. Bethesda is becoming notorious for releasing subpar games under the guise of AAA titles. They have already ruined the Wolfenstein series. Credit for Rage and Dishonored probably goes to id software and Arkane studios. I hope they do a better job with Indiana Jones.
Prey's been an amazing experience and exactly the kind of triple A game I've been looking for for a while: a self contained, limited but rich space to explore, some guns to shoot things with, a compelling narrative with a couple of good twists. To elaborate on the first point : oh boy, the level design was simply amazing. I spent so many hours just climbing walls and trying to get to tiny nooks that didn't seem reachable, finding alternate paths, piling stuff up and digging around on the off chance something was going to come up... It didn't always lead to a tangible reward, but honestly, the environment is so rich that exploring it was a reward in and of itself.
I started this game right after finishing Shadowrun Dragonfall and that caused me to be briefly disappointed that there weren't any kind of database exploration. That didn't last long. There's something deeply satisfying about seeing a story unfurl through the conversations of external characters. Trying to piece the tidbits together was a lot of fun (also reading the emails of your colleagues bitching about you behind your back is definitely entertaining). I will say there could have been …
Prey's been an amazing experience and exactly the kind of triple A game I've been looking for for a while: a self contained, limited but rich space to explore, some guns to shoot things with, a compelling narrative with a couple of good twists. To elaborate on the first point : oh boy, the level design was simply amazing. I spent so many hours just climbing walls and trying to get to tiny nooks that didn't seem reachable, finding alternate paths, piling stuff up and digging around on the off chance something was going to come up... It didn't always lead to a tangible reward, but honestly, the environment is so rich that exploring it was a reward in and of itself.
I started this game right after finishing Shadowrun Dragonfall and that caused me to be briefly disappointed that there weren't any kind of database exploration. That didn't last long. There's something deeply satisfying about seeing a story unfurl through the conversations of external characters. Trying to piece the tidbits together was a lot of fun (also reading the emails of your colleagues bitching about you behind your back is definitely entertaining). I will say there could have been a little more variation with the hacking process. Got a bit blasé with it, especially towards the end.
Despite the fact that it was the reason this game caught my eye in the first place, I didn't end up using the Typhon powers much (saw an overview of the mimic power sometime last year and immediately went "holy shit I want this"). Next playthrough I'll try and make a conscious effort to leave off the shotgun and get creative with the Typhon neuromods.
Anyway, if you can, go get that game immediately.
This is one of the best systems-based games I've played in recent years. The Talos 1 station is basically your oyster, with access dependent partially on story progress and largely on accumulated skills and willingness to explore. The skill system is gated thoughtfully and getting to know Talos 1 is part of the fun. Things escalate at a palatable pace, and learning about what is going on around the station and regarding the Typhon feels natural and not spoon-fed. There are secrets to be found, dangers to be circumvented in multiple ways and decisions to be made - especially at the ending.
Highly recommended, especially as it allows multiple flavors of difficulty and not just easy-medium-hard.
For some reason I was under the misguided impression this had been poorly received? Got it free through Epic Store and had an absolute blast, sinking a bunch of hours into it (couldn't say how many cos it seemed to track time while paused). Moody, humanist space horror that values human life - each of the station's inhabitants, dead or alive, felt fleshed out and powerfully real in a way that the meatier Dead Space never achieved.
Prey clearly owes a lot to the System Shock series, particularly Bioshock in its use of combat mods (i.e. spells) and personal augmentation. The ethical questions it asks, broadly, are superficial. On the whole, one can't see TranStar as anything other than a monstrous megacorp, and as for Morgan... he might be indicative on a micro scale of the family's macro-level crimes. On the plus side, while those judgments are black and white, the outcomes of your interactions with the surviving staff feel more impactful and morally grey.
It starts slow, but once you've modded yourself up enough, the action becomes more gratifying. I'd recommend using the survival difficulty options and some Typhon modifications as it makes navigating the world of Talos I …
For some reason I was under the misguided impression this had been poorly received? Got it free through Epic Store and had an absolute blast, sinking a bunch of hours into it (couldn't say how many cos it seemed to track time while paused). Moody, humanist space horror that values human life - each of the station's inhabitants, dead or alive, felt fleshed out and powerfully real in a way that the meatier Dead Space never achieved.
Prey clearly owes a lot to the System Shock series, particularly Bioshock in its use of combat mods (i.e. spells) and personal augmentation. The ethical questions it asks, broadly, are superficial. On the whole, one can't see TranStar as anything other than a monstrous megacorp, and as for Morgan... he might be indicative on a micro scale of the family's macro-level crimes. On the plus side, while those judgments are black and white, the outcomes of your interactions with the surviving staff feel more impactful and morally grey.
It starts slow, but once you've modded yourself up enough, the action becomes more gratifying. I'd recommend using the survival difficulty options and some Typhon modifications as it makes navigating the world of Talos I more interesting and pleasurable, without negatively impacting the ending.
As for the ending,
Easy recommend for System Shock fans and anyone in need of a deep, immersive FPS/RPG!
Prey may feel derivative for some players who are familiar with the many “-shock” games, but to me it was a welcome evolution of a great formula. All art borrows and builds on top of previous works, and as a Bioshock fan, I loved seeing new spins to the familiar combat, story themes, and the art deco visuals. Often, they were improvements. The immersive sim elements were more developed in Prey, and I appreciated the greater emphasis on player choice, both in gameplay and story. Because of that degree of quality, Prey felt like a proper progression from those older titles and never like a cash-in copy.
Immediately upon entering the Talos 1 lobby, seeing the scale of the place and the meticulously crafted evidence of life and tragedy that transpired there, I felt such wonder reminiscent of my first descent into Rapture. I loved that Talos 1 wasn’t just a theatrical set designed for me to run around shooting aliens in. It felt like a real place for real people. The work stations all had specific owners, with their computers full of emails and files. The crew quarters were decorated with items hinting at each member’s personality and history. …
Prey may feel derivative for some players who are familiar with the many “-shock” games, but to me it was a welcome evolution of a great formula. All art borrows and builds on top of previous works, and as a Bioshock fan, I loved seeing new spins to the familiar combat, story themes, and the art deco visuals. Often, they were improvements. The immersive sim elements were more developed in Prey, and I appreciated the greater emphasis on player choice, both in gameplay and story. Because of that degree of quality, Prey felt like a proper progression from those older titles and never like a cash-in copy.
Immediately upon entering the Talos 1 lobby, seeing the scale of the place and the meticulously crafted evidence of life and tragedy that transpired there, I felt such wonder reminiscent of my first descent into Rapture. I loved that Talos 1 wasn’t just a theatrical set designed for me to run around shooting aliens in. It felt like a real place for real people. The work stations all had specific owners, with their computers full of emails and files. The crew quarters were decorated with items hinting at each member’s personality and history. I was getting to know these people as I snooped around, and felt an attachment towards them even though I’d never met them.
I was also impressed with the quality of writing and the moral decisions it presented me with. In a lot of games with moral choices, the options often boil down to “good” or “bad.” Even Bioshock was like this. At no point in that game did I ever wonder, “should I have harvested that little girl?” But in Prey, there were multiple sections where I had to pause the game just to ponder on the decision I was being asked to make. Do I lie to a friend about a horrific thing I did in my past life, or forever destroy our relationship for something I can’t even remember? Do I murder a bunch of innocents to prevent a possible disaster, or allow chance to shape the fate of humanity? These sorts of dilemmas felt even heavier to me because I was completely immersed in the aforementioned worldbuilding.
Unfortunately, my experience took a slight downturn towards the end. Tension fizzled out of the game as I amassed resources and powers, running fearlessly around Talos 1 spraying ammo at any suspicious looking cups or chairs. Even the titanic “Nightmare” started to feel like a lumbering oaf, existing solely to waste my time. The ending was also strange. I hesitate to say “bad” because it was shocking and interesting on its own, but I felt it lacked satisfying resolutions to all those difficult decisions I made earlier.
But despite its weak final stretch, I would still recommend Prey to anyone looking for a good immersive sim. I think my disappointment stems from the stark contrast between the brilliant 90% of the game and the less polished final 10%. The flaws tend to seem greater in games that are otherwise excellent.
There are times i wish for choice in games, and man this game freaking killed it. I look forward to the next game by the director who noted fans of Prey should check his upcoming game out. Really enjoyed the levels of interactivity in this game, similar to Deus Ex. Where there's a will, there's a way. STRONGLY recommended if you want a good game - shame about Arkane Austin.
I got this on Epic for free way back. Just started playing now and I dont know how to feel about it. I didnt really look into it that much before playing so I didnt know it was a stealth game and im not that interested in stealth games. Sneaking around makes me way too anxious. I have no idea if this game gives you the option to just go crazy and kill everything in sight, which is the way I want to play it, or you really have to sneak around because the enemies are too tough. If so, then I dont see myself finishing this.
Also, I feel like im in a mood where I encountered some boring/mediocre games after playing like 15 bangers straight and now my enthusiasm for gaming has kinda deflated. So perhaps im just not in the right mood to play this right now and its not the games fault.
My Fave FPS, 23: Prey (2017)
When Prey got rebooted it was a different game. It was turned into an immersive sim, and it's a damn good one. I dig immersive sims because I like having multiple choices when tackling challenges. But this wasn't always on the list. The first time I played it, I got an hour or so into it and thought it wasn't for me. It wasn't until I decided to give it another shot that I realized I really liked it. It's not the best immersive sim of all time, but it's good enough to get on this list.
I feel like they were trying to be creative with this game but their ideas just weren't well implemented in the gameplay and made the game feel like a chore to progress through.
Arkane studios managed to deliver yet another great game. The game has an impressively immersive setting, aided by good music, unique graphics design and style, and complex lore.
Although, when compared to Arkane's other game, Dishonored, I felt that my choices in how to progress in a stage were limited. However, this might be due to me tunneling under the stress of the atmospheric horror. I do, still, miss the presence of chaos punishment system, where how many mobs are killed or the distractions created affect the enemies and the environment in later stages. Yet I understand that feature might have added another layer of complexity to the system already stacked with side quests and optional playstyles.
The mechanics of the enemies in the game were clever. The mimics keep the vulnerable players on edge, while the later stronger enemies require different approaches as each pose a unique challenge. But I was slightly disappointed in the visual design of the "Typhons", since I was expecting more from Arkane than the mass black goo which is common design for aliens in other media.
The game content felt relatively short for the amount of skills and abilities that can be used in …
Arkane studios managed to deliver yet another great game. The game has an impressively immersive setting, aided by good music, unique graphics design and style, and complex lore.
Although, when compared to Arkane's other game, Dishonored, I felt that my choices in how to progress in a stage were limited. However, this might be due to me tunneling under the stress of the atmospheric horror. I do, still, miss the presence of chaos punishment system, where how many mobs are killed or the distractions created affect the enemies and the environment in later stages. Yet I understand that feature might have added another layer of complexity to the system already stacked with side quests and optional playstyles.
The mechanics of the enemies in the game were clever. The mimics keep the vulnerable players on edge, while the later stronger enemies require different approaches as each pose a unique challenge. But I was slightly disappointed in the visual design of the "Typhons", since I was expecting more from Arkane than the mass black goo which is common design for aliens in other media.
The game content felt relatively short for the amount of skills and abilities that can be used in the game.
Prey skill guide
During the course of the game you will probably get at least 200 skill points (neuromods). If you’re thorough and recycle lots of items containing exotic materials you can get over 250. I managed to get 279 skill points and that was without Necropsy.
NB: I excluded most combat skills because there are several options there. Most of the early enemies can be killed by disabling them (Gloo gun, Stun gun, Psychoshock) and hitting them with your wrench.
Priority skills
These are the first skills you should unlock, as they will make the game much easier.
Recommended skills
This is basically “level 2” of the previous skills. Open things, gain materials, fight aliens.
Quality of life skills
These will remain useful throughout the game and generally make things easier.
Pointless skills
These skills are useless or superfluous even on Nightmare difficulty.
Prey skill guide
During the course of the game you will probably get at least 200 skill points (neuromods). If you’re thorough and recycle lots of items containing exotic materials you can get over 250. I managed to get 279 skill points and that was without Necropsy.
NB: I excluded most combat skills because there are several options there. Most of the early enemies can be killed by disabling them (Gloo gun, Stun gun, Psychoshock) and hitting them with your wrench.
Priority skills
These are the first skills you should unlock, as they will make the game much easier.
Recommended skills
This is basically “level 2” of the previous skills. Open things, gain materials, fight aliens.
Quality of life skills
These will remain useful throughout the game and generally make things easier.
Pointless skills
These skills are useless or superfluous even on Nightmare difficulty.
Just finished Prey in exactly two days.
It took me almost 32 hours. O_o
Free on the Epic Store. Another of those "why do I bother with buying games anymore".
geez this game is really good but i stopped playing it and never really have it in me to pick it up again when eyeing an FPS. i'm so close to finishing it but trying to 100% it and hunting down the last few things are either a bit intense or a bit more riddle-y/thinking stuff now.
Someone publicly shame me for this tendency i've had the past few months for picking up mediocre FPS's with level design akin to that of miniature golf courses, while letting this good game collect space dust.
Sometimes its good to relax with a relaxing game of miniature golf (the more entertainingly violent variety). know what i mean?
Think it's a good weekend for (maybe finishing) yakuza 0. its both entertaingly violent and relaxing, with not much thinking required!
I'm sorry, I really tried. I even thought perhaps if I took a step back and just looked at it as its own game and not a reboot of the excellent original that that might help me appreciate it, but it's so bad on every level.
The visuals are gorgeous, but that isn't what I care about. I care about gameplay, and the gameplay is atrociously shitty. It plays like absolute ass. Everything is clunky, the menu system is awful, the entire UI is badly designed and for a game that's meant to be a shooter of sorts, you are so slow.
And I HATE HATE HATE the inclusion of all this open world bullshit. The powers, the suit additions, the whole thing isn't necessary. I just wanna shoot fucking aliens, son.
You guys had a perfect blueprint for an already awesome pre-existing title. Why the fuck did you go out of your way to make it as disinteresting as possible? It's just so baffling. Especially since the opening of the game and the first bit is actually fairly intriguing, and very Portal-esque almost, but it quickly devolves into the same thing I've seen a million other times before. I …
I'm sorry, I really tried. I even thought perhaps if I took a step back and just looked at it as its own game and not a reboot of the excellent original that that might help me appreciate it, but it's so bad on every level.
The visuals are gorgeous, but that isn't what I care about. I care about gameplay, and the gameplay is atrociously shitty. It plays like absolute ass. Everything is clunky, the menu system is awful, the entire UI is badly designed and for a game that's meant to be a shooter of sorts, you are so slow.
And I HATE HATE HATE the inclusion of all this open world bullshit. The powers, the suit additions, the whole thing isn't necessary. I just wanna shoot fucking aliens, son.
You guys had a perfect blueprint for an already awesome pre-existing title. Why the fuck did you go out of your way to make it as disinteresting as possible? It's just so baffling. Especially since the opening of the game and the first bit is actually fairly intriguing, and very Portal-esque almost, but it quickly devolves into the same thing I've seen a million other times before. I hate that I have to keep comparing it to the original when it's supposed to be so different from the original, but I'm sorry, you named it the same thing and called it a successor, so that alone forces me to do comparisons and the biggest difference above all else is how extremely boring this one is, and not just in gameplay but in everything.
The original you were a native american who was abducted off a reservation at a bar, and the tone was just so unique and so original. But this? What are we now? Just another fucking scientist using lame ass weapons with generic science shit. Oh, you're alone on a science lab in space and everyone's already dead blah blah blah It's the same thing I've seen a million times. Come on guys. And while I've always been a defender of the fact that you can do something that's been done before, you still at least have to make it interesting in its own right, and they just completely fucking failed.
I suppose if they were going for realism - in a game about fucking shape shifting space aliens - then sure, it makes sense that you'd need a special suit and powers and high tech science gear to be able to survive, so maybe the sense that you can't protect yourself is realistic, because yeah if my coffee mug suddenly came to life and tried to kill me, I probably wouldn't survive. But this is a video game, and a video game about an already ridiculous concept, so don't give me the whole 'realism' shtick. I recognize I'm not a super soldier, but jesus christ, you expect me to somehow seek out and save other people when I can barely protect myself? Get fuckin' real, dude.
I'm sorry. I tried. I really tried so hard, and I rarely give up on things even if they're below mediocre, but this is unplayable. It's just plain bad.
Sorry for the rant. I try not to fall into this mentality that I used to have in regards to complaining about things I hate, but this one really pissed me off. I'll be quiet now.
i know i'm gonna regret saying this, but first impression is that this game is way too easy. i have years of experience smashing fidgety aliens with a crowbar, and i didnt have a buncha junk food to make do with either!
do better! lol
I had about 20 hours of very enjoyable game play with this, and retired at the 30 hour mark
Sadly, for me, Dishonored in Space was never a match for Dishonored. I found the combat system a little joyless and over complicated. On normal difficulty, I was swimming with health kits after the first 5 hours, so that enemies had to kill me quick and cryptic. Otherwise, I had time to pause to the inventory screen and top up. And so, I never hit upon any truly creative use of the myriad powers, but instead ended up in a rinse-lather-repeat loop of jumping out of cover in slow-motion and blasting into purple-black gibbets