I've completed the game and had a hard time putting my thoughts into some kind of conclusion. In short, Prey does many wonderful things but also many stupid things. Maybe I just didn't understand all of the grand ideas behind it, as I didn't understand Dishonored at first.
Gloo cannon, recycling mechanic and mimicry gave the the game a "face". They also did other things right: the station itself has a lot of thoughts put into it (they even explain how they clean water on the station), zero-g flights (and zero-g exploration) — they basically gave us a good version of SS1 cyberspace, maybe something else I forgot.
It's how I imagined Alien: Isolation to be. I've completed that game earlier with a sour taste in my mouth. Maybe I'm so demanding to it because it's sort of stepped into that System Shock territory, but never did anything with it? I don't criticize Dead Space, but it knew what it wants to be - a RE4 clone. Prey allows to explore the space near the station, while A:I only gave us a walking on the exterior from point A to point B and back (which I doubt anyone found exciting). Before someone says something smart like "it's not an immersive sim, it's a horror" I will say right away that immersive sim is not a genre and anything can be an immersive sim, even a sports game.
To some stupid things though. Well, the main point of exploration is to gain something valuable, but halfway through the game neuromods become abundant so there is not much point to explore anything. I read that originally the game was suppose to have licenses for fabricator. That would have boosted the exploration aspect significantly. Although reducing the amount of neuromods found is also required. Maybe someday someone could rebalance the game completely, while introducing the licenses mechanic. I tried as best as I could not to reload and ammo balance seems to be fine, as well as the damage you receive from enemies. I did not find the game easy on Nightmare. It's the exploration aspect I'm upset about.
While I found survival aspect to be nice, especially the traumas as they can give you that sweet debuff that can spice up your life, weapons degradation and oxygen are underwhelming. Weapons have only two states: brand new and broken. Compared to Far Cry 2 that's just sad. It doesn't have any meaning. Weapons don't change models even when they are close to be broken and they don't gain any negative effects. And suit repair kits are always in abundance, so what's the point in having oxygen leaking?
Side quests are a bit on the boring side, as well as the NPCs. Other than Luka, you probably won't remember anyone. Other than having a few interesting dialogues between January, Igwe and Mikhaila I don't think survivors have any purpose. They should have just made them all dead at the start. Also, for the game that's internal name is Danielle I found it surprising that she just disappeared from the game after Deep Storage. I thought there will be more of her. Aaron Ingram is also just stayed like a statue in the Psychotronics till the end of the game.
Speaking of personnel, I didn't get where so many typhoons are coming from. Even if you find every character on the station and recycle their bodies enemies will not stop respawning. That's just a wasted potential in my opinion. For example, in Dead Space you had to dismember bodies because Infector may spawn and make new necromorphs out of them.
This is also probably the buggiest Arkane game. I've already mentioned opening containers before (which is not a bug, but still). If you visit Shuttle Bay after Dahl arrives, fire effects and ammo counters on the weapon models will disappear (but only on that level). Some endgame stuff seems to be not tested properly. I wasn't able to return a wedding ring because the script was broken because I think I killed the typhoon wife before getting the quest. Sound is completely off (voices sound like they are inside your head). When you walk through a certain point some music effects may start playing, for example that creepy music on the stairs in Arboretum. The problem is that effect is playing every time you walk through that trigger that's just plain annoying. Overall, a sloppy QA job. Not sure how they even tested it.