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Arkane PREY - Arkane's immersive coffee cup transformation sim - now with Mooncrash roguelike mode DLC

Ventidius

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Jul 8, 2017
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Got this in the latest Steam sale and already beat it. I enjoyed it a lot, probably more than any other contemporary immersive sim, though the first Dishonored comes close. I didn't expect much from the DLC due to Colantonio's departure, but the idea of a roguelike hybrid and the relatively positive reception of it here has piqued my interest quite a bit and I might end up getting it. I love immersive sims, but I've always thought they could do with some more mechanics-driven campaign types to really make the most of their usually interesting systems, kind of like dungeon crawlers do with RPGs, so I've been expecting something like Mooncrash for quite a while, I hope it doesn't disappoint.
 
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RoSoDude

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Oct 1, 2016
Messages
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The guy's a bit of a lightweight, but he's not wrong that Mooncrash represents some genuine innovation in the Immersive Sim genre -- I've said the same myself. That doesn't make it better than the masterworks of the late 90s and early 2000s as he claims (well, technically he only compares it to Nu Deus Ex/Dishonored/Prey base game, with the wrongheaded implication that these must represent the latest and greatest), but it is still something to be lauded. Arkane is actually playing with new ideas, which is something they've only been tiptoeing around for a while. Dishonored was a stripped down Thief + Deus Ex in a superpower sandbox, and Prey was wannabe System Shock 2 with some interesting twists and neat ideas but many degrees of disappointing execution -- the promising Survival Mode was still hobbled by enormous balance oversights that continue to call into question some of Arkane's design principles. But Mooncrash has renewed my appreciation for the studio, and I don't think their work here should be written off.

The DLC actually asks you to think ahead, plan your approach, and execute in a constantly changing and ever more hostile game world. It's still hurt by balance problems (the sim point economy is a joke), but it's a far sight better in this regard than the base game. I feel real tension and apprehension as I wander around the base, as there's always an unpredictable threat just around the corner to throw a wrench in my plans. It's easy to think you can just "solve" the level design, but then you get stuck up against a Telepath and several Voltaic Mimics with a character that has no obvious solution for it, and you have to improvise. Combine this with the time pressure and need to complete various tasks all around the station in certain orders and you have a recipe for some really engaging gameplay. The level design itself is a tad better than the base game, but is primarily enhanced by the supporting gameplay systems and overarching incentives. There's an compelling drive to explore to unravel the ins and outs of the base, its escape routes, its resources, and its potential hazards. Unlocking the characters and completing their side objectives (some of which are necessary to advance the main objective) is woven excellently into this structure. There's always something new to do in each run, and most of it results not just in an improvement to your character, but an expansion of your own understanding and mastery over your environment. This captures the same feeling I had towards the end of System Shock, where the endgame objectives had me zooming around the previous decks of the station which were once imposing and labyinthine but over which I now held total dominion. You dismiss the DLC as "trivial once you figure out the level design", but that's what the entire experience is built around; fueling discovery and the player's growth (inside and) outside the game. I don't see how that should count against it, not in the slightest.

...what should count against it is how easy it is to buy your way out of challenge once you acquire a decent set of fabrication plans. It's not the player growth that's the problem (that's the fun and stimulating part), it's the broken character growth. I'd flat out double the Sim Point prices for everything -- to be honest, I've been restricting my own purchases roughly as if this were the case and leaving tens of thousands of points on the table to keep from trivializing the experience. Luckily it's that straightforward, but I'd have really appreciated if they had gone the full mile and properly designed the prices, rather than making me do it for myself. Some people might complain about it being "grindy" if this were the case, but that would be an open admission of their own inefficiency in play. It would be optimal if I did actually have to strategize between runs about what I could afford, rather than strategize how to fend off boredom. Sigh.
 
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Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
You should see the guy who makes two-hour long videos for each episode of anime, analyzing them with six whiteboards for mythological references and storytelling techniques.
 

Morgoth

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https://steamcommunity.com/app/480490/discussions/0/1727575977593904000/

Prey: Mooncrash Update 1.07 – Patch Notes
Hello, Prey Community!

Here are the patch notes for the free Full Moon update, aka Update 1.07:

  • Added an "Abort Current Run" option that will kill the current character and return the player to the ready room
  • Slightly increased the Fabrication and Sim Point costs of the Delay_Loop.Time consumable
  • Slightly increased the Sim point cost of Neuromods
  • Fixed an issue that would cause the Care4Yu S-i34000x chipset to sometimes block the poison effect during the ‘It Gets Worse’ quest
  • Fixed an issue that would sometimes cause the anti-aliasing setting to revert after restarting the application.
  • Fixed an issue that would cause weapon upgrades to revert if dropped in a level before transitioning
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
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Sadly this is how modern resource balancing is done.
Reminds me of the Bioshock Remastered's new Survival difficulty, they reduced the extra EVE (mana) you get after respawning slightly, but still left it in meaning you still got free shit just for dying.

Some difficulty sliders for this stuff would fix the issue in a hurry.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/preymooncrash-review/

PREY—MOONCRASH REVIEW

When I finished Prey, I felt like I'd comprehensively done all the good stuff in the game, including the major sidequests. My two main issues upon reaching the credits were the endless fights with corrupted operators, the game's drone enemies, and the feeling that I'd seen the same beautiful environments too many times. This DLC, then, is basically about endless fights in the same few environments over and over again.

Mooncrash is Prey's curious spin on a roguelite, channelled within a story framework where you're entering a simulation of a TranStar base many times over to figure out what happened there. It's somewhere between a new mode and a traditional expansion. There are five playable characters, each with a different power set: a security specialist with high HP capabilities but no typhon powers, for example, or an engineer who can drop a turret. Riley Yu, meanwhile, has plenty of Typhon powers and carries a psychoscope.

You start on a small part of the moon base adjacent to a big hub. This leads to the other major areas of this place: Crew Annex, Moonworks and Pythea Labs, names which I now feel like I've read ten million times. With loose gravity, it's fun to leap around the lunar surface. That is, until perma-bastard the Moon Shark turns up, a huge, overpowered Typhon enemy that responds to the sound of footsteps on the moon's surface.

You start with one character, and follow objectives to unlock the four others. Along the way, you also figure out potential escape routes. One of the main goals, along with completing the story quest for each character, is to finish a run with all five using wildly different methods of escape—this is made trickier by a 'corruption level' that ticks up relatively quickly, adding harder enemies to the world each time it increases. When this reaches its final level, the run ends, meaning you have to reset the simulation again.

When a character dies, they're also rendered unplayable until you reset the simulation. These factors can be annoying, but they're not that big a deal, since you'll ideally spend a lot of the early game playing Mooncrash like vanilla Prey anyway: exploring, discovering, finding new fabrication plans, and learning how places are laid out.

So much about the base changes on each run, especially when you're deeper into the game. One area might be powered down, and you'll have to trade power with another to get it up and running again. A staircase might vanish, forcing you to climb up to an objective instead. A handy shortcut might be caved in. The door to the highly useful tram station might be on fire. The loot carried by the station's dead NPCs changes too, meaning there's no reliable place to find an exact item you need—you just have to go to a security station or medical area and hope the thing you're looking for is there, or fabricate it yourself. I like this unpredictability a lot: it makes the same spaces feel like they're changing, which is important given how many times you'll explore them.

While death is permanent in Mooncrash, some elements persist. Each simulation is a shared run between the five characters—you can go find your dead character's stuff (or transfer it using an operator buddy), and they might've been turned into an enemy while you were gone. All the abilities you unlock stick between resets, and each time you die or finish a run, you're given sim points to spend on items depending on how you performed. You can then spend these on a loadout for your next run. When you find a fabrication plan in Mooncrash, you can add the item in question to your loadout.

The fabrication plans seem to be randomly generated in each run too, and it felt like it took an age to unlock some essentials: neuromods really speed up your progression, and the ability to delay the corruption level from advancing gives you a significant edge later on.

I can see diehard Prey players enjoying this curve. In my case, I wish everything moved a bit faster, and resetting wasn't always as necessary as it is. For example, early on, my character was required to learn a piloting ability so they could steal a shuttle and escape the base—one of the easiest ways to finish a run. My character had a head injury, though, meaning I couldn't install the neuromod when I found the ability in question. I went to a medical area, and the random item spawning meant I couldn't find the right thing to heal with, nor did I have the plan to fabricate it.

I could've tried another area of the base, but I was on low health and right near my objective, meaning I'd have probably died in trying to venture elsewhere. The easiest thing to do in this instance was to reset the entire run. I then had the joy of starting in the same place, again. Then I had to run past the Moon Shark without dying, again. Then I had to wait for the stupid Typhon sensors that protect each area to switch off when the Moon Shark left me alone and I'd killed yet more phantoms, again.

There's just more wasted time than I'm comfortable with. Yeah, this is part of what roguelikes and survival games do, but Mooncrash could be more generous with rewards and progression, especially early on. If you liked the story parts of Prey, each character has a quest with dialogue and cool scripted moments—but jeez, this expansion makes you wait for them.

Mooncrash does represent the most I've enjoyed Prey's combat, though. The finite nature of each run means you might as well let rip with Typhon powers, recycler charges and shotgun ammo. It fights my natural immersive sim urge to hoard cool shit, which is refreshing. Fighting Typhons remains less precise than the options enable in Dishonored's combat, but this is a decent framework for the action. Arkane has added new weapons to the game, like the neatly lightsaber-ish Psychostatic Cutter, and figuring out your optimum loadout for a serious run is a nice strategic challenge.

You also get a decent amount of new space to explore in Mooncrash, which feels smartly designed around its repeated format. It's as densely packed with stuff to find as Talos I, and the way loot steadily upgrades as you're deeper into the expansion is clever. So too is the structure, which even with its cyclical nature, uses its meta story to make you feel like you're moving forward.

Mooncrash feels like it was never intended for everyone to enjoy—instead it reaches out to a certain type of Prey player that will appreciate its systems in a purer form. For me, the slow progression holds it back a bit, but this is an innovative expansion that still captures much of what I enjoyed about the base game.

THE VERDICT
70

PREY

A smart expansion that probably won't be for everybody—but the right player will love it.
 

Zakhad

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One area might be powered down, and you'll have to trade power with another to get it up and running again.

Or just... fab some new controllers? Or get some from dead harvesters? This makes me think the reviewer barely played it.

My character had a head injury, though, meaning I couldn't install the neuromod when I found the ability in question. I went to a medical area, and the random item spawning meant I couldn't find the right thing to heal with, nor did I have the plan to fabricate it.

Went to a medical area and... didn't just spawn a medical operator to cure the concussion? OK.

Then I had to run past the Moon Shark without dying, again.

This was not a difficult thing to do, since you have low gravity, rocks to land on, and a rocket backpack RIGHT THERE.

Then I had to wait for the stupid Typhon sensors that protect each area to switch off when the Moon Shark left me alone and I'd killed yet more phantoms, again.

There's a note right on these that tells you that you can zap them open with electricity. Pay for a stun gun plus ammo when you spawn, problem solved. But the reveiwer would know this if they'd played more than a few hours since they'd have been FORCED to figure that out after they installed too many typhon abilities.

In short: this person played a few hours then complained that too much of their time was wasted.

I detest game reviewers.
 

Hines

Savant
Joined
Jan 26, 2017
Messages
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A developer who works at Otherside on Ascendant created an excellent, lengthy video about Prey:

 
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RoSoDude

Arcane
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Oct 1, 2016
Messages
750
A developer who works at Otherside on Ascendant created an excellent, lengthy video about Prey:

[snip]

Argh, you beat me to it, only because I insisted on watching the whole video before recommending it (though I was already a huge fan of this guy's work) and forgot about it :argh:

This is only part 1 by the way, he's going to be doing a second part focused on the shuttle bay with some of the lessons from the first in mind. Stay tuned.
 
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toro

Arcane
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Messages
14,817
A developer who works at Otherside on Ascendant created an excellent, lengthy video about Prey:



It's the same video: 1 hour of detail analysis which raises the point that Prey's tutorial area is retarded and it's conditioning the player into bad habits.

Fair point ... but really underwhelming for a 1 hour video.
 
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Ventidius

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Messages
552
I read RoSoDude's comment on the video (good stuff BTW), and have to agree that he is overstating the ineffectiveness of punishment as an antidote for bad habits. It's an old medicine, but it has always worked and there is no real reason to be averse to it, unless maybe you are into blind ironman runs. He says that getting punished by not adapting simply leads the player to quitting, but that's an overly broad generalization. I mean, he does cite Dark Souls and shields, but even then it is a bit of a meme in the fandom that a lot of people learned to dodge with Fume Knight. Anyway, I think he does touch upon something there, but it is primarily campaign balance. Indeed, it is precisely that point in the game that he mentions, when you start finding phantoms and operators, that you reach a junction in which the tools you most likely have available (glue gun, wrench, pistol) are not really that efficient, it even feels they were encouraging stealth for that part. This goes on for a while until you find the shotgun. That said, I grabbed the stun gun in the Simulations Lab from the get-go on my second playthrough and found that sneak+stun gun+wrench/pistol works pretty well against the early Phantoms, and I imagine some neuromod skills like Combat Focus can turn things around quite a bit as well.

The other balance issue comes in late game when you get OP due to shotty upgrades and neuromod powers. Overall, the game balance is kinda spotty for sure. I also agree on the enemy variety and resource economy, though the latter is a bigger problem IMO than the former, as the enemies are at least fairly varied in terms of their abilities - and the abilities themselves are varied in a cool symmetrical way, as the video indicates - even if they tend to look very similar. Sure, it doesn't stack up to System Shock 2 in this regard, but I found it to be way better in this than most modern immersive sims like the Dishonored series and Human Revolution (haven't played MD that much though, so can't comment on that), all of which rely a lot on relatively samey human fighters from what I recall. A save station system would also have fit this game like a glove; if Alien: Isolation did it, I don't see why they couldn't.

Anyhow I do look forward to the next video, as the guy does bring up a lot of interesting points, not to mention those studies he cited. I'm so used to seeing video game journalists as a posse of bumbling fools that I sometimes forget some quality research actually does get done by the mainstream, even if I am amused at how rarely it trickles down from the universities into the popular outlets.
 
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agentorange

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Codex 2012
Then I had to wait for the stupid Typhon sensors that protect each area to switch off when the Moon Shark left me alone and I'd killed yet more phantoms, again.

There's a note right on these that tells you that you can zap them open with electricity. Pay for a stun gun plus ammo when you spawn, problem solved. But the reveiwer would know this if they'd played more than a few hours since they'd have been FORCED to figure that out after they installed too many typhon abilities.

In short: this person played a few hours then complained that too much of their time was wasted.

I detest game reviewers.
You can also use emp grenades on them. Or use the sandshark neuromod ability to dig under them. Or you can sort of glitch through them if you mimic something and keep bouncing into the force field.

Sometimes I envy these people because for them every game must be a highly challenging thrill.

Then I had to run past the Moon Shark without dying, again.

This was not a difficult thing to do, since you have low gravity, rocks to land on, and a rocket backpack RIGHT THERE.
Yeah. Or throw objects onto the surface to distract it in another direction. Or use a strategically placed turret to kill the thing.

One of the best things about the entire framework of the DLC is learning from your mistakes and finding creative new solutions without the reliance on savescumming, but it seems like the average player will just continue to make the same mistakes over and over again.
 
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RoSoDude

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Messages
750
I read RoSoDude's comment on the video (good stuff BTW), and have to agree that he is overstating the ineffectiveness of punishment as an antidote for bad habits. It's an old medicine, but it has always worked and there is no real reason to be averse to it, unless maybe you are into blind ironman runs. He says that getting punished by not adapting simply leads the player to quitting, but that's an overly broad generalization. I mean, he does cite Dark Souls and shields, but even then it is a bit of a meme in the fandom that a lot of people learned to dodge with Fume Knight. Anyway, I think he does touch upon something there, but it is primarily campaign balance. Indeed, it is precisely that point in the game that he mentions, when you start finding phantoms and operators, that you reach a junction in which the tools you most likely have available (glue gun, wrench, pistol) are not really that efficient, it even feels they were encouraging stealth for that part. This goes on for a while until you find the shotgun. That said, I grabbed the stun gun in the Simulations Lab from the get-go in my second playthrough and found that sneak+stun gun+wrench/pistol works pretty well against the early Phantoms, and I imagine some neuromod skills like Combat Focus can turn things around quite a bit.

The other balance issue comes in late game when you get OP due to shotty upgrades and neuromod powers. Overall, the game balance is kinda spotty for sure. I also agree on the enemy variety and resource economy, though the latter is a bigger problem IMO than the former, as the enemies are at least fairly varied in terms of their abilities - and the abilities themselves are varied in a cool symmetrical way, as the video indicates - even if they tend to look very similar. Sure, it doesn't stack up to System Shock 2 in this regard, but I found it to be way better in this than most modern immersive sims like the Dishonored series and Human Revolution (haven't played MD that much though, so can't comment on that), all of which rely a lot on relatively samey human fighters from what I recall. A save station system would also have fit this game like a glove, if Alien: Isolation did it, I don't see why they couldn't.

Anyhow I do look forward to the next video, as the guy does bring up a lot of interesting points, not to mention those studies he cited. I'm so used to seeing video game journalists as a posse of bumbling fools that I forget some quality research actually does get done by the mainstream, even if I am amused at how rarely it trickles down from the universities into the popular outlets.

I think the real problem with the "punishment" for attempting GLOO+wrench tactics on phantoms is that it can lead to genuine player confusion. It's not like the GLOO bounces off them or anything -- it does actually begin to immobilize the phantom, but they're still rather likely to hit you with a kinetic blast due to the high incapacitation time and the fact that firing the GLOO hampers your movement. This probably made a lot of players think "Huh, WTF, I'm doing everything right, this thing is just killing me anyway! Bullshit, I say!" Hence why many jumped to the conclusion that the game's combat is bad, because it was giving them mixed messages. I'd argue slightly different behavior around their charge attack could have solved this, though I appreciate the scrappy nature of combat with phantoms before you become obscenely overpowered. It has some nice moment-to-moment depth even if it can feel a bit wonky at first. Dunno, I'm pretty sure it reconfigured my approach a bit, and I don't think I'm a huge outlier...

You're spot on with your placement of Prey above the modern Immersive Sims and below the classics. I'd say with some major and minor changes this could have been up there with the best, even if it's extremely derivative of SS2 with a boring story to boot -- there are some great ideas and minor innovations at work here, but Arkane decided to split the difference between hardcore and casual audiences and managed to find a formula that pleased neither group totally. The minor tragedy of the re-implemented Survival Mode features being horribly unbalanced (to the point of being too easy to manage, I mean) sustains my confusion about Arkane's design priorities. I agree the enemies were actually pretty good, but not used to their potential. Continguous Shock/Souls-type respawning tied to enemy repopulation with fabricated respawn tokens would have been a fantastic addition to the game, as there'd be some meaningful tension to your your actions but you'd never have to re-loot an area.

Also, congrats on one year and getting the ability to brofist, my dude. You always make great posts. :salute:
 
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Ventidius

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I think the real problem with the "punishment" for attempting GLOO+wrench tactics on phantoms is that it can lead to genuine player confusion. It's not like the GLOO bounces off it or anything -- it does actually begin to immobilize the phantom, but they're still rather likely to hit you with a kinetic blast due to the high incapacitation time and the fact that firing the GLOO hampers your movement. This probably made a lot of players think "Huh, WTF, I'm doing everything right, this thing is just killing me anyway! Bullshit, I say!" Hence why many jumped to the conclusion that the game's combat is bad, because it was giving them mixed messages. I'd argue slightly different behavior around their charge attack could have solved this, though I appreciate the scrappy nature of combat with phantoms before you become obscenely overpowered. It has some nice moment-to-moment depth even if it can feel a bit wonky at first. Dunno, I'm pretty sure it reconfigured my approach a bit, and I don't think I'm a huge outlier...

Oh, I agree that it absolutely does make navigating the station during those parts more tense and interesting. It just feels a bit wonky due to the reasons you just outlined.

You're spot on with your placement of Prey above the modern Immersive Sims and below the classics. I'd say with some major and minor changes this could have been up there with the best, even if it's extremely derivative of SS2 with a boring story to boot -- there are some great ideas and minor innovations at work here, but Arkane decided to split the difference between hardcore and casual audiences and managed to find a formula that pleased neither group totally. The minor tragedy of the re-implemented Survival Mode features being horribly unbalanced (to the point of being too easy to manage, I mean) sustains my confusion about Arkane's design priorities. I agree the enemies were actually pretty good, but not used to their potential. Continguous Shock/Souls-type respawning tied to enemy repopulation with fabricated respawn tokens would have been a fantastic addition to the game, as there'd be some meaningful tension to your your actions but you'd never have to re-loot an area.

Indeed, it had a lot of potential, which, in a way, makes it more frustrating than a clear good-for-what-it-is experience like its contemporaries. The game really mismanages your expectations on many levels, from the mechanics and balance as discussed above, to the overarching structure of the game, to even the narrative, and this is probably at the root of the strange discomfort that the author of the video was trying to articulate, a discomfort that I largely share. That said, I do think that it does a good job of showcasing the possibilities of engine diversification within the current available technology, which it does primarily through the diverse suite of powers - many of which are highly environmentally interactive - that are implemented. It's a double-edged sword, as it is also part of what breaks the game, but diversity of options in character capacities is definitely one of the perks of immersive sims for me, and it is something which this game does deliver in spades. It also partly excuses the lack of weapon variety, as things are broken enough as is, but let's be honest, if they had tuned the late-game encounters a bit better and introduced some tougher enemy variants, they might well have been able to get away with implementing a nastier arsenal and even prevent the powers from being too OP.

To be fair though, this game offers so many options that it runs into the same balance issues that have plagued RPGs for decades, in fact, I consider it very close to being an RPG. You know my definition, and usually that means that immersive sims fall squarely into "hard case" territory along with Dark Souls, but I think Prey is, along with System Shock 2, much closer to the RPG side of the spectrum than most. So it's unsurprising that it runs into these headache-inducing design problems. I mean, what are they supposed to do, for example, with Psychoshock? Just make some "bossy" enemies immune to it as per the retarded Might & Magic X school of balance? The symmetric design of the abilities, while being a great feature on its own right, just makes all of this more complicated. I mean this is clearly something that would require some iteration moving forward, but the poor reception of this game is not particularly encouraging in this regard. Does Mooncrash show improvement in this area? Either way, I guess we can always hope System Shock 3 will move things forward.

Also, I agree on the story, such a disappointment. Both in terms of its ability to engage moment-to-moment and its resolution, even Dishonored 1 beats it by a mile at this. That said, I think the setting is great, I haven't been engaged by a setting like this since Soulsborne: I found myself reading the scattered bits of lore and researching theories and wikis after finishing the game. That is rare for a non-storyfag like me. The atmosphere is impeccable too.

Also, congrats on one year and getting the ability to brofist, my dude. You always make great posts. :salute:

Thanks man, that means a lot coming from a guy who is a great poster himself. :)
 
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ColCol

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I borrowed Prey from a friend and beat it fairly quickly. I thought it was going to be a play and forget kind of game. Yet, when I saw it during the steam summer sale I decided to buy it and the moon crash expansion. I feel like i'm starting to appreciate it more on a second play-through. I also wanted to support Arkane and encourage more games of this ilk.

Currently playing Moon crash. I like it, and I like many ideas present in the game (Example Sharing a space/items across play iterations) Yet, I loathe the sim point elements and the permanent neuromod upgrades. It cause the expansion to run into the same issues of the original, being you end up with enough power (resources) to roll through most challenges/obstacles. I kind of wish it was just a standard roguelike experience, but I know the player base would cry their eyes out.
 

agentorange

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Yeah. Was really hoping that on finishing Mooncrash once it would unlock some kind of additional, more challenging difficulty mode. Considering they went and added in survival mode to the base game I'd like to see them add in some sort of new NIGHTMARE EXTREME CHALLENGE MODE to Mooncrash that gives you limited crafting abilities, limited continuity between cycles (maybe only a random selection of neuromods you've gained get transferred between cycles?), etc. I'd really like to see a full fledged game of this type make use of time limits, randomness and limited saving.
 

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