Prior the release of Prey, I was very upset to hear that several hardcore systems had been disabled due to having been judged to be too hardcore for mainstream audiences. I later bought and played the game, and while I found it engaging enough, it was a far cry from the tense and challenging experience I craved from a successor to System Shock 2. Ever since they mentioned optionally reinstating some of these features in free update for the game, I've been eagerly awaiting news for a Survival Mode. So when I tuned into the Bethesda E3 conference, saw the Prey logo, and Arkane stated that the new Survival Mode, I was super excited and redownloaded the game right away.
Initially, I was very impressed. Limited weapon durability had an immediate impact -- none of the weapons I could find lying around were in particularly good condition, so I couldn't rely on crafting tons of pistol and shotgun ammo to spam my way to victory and had to be more strategic about combat. This in turn encouraged me to experiment with explosive gas canisters in the early game, and the combat system was much made much more engaging as a result. Weapon degradation also leads to significantly more build depth by tying the game systems together. For example, you can avoid the Repair skill by finding new copies of weapons lying around the station or by crafting them yourself, but this means you'll lose any modifications you've made to your weapons. Thus, if you want to spec into the Gunsmith and/or Lab Tech skills, you must also spec into Repair. Since you're probably going to be using Spare Parts more often overall, this also encourages you to acquire the Dismantle skill to retrieve Spare Parts from destroyed operators and from breaking down equipment. Since I'm going for a scientist/psi build instead, I'm relying on found/crafted weapons and have come to accept that weapon mods are a temporary rather than permanent investment, perfectly fitting with the upgrade cap on all weapon modifications without Gunsmith/Lab Tech. Hence, a significant amount of weapon potency is locked behind multiple investment in Engineer skills, great to balance out the power of maxed out Alien Neuromod trees.
However, I'm a little concerned that it won't pan out to be quite as meaningful as I thought. I did some testing, and here's what I found:
- A 100% condition Shotgun can fire 200 rounds before breaking
- A 100% condition Pistol can fire 500 rounds before breaking
- A 100% condition GLOO gun can fire 500 rounds before breaking (each clip is 42 rounds, for reference, this is actually damn quick if you use the GLOO a lot to freeze enemies)
- A 100% condition Disruptor Stun Gun can discharge 5000% before breaking (recall each shot takes 25% so this is really 200 shots)
Don't have the Q-Beam, can't test it A 100% Q-beam can discharge 8000% before breaking (each clip holds 100%, discharged continuously)
- The Huntress Boltcaster doesn't degrade (aww)
Given that Spare Parts repair 25/35/50% durability depending on your Repair skill and that I've acquired something like 70 Spare Parts already by the Arboretum
, is weapon degradation that much of a deciding factor? I'm curious about others' experience with the system so far, especially those whose character builds are more focused on weapon usage, weapon degradation is a total non-issue if you spend a single Neuromod on Repair I. For reference, I thought SS2's amount of weapon degradation was more or less perfect, and its degree is vastly overstated.
As for the trauma system, I must unfortunately report that it hasn't really come into play yet other than burn trauma, which is quite nasty. I'm carrying around a few trauma clearing items, but so far I haven't had any concussions, bone fractions, or hemorrhaging. I hope it'll become more relevant as time goes on (I hear bullets from turrets are prone to cause hemorrhaging, which will matter to me as someone installing plenty of Alien Neuromods). I also wish Operators had limited uses (or a certain amount of healing/repair/psi "charge"), since it is still pretty easy to just run back to the infinite healing/repair/psi station when things go south (as a point of balance, a spent Operator could have its Medkit/Q-beam Cells/Psi Hypo removed from its inventory when destroyed).
Finally, the oxygen system. I've not been too impressed with it, personally. I had hoped that the oxygen rate would be proportional to your current suit damage (so you're only totally immune if you're at 100% suit integrity), but it looks like it only comes into effect if you're below 50% suit integrity.
I've only been in a few fights in space in my new playthrough, so maybe it'll become more relevant, but I was hoping for more tension and greater importance of Suit Repair Kits, which are pretty easy to come by. Given that the loot tables are utterly stuffed with Suit Repair Kits, limited oxygen is completely pointless.