toro
Arcane
- Joined
- Apr 14, 2009
- Messages
- 14,031
“2 Prey or Not 2 Prey”
Get on with it you cunts.
I'm not sure Prey 2 will be good without Colantonio but who knows.
“2 Prey or Not 2 Prey”
Get on with it you cunts.
Not just SJW, but also with multiplayer. Have you seen their new game? Who would even play that? No one is even talking about it.
I feel very sorry to say this, but I've abandoned this game out of boredom after 5 or 6 hours. Pretty overrated.
It wouldn't be so bad if you could just start the game with a psi build, but no, you have to go through the intro, the tutorial area, and enough gameplay to find and use the pistol, shotgun, gloo gun and stun gun before psi is unlocked, and then research shenanigans before the psi ability tree begins to open up, epic.I'm thinking about replaying the game with a psi build from time to time. But when I remind myself that there are like five enemy types, four of which are "scary pictures drawn by a kid in a 2015 low budget horror movie that the protagonist sees in a notebook and no one says anything for a couple of seconds while suspense music plays" and the fifth one is a slightly bigger toaster that slowly floats towards you making bip-boop-imma-machine noises I'm like zzzzzzzzzzzzzzzz.
I think Prey is almost great, which I guess is what you could say about pretty much all of Arkane's stuff. There are lots of good elements that are even executed reasonably well, but it's still not something you'd have any urge to get back to after you've finished it once. You can't find the same kind of creative spark that you could in Looking Glass games. Prey just needed a bit more of something — a real struggle for survival, more variety in enemy design, a more challenging and interesting final third (maybe with a second major location), a gripping story with memorable characters, a SHODAN-tier antagonist, whatever. It just falls a bit short like it was content with being just "pretty good" all around.I fucking loved Arx Fatalis back in the day and Dark Messiah was p. good too but nuArkane feels like a totally different dev. Everything they do feels incredibly banal and lame and tryhard at the same time. Like Mozart's son who's convinced he's just as good as his old man (also bc a lot of fans tell him he is).
Really? I'm assuming the reason is that the average IQ of game reviewers meant that there was a hard cap on new things to introduce per area and that cap was approximately 2.I assume the reason for locking them out was for storytelling purposes since the usage of Typhon powers makes up a lot of the plotline.
There's an NG+ mode and if I remember correctly you get the psychoscope when you reach your office for the first time, meaning shortly after the beginning of the game.It wouldn't be so bad if you could just start the game with a psi build, but no, you have to go through the intro, the tutorial area, and enough gameplay to find and use the pistol, shotgun, gloo gun and stun gun before psi is unlocked, and then research shenanigans before the psi ability tree begins to open up, epic.I'm thinking about replaying the game with a psi build from time to time. But when I remind myself that there are like five enemy types, four of which are "scary pictures drawn by a kid in a 2015 low budget horror movie that the protagonist sees in a notebook and no one says anything for a couple of seconds while suspense music plays" and the fifth one is a slightly bigger toaster that slowly floats towards you making bip-boop-imma-machine noises I'm like zzzzzzzzzzzzzzzz.
Big if true.There's an NG+ mode and if I remember correctly you get the psychoscope when you reach your office for the first time, meaning shortly after the beginning of the game.It wouldn't be so bad if you could just start the game with a psi build, but no, you have to go through the intro, the tutorial area, and enough gameplay to find and use the pistol, shotgun, gloo gun and stun gun before psi is unlocked, and then research shenanigans before the psi ability tree begins to open up, epic.I'm thinking about replaying the game with a psi build from time to time. But when I remind myself that there are like five enemy types, four of which are "scary pictures drawn by a kid in a 2015 low budget horror movie that the protagonist sees in a notebook and no one says anything for a couple of seconds while suspense music plays" and the fifth one is a slightly bigger toaster that slowly floats towards you making bip-boop-imma-machine noises I'm like zzzzzzzzzzzzzzzz.
https://www.google.com/amp/s/screenrant.com/prey-new-game-plus-gameplay-changes/amp/Big if true.There's an NG+ mode and if I remember correctly you get the psychoscope when you reach your office for the first time, meaning shortly after the beginning of the game.It wouldn't be so bad if you could just start the game with a psi build, but no, you have to go through the intro, the tutorial area, and enough gameplay to find and use the pistol, shotgun, gloo gun and stun gun before psi is unlocked, and then research shenanigans before the psi ability tree begins to open up, epic.I'm thinking about replaying the game with a psi build from time to time. But when I remind myself that there are like five enemy types, four of which are "scary pictures drawn by a kid in a 2015 low budget horror movie that the protagonist sees in a notebook and no one says anything for a couple of seconds while suspense music plays" and the fifth one is a slightly bigger toaster that slowly floats towards you making bip-boop-imma-machine noises I'm like zzzzzzzzzzzzzzzz.
#### Changes from version 1.2 -> 1.3 ####
-Removed auto-reload on security weapons when running out of ammo as reload animations can no longer be canceled due to the Survival Mode patch
-Decreased Lab Tech I/II Neuromod cost from 4/6 to 3/5 (was not actually implemented as claimed in the initial changelist)
-Decreased Mimic Matter I/II/III Neuromod cost from 2/4/5 to 2/3/4 (was not actually implemented as claimed in the initial changelist)
-Changed GLOO ammo fabrication plan from 0/0/2/0 to 0/0/1/0 (was not actually implemented as claimed in the initial changelist)
-Updated fSlide damage reduction in changelist to 75% (already in the game, initial changelist wrongly claimed 80%)
-Decreased Mimic Matter I/II/III psi drain from 2/2/2 psi/s to 1/1/1 psi/s
-Decreased Psionic Aptitude I/II/III Neuromod cost from 2/3/5 to 1/2/3
-Increased Psychoshock psi cost from 30 to 35
-Increased Superthermal psi cost from 45 to 55
-Increased Nightmare Mindjack resistance from 50% to 75%