Yeah but I played the game 50 times so now I can turn them off and pretend like the game is like System Shock and not popamoleTurning off the quest markers in Prey just seems like pointless busywork to me.
That's being super nice. The enemy cast is incredibly lame, especially so for a game that really wants to be SS3.the enemy designs are just overall kind of weak (there's like 5 actual enemy types and then a few different flavors of each).
That's being super nice. The enemy cast is incredibly lame, especially so for a game that really wants to be SS3.the enemy designs are just overall kind of weak (there's like 5 actual enemy types and then a few different flavors of each).
Don't forget the robots. SS2 has protocol droids, the bulky and intimidating security/military bots, cyborg assassins and, last but definitely not least, midwives.
Prey has a toaster that slowly floats towards you making beep-boop sounds.
System Shock Remake also fails at this, there's some attempts here and there to make enemies seem alive, but it's not even close to the Thief and SS2 style where almost everything is outfitted with a full sound set that has numerous reactive sound samples for every situation. Whatever was going on with the old sound design seems quite hard to replicate nowadays.Don't forget the robots. SS2 has protocol droids, the bulky and intimidating security/military bots, cyborg assassins and, last but definitely not least, midwives.
Prey has a toaster that slowly floats towards you making beep-boop sounds.
Sound design in SS2 was king, it made the enemies 10x more intimidating than they would have been on visuals alone.
Robots reporting to Xerxes what they were going to do to you, Hybrids and Midwives with their creepy utterances. Even the enraged shrieks of the monkeys.
Prey did try to copy that with the Phantoms and their disjointed dialogue, but it somehow falls flat.
I think the toasters are the worst part about the game actually. Especially when they spawn relentlessly around endgame time. At least you can block the spawn points with boxes and put an end to it.Don't forget the robots. SS2 has protocol droids, the bulky and intimidating security/military bots, cyborg assassins and, last but definitely not least, midwives.
Prey has a toaster that slowly floats towards you making beep-boop sounds.
By the way, I recently posted my mod on Nexus: https://www.nexusmods.com/prey2017/mods/109
Initially it removed both sounds and animations from containers. I had some help and now it just removes sounds.
I thought maybe they brought this bug with Mooncrash, but no, I found footages on youtube from a console version of the game back from 2017 and it was already there.
How this got past QA / QC, went into the release version of the game and haven't been fixed with post-release patches is a mystery to me.
Should be. The mod modifies animation events located in the "Objects" folder. RoSoDude mod uses "Ark" and "Libs" folders.By the way, I recently posted my mod on Nexus: https://www.nexusmods.com/prey2017/mods/109
Initially it removed both sounds and animations from containers. I had some help and now it just removes sounds.
I thought maybe they brought this bug with Mooncrash, but no, I found footages on youtube from a console version of the game back from 2017 and it was already there.
How this got past QA / QC, went into the release version of the game and haven't been fixed with post-release patches is a mystery to me.
Neat mod. Is it compatible with RoSoDude's core balance mod?
The most interesting tactic to "defeat" the laser toasters is to pile boxes in front of the operator dispensers so they can't spawn any more. But yeah, actually fighting them is a bore.Certainly. Ending the game with an onslaught of enemies that have the least personality/scare factor and the least interesting tactics to defeat (they just hover around and ignore terrain so all you can really do is spam bullets at them) was an awful idea.
Yeah, instead of Operators in Medical/Engineering/Science/Military reskins that all turn into the same floating toaster that tries to torch/laser you when they get corrupted, having specific robotic assistants designed for each of these fields with their own unique look and attacks would have gone a long way to adding the missing enemy variety that the game sorely lacks. It just shows that the Typhon and their black goo visual design isn't even the main problem. I can tell the difference between a Phantom and a Telepath but I don't give a shit if the Fire Phantom is technically different from the Electric Phantom or the Typhon Cum Phantom. It's what I meant when I said there's like 5 enemy types with some different flavors assigned to them (though that may be a bit reductionist, there's probably more like 8).Prey's cast of robotic enemies is pathetic, honestly I wouldn't complain so much about the enemy roster (notwithstanding that the oil slick blobs just aren't scary in the slightest) if there were a bunch of interesting droids to fight. Just imagine any number of service robots that have been corrupted and now use whatever tools at their disposal to beat you down.
Bullet sponges yes, at least until you have the shotgun.going to try this vanilla, no DLC. Is nightmare difficulty good, or does it create bullet sponges?
Playing with traumas and oxygen as well.
That's why I don't play games on anything higher than normal/medium. Adding zeros to numbers does not make a game more interesting, fun or stimulating in a new way or by adding a twist to the gameplay. No, just the worst kind of challenging: bullet sponge enemies whereas the player dies even faster than before.
- Damage taken from most sources: 0.1/0.5/1.0/1.4/1.6x
- Damage taken from crush and laser sources: 0.4/0.7/1.0/1.2/1.4x
- Suit damage received: 0.25/0.25/1.0/1.0/1.0x
- Health/psi from consumable items: 2.0/1.2/1.0/0.8/0.8x
- Damage dealt by the player: 1.25/1.1/1.0/1.0/0.8x