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

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,819
Played it for a couple of hours and while it's enjoyable on a basic level like pretty much every game of this kind (by this kind I mean SS retarded offspring kind) it's also really irritating and disappointing at times. My biggest gripes:

1. Enemies are samey and dumb. Mimics often pop out, run past me and "hide" again in plain sight:roll: The creatures are also really, really, really not scary, which is a big bummer.
2. Strong candidate for the worst hacking minigame ever.
3. Speaking of hacking, I think this game tries (and probably succeeds) to beat Wasteland 2 in forcing the player to invest points into different skills that are there to unlock minor loot. Having a separate skill just to move crates that are blocking some doors would be bad in itself, but when it has three separate levels for different "levels" of crates you know you're in trouble.
4. Looks p bad at times. The first time a mimic attacks and kills someone it looked so weird and unconvincing I thought I'm suffering from graphical glitches.
 

Morgoth

Ph.D. in World Saving
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Messages
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Clogging the Multiverse with a Crowbar
http://www.eurogamer.net/articles/2017-05-09-prey


Prey review
Typhone home.

An ornate and clever if slightly under-cooked System Shock successor, which makes the most of a truly magnificent space station setting.

By Edwin Evans-Thirlwell Published 10/05/2017 Version tested PlayStation 4

How do you add intricacy to a genre as fearsomely intricate, as batty with systems, variables and knock-on effects as the so-called "immersive simulation"? One of Prey's answers to that question - and I promise this isn't me feeling around for a headline - is to add a bit of Minecraft. Folded in amongst the game's roster of Jedi uppercuts, fire pillars, remote hack attacks and prototype beam weapons is the ghostly suggestion of an in-game map editor. Consider the Recycler Charge - it looks like just another grenade, and can indeed be treated as such, but rather than blowing loose objects and enemies apart it sucks them in, stripping and compressing them to pleasing, Duplo-sized blocks and balls of generic raw material.

Pop the latter into a Fabricator - the clunk of a resource cube sliding home is immediately addictive, like the cartoon pop of a bullet impact in Call of Duty - and you can 3D print a new weapon, item or object, providing you've unearthed the right blueprint during your forays. You can also drop random junk into a full-sized Recycler to whip up a batch of resources without wasting your precious Charges. In either case, the resulting items don't just materialise in your inventory but cascade from the output hopper - a show of pure delight in the illusion of physical matter undergoing magical reassembly.

There's also a touch of freeform level construction to the Gloo Gun, one of the first tools you'll acquire, which can be used either to swaddle agile enemies in quick-setting cement, or create walkways along surfaces, "cheating" the level design much as you'd plant blocks along a cliff face in Minecraft. It's all representative of a game that is significantly weirder than the presence of shotguns, door codes and med-packs may suggest.

jpg

Objects stay where they're dropped, which is one answer to the inconvenience of a limited, Resident Evil-style inventory.

Prey's title is a franchise fig leaf: the game has little in common with Human Head's 2006 shooter (or its aborted 2012 sequel) - though Arkane pays tribute to the original's vaunted dimensional portals with "Looking Glasses" displays, flat holographic recordings that, story revelations aside, contain the odd hint about a safe code or hidden door. "Looking Glass" also, of course, points to the System Shock series, the new Prey's biggest inspiration, though there are nods to Arkane's own Dishonored in the unfurling of your power wheel and the emphasis on combining abilities.

The game takes place in 2035 - following an alternate 20th century in which Kennedy survived assassination and NASA had a lot more funding - and is the tale of rich-kid scientist Morgan Yu, who wakes up one morning to find that all her (or if you prefer, his) colleagues are being gobbled up by extra-terrestrial wraiths known as the Typhon. If Morgan is the protagonist, the game's shining star is very much its space station setting, Talos 1: a kilometre-long slab of gold and glass in lunar orbit, which resembles the offspring of Alien's Nostromo and a luxury art deco hotel, equipped with a glistening multi-storey lobby, a plush sales department (complete with naff foam dart office toys) and an ornamental garden, alongside cacophonous reactor chambers and not-entirely-legal research labs.

jpg

I can't even begin to describe the artistic traditions at work in Prey's spaces, but suffice to say they're majestically entwined.

It's an absurdly magnificent edifice, perhaps the grandest and most beautiful facility of its kind ever imagined for a game, though coming from the art team behind Dishonored 2, this is hardly unexpected. Every chamber, blind corner or overlook is a mesmerising study in light, colour, texture and period detailing, from the radiance-filled tunnels that let you space-walk along the facility's immense spine, to the Tesla blues and Soviet reds of its many hardware workshops. Every object, from the silky touchscreens of Talos 1's terminals to its tastefully compact foldaway turrets, is an elegant, variable balance of style and function. To meddle with the furnishings in however tiny a way seems outrageous, like doodling an email password on the bottom of Michelangelo's David, but meddle you must if you're to amass the means to battle the Typhon and access Talos 1's many barricaded compartments. Still, it's hard to resist lingering over the nuances. With a deadline bearing down on me, I once spent 10 minutes trying to replace a whiteboard I'd accidentally grabbed hold of exactly as I'd found it, annoyed at having ruined the symmetry of a scene.

Not all the furniture will take kindly to being manhandled. Prey's most original foes are the Mimics, wispy spiders who are able to assume the shape of any loose object of roughly the same mass - a nasty trait indeed in a game where you'll spend lots of time picking up and setting aside things like baseball gloves, test tube racks and wrecked circuit boards in search of ammo and door keys. The Mimics are programmed as much to get on your nerves as attack you, often breaking off an encounter to scuttle around a corner and transmogrify with a triumphant squeak and clatter. Advancing, you'll squint at innocent-looking pairs of objects, take careful aim at one of them and wind up your melee attack, only for an unsuspected desk lamp to hurl itself screeching at your face. It's another mark of Arkane's delight in the idea of reconfigurable matter, though the nod here is to John Carpenter's The Thing rather than Minecraft.

jpg

If in doubt, give it a whack with your wrench. Mimics can impersonate functional objects, too, though fortunately they'll break cover before you add said items to your inventory.

The Typhon are both a threat and an asset: scanning each variety with a Psychoscope (obtained a few hours in) unlocks branches on three funky, extra-terrestrial skill trees on top of your starting Science, Security and Engineer upgrade paths. As you probably already know if you've been anywhere near a trailer, the pick of the Typhon unlocks is the ability to mimic matter yourself, skittering around as a coffee mug or jar of organ samples in order to slip through a window hatch or avoid detection, a wonderfully whimsical sight in a world strewn with gruesomely disfigured corpses. Beyond that, Prey's abilities and customisation options aren't terribly unusual for an immersive fantasy of this stripe: a mix of hacking and repair skills, elementally themed attacks and skills that sabotage, deceive or flip a target's allegiances, plus the usual passive stat buffs. By the time you grow seriously conscious of this, however, you should be thoroughly absorbed in the minutiae of Talos 1 itself.

There are quests aplenty - a main plot arc which sees you working out whether to save Talos 1 or destroy it to prevent the Typhon spreading to Earth, and a number of missions to help surviving station residents or delve a little deeper into the surrounding narrative. All keep you hurrying to and fro across the facility, which gets a little laborious (particularly when Arkane repopulates cleared areas with tougher enemies) but is an opportunity to savour the consistency and plausibility of both the station's architecture and the lives preserved within its email accounts, post-it notes and audio diaries. You're free to head in pretty much any direction once you've made it to the station's lobby area, pushing past obstructions as your blossoming skillset allows, which means you're free to piece together Prey's assorted backstories in any order.

jpg

Each Typhon breed is tied to a particular skill branch. Scan this handsome fiend and you can acquire shocking abilities of your own.

There are some lovely asides and melodramas to glean alongside the genre-standard sinisterly bitten-off answerphone messages: the on-going mystery of Talos 1's "Reployer" devices, which everybody seems to have but nobody seems to quite understand; inter-departmental power struggles and bickering over resources; a boffin's struggle to hide his failing memory from his assistant. Tucked beneath one stairwell I came across a janitor's stabs at composing a love note to another character, way across the station. You'll also get to know a tabletop gaming group, with amateurishly illustrated character sheets to collect as you explore Talos-1's living quarters and recreation areas. The latter setup is one of many hints at the game's ending, which is, without giving too much away, exactly the outcome you'd expect from a sim in the System Shock tradition. That said, the over-arching sentiment that a game is fundamentally a way of teaching empathy deserves a longer analysis.

Sadly, the more you get to know Talos 1, the more you'll have to reckon with the limitations of Prey's first-person combat, its most significant downside. Part of the problem is that Morgan moves like she's pushing a shopping trolley through ankle-deep treacle, which often makes it hard - or at least, tedious - to do anything more elaborate than halt and shoot, swing or hide. But the larger issue is that Prey's various combat gizmos and gambits don't react together as gratifyingly as those of the Dishonored games. For the most part, it's a question of two-part combos - lobbing a Nullwave emitter to shut down a Typhon's paranormal abilities, for example, then polishing the target off with a kinetic blast or a couple of Q-Beams to the kisser.

jpg

Fellow humans are a rare sight, and not all of them can be trusted.

The combat is at its best when you eschew gunplay entirely - combining terrain elements such as turrets or volatile gas pipes with powers or abilities that distract, disable or bamboozle. One of my personal highlights came when I had to deal with a sort of giant amoeba engulfed in radioactive spores lurking at the bottom of a storage depot in micro-gravity. Rather than floating down to engage it head-on, I found a couple of turrets in the area above, hoofed them through the access hatch and sat back as they spun crazily, vomiting fire in all directions. For every moment like that, though, there's a moment where you're hustled into a corner and obliged to chug food items (Morgan's trim figure belies the insane quantity of junk you'll have her eat) while firing point-blank into clouds of tortured flesh and mist.

Much as the abilities don't quite knock together, domino-style, so the Typhon never quite offer a challenge worthy of a Dishonored player's ingenuity. Each breed has its surprising qualities, but none of them are as devious as their seething visual design would suggest. The Mimics are a thrill when they're playing hard to get, but when they aren't, they're just a bunch of glorified molerats, nibbling on your knees as you lay about yourself with your wrench. Similarly, the agile, aggressive Phantoms are hair-raising at first - and elite specimens switch things up with the ability to self-duplicate, electrocute you at short range or carpet their surroundings with fire traps. But all of them ultimately fall before the dread power of the one-two combo, and beyond that you've got a selection of half-hearted bullet sponges - obese octopods wallowing around in mid-air with an escort of possessed machines or humans, and a giant biped that can be either laboriously worn down or hidden from until it loses interest. Prey's enemy ecology survives comparison with BioShock's Splicers, but the likes of Dead Space's sliceable, inter-dependent Necromorphs knock the Typhon into a cocked hat.

jpg

Talos 1's best bits are its guts, or G.U.T.S. - immense catacombs that allow you to travel between levels in the absence of a functional lift.

There's the sense, at times, that Prey is another jumble of exotic raw materials thrown into a Fabricator, a button's touch away from brilliance. But if the chemistry between powers, terrain variables and opponents may fall short of Arkane's best work, the setting's gravity and the charm of certain individual systems is enough to pull you through to the finish. The new Prey began life under a cloud - to be specific, the cloud kicked up by the demise of its Human Head predecessor - but in Talos 1, Arkane has fashioned one of the greatest virtual environments, as ornate and soggy with hubris as BioShock's Rapture, yet far more open-ended. And in the mercurial applications of Mimicking, recycling and the Gloo Gun, there are tantalising hints of something arcane indeed.


recommended-large-net.png
 

Paul_cz

Arcane
Joined
Jan 26, 2014
Messages
2,175
Yeah GUTS was fun for a while, but the novelty wore off pretty quickly. Especially when I was trying to find the dead body of Dalton there, annoying as fuck. But hey, challenge.

Still loving the game btw, although I might have just encountered a bug. Anyone set up turrets in Cargo Bay to destroy the typhon there ? I did it but my objective didn't update and the survivors there are standing around like retards. I assume this is not normal ?
 

MediantSamuel

Arcane
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Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Still loving the game btw, although I might have just encountered a bug. Anyone set up turrets in Cargo Bay to destroy the typhon there ? I did it but my objective didn't update and the survivors there are standing around like retards. I assume this is not normal ?

Did you put the three turrets in the outlined box drawn on the floor next to the cargo bay door?
 

Paul_cz

Arcane
Joined
Jan 26, 2014
Messages
2,175
Still loving the game btw, although I might have just encountered a bug. Anyone set up turrets in Cargo Bay to destroy the typhon there ? I did it but my objective didn't update and the survivors there are standing around like retards. I assume this is not normal ?

Did you put the three turrets in the outlined box drawn on the floor next to the cargo bay door?

Yeah I did, mission updated correctly, then I opened the door, killed all the typhons, but still get the objective to destroy them.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
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Denmark

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Yeah GUTS was fun for a while, but the novelty wore off pretty quickly. Especially when I was trying to find the dead body of Dalton there, annoying as fuck. But hey, challenge.

Still loving the game btw, although I might have just encountered a bug. Anyone set up turrets in Cargo Bay to destroy the typhon there ? I did it but my objective didn't update and the survivors there are standing around like retards. I assume this is not normal ?

No, the bug hit me too. I hope you saved, because you're going to have to redo the entire section. Let me guess; before going in, you activated the electricity?

When you enter the Cargo Hold, kill the Phantoms, but nothing else, and then approach the door, and they'll open it to you. Go inside, get the request to activate the electricity and get the fabricator plans, and then go do that in that order, place the turrets, be happy.

That shit made me have to redo upwards to 3 hours or more. Almost made me want to stop playing.

A couple of bugs like this hit me during the course of the game, and it's extra-fucking insane because the game limits you to 20 saves for some utterly insane reason, so you end up relying on a constantly overwriting quicksave and constantly saving autosaves (really, it autosaves at the drop of a hat), instead of having real saves at proper junctions, meaning that most manual saves are hours apart.
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,238
So for anybody wanting this to fail,good news.
It looks like it a colossal sales flop.Steam user final count will be 200k if it is lucky,compared to dishonored 600k that doesn't look good.
Even if it has legs the sales won't reach over a million users on steam compared to dishonored 1 which has 3 million steam owners.
Also since this and dishonored 2 don't have any dlc announced,it means it might be ever worse in terms of sales or Bethesda just green lighted this just to get prey out after years of troubled development with the previous devs.
Dishonored 1 dlc was announced in the same month,which meant that Bethesda somewhat at least believed in the game.
As for marketing there is absolutely no coverage whatsoever for this game.The single commercial is a joke and the focus on streamers bit them in the ass.
Streamers are only a marketing success if the game has already a good amount of players.If not it is useless like in mass effect Andromeda's and Prey case.
And also the no early review policy meant nobody had any idea what to expect which probably meant even less sales from casuals.
It only worked for doom because it was doom,a established franchise.
As for console sales,the game in UK is under Mario kart,and that is even with Mario kart having a 70 percent dropout of players.
I wouldn't be surprised if it goes under 20 bucks for steam sale in less then a month.
 
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Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
So for anybody wanting this to fail,good news.
It looks like it a colossal sales flop.Steam user final count will be 200k if it is lucky,compared to dishonored 600k that doesn't look good.
Even if it has legs the sales won't reach over a million users on steam compared to dishonored 1 which has 3 million steam owners.
Also since this and dishonored 2 don't have any dlc announced,it means it might be ever worse in terms of sales or Bethesda just green lighted this just to get prey out after years of troubled development with the previous devs.
Dishonored 1 dlc was announced in the same month,which meant that Bethesda somewhat at least believed in the game.
As for marketing there is absolutely no coverage whatsoever for this game.The single commercial is a joke and the focus on streamers bit them in the ass.
Streamers are only a marketing success if the game has already a good amount of players.If not it is useless like in mass effect Andromeda's and Prey case.
And also the no early review policy meant nobody had any idea what to expect which probably meant even less sales from casuals.
It only worked for doom because it was doom,a established franchise.
As for console sales,the game in UK is under Mario kart,and that is even with Mario kart having a 70 percent dropout of players.
I wouldn't be surprised if it goes under 20 bucks for steam sale in less then a month.
Man, that's really, really sad to hear, considering that this blows Dishonored out of the water in pretty much every way.

:negative:

Edit: I must say, though, I came across it by sheer accident, and had heard extremely little about it prior or after, and basically no-one I knew was chattering about it. Almost flew completely under the radar for me. As much as I've made it a point to hate on Bethesda, the game is actually really good, with relatively few issues, and especially the start of the game is strong.

I will take this opportunity to blame Bethesda for this fuckup, and say that Arkane Studios deserve better.

that chipset balance

Last Chance CoREV1 Blows that would otherwise kill you will leave you with one health instead. 5 second cooldown
vs
Battery Optimizer IMI7 Increases the battery life of the flashlight.
They're very obviously not intended to be "balanced", and you get access to the Battery Optimizer very early on. I kept using it until I got the Adventurer's Chip quite late, which does the same thing plus a lot more (such as better recycling).

I never used the Last Chance, it's practically useless depending on your playstyle. There's almost nothing that can kill you in one hit anyway, and anything that kills you fast enough to eat through your HP before you can heal yourself is going to eat that last HP instantly anyway.

It might be useful for run-and-gun people with no psionics at all, though, I guess.
 
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SumDrunkGuy

Guest
Well it was good knowin ya, Arkane. I'll be sure to check out your mobile games in the coming years.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,425
I never used the Last Chance, it's practically useless depending on your playstyle. There's almost nothing that can kill you in one hit anyway, and anything that kills you fast enough to eat through your HP before you can heal yourself is going to eat that last HP instantly anyway.
It might be useful for run-and-gun people with no psionics at all, though, I guess.

I didn't find the flashlight chip, probably because these are randomized like bone charms, at any rate it's absurd the flashlight chip doesn't even give you infinite flashlight at the very least, which would still be useless.
My experience fighting doesn't match yours either, I get hit very hard and very infrequently, which would make this Last Chance chip very strong, and with a cooldown low enough to trigger multiple times per battle.

I'll concede that there are some cool chips in there, that don't fall into hilarious extremes like these two, but it's still kind of decline that they hide number values even when it would be relevant to see them.

Full list: http://prey.gamepedia.com/Chipsets
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
I never used the Last Chance, it's practically useless depending on your playstyle. There's almost nothing that can kill you in one hit anyway, and anything that kills you fast enough to eat through your HP before you can heal yourself is going to eat that last HP instantly anyway.
It might be useful for run-and-gun people with no psionics at all, though, I guess.

I didn't find the flashlight chip, probably because these are randomized like bone charms, at any rate it's absurd the flashlight chip doesn't even give you infinite flashlight at the very least, which would still be useless.
My experience fighting doesn't match yours either, I get hit very hard and very infrequently, which would make this Last Chance chip very strong, and with a cooldown low enough to trigger multiple times per battle.

I'll concede that there are some cool chips in there, that don't fall into hilarious extremes like these two, but it's still kind of decline that they hide number values even when it would be relevant to see them.

Full list: http://prey.gamepedia.com/Chipsets
Oh, wow, I had no idea that they were randomized. Given that the Flashlight Chip was basically one of the first I found, I just assumed that it was the starting chip. I guess that if you get Last Chance really early on, then yeah, that would be pretty useful, but like I said, it probably comes down a lot to playstyle. I first played sneaky-sneaky, and ended up becoming very shock-and-awe by disabling opponents and rapidly murderhoboing them; the only things I had problems with later were groups of enemies, and with those, the Last Chance would've been useless.
 

SumDrunkGuy

Guest
Last Chance CoREV1 Blows that would otherwise kill you will leave you with one health instead. 5 second cooldown

Oh wow, I haven't seen that chip yet. If you were to combine that with the level 3 Backlash skill it would be equivalent to God Mode.
 

Jezal_k23

Guest
Several times now I've found out there were alternate paths/ways to get to where I wanted to go. Kinda reminds me of Deus Ex too.
 

Mynon

Dumbfuck!
Dumbfuck
Joined
Apr 28, 2017
Messages
1,138
I will take this opportunity to blame Bethesda for this fuckup, and say that Arkane Studios deserve better.
Blame gamers who are ignoring it, and idiot journalists who should stick to walking simulators. It's not that the game was undermarketed, I'd say that they've pushed it a decent amount. If that was not the case, that would be one legitimate reason to attack publisher in this case.

Even on TTLG forums, Prey thread is a wasteland activity-wise. And those people should be all over this game. Not the most active forum these days, yes, but that's one of those rare places where fans of these games congregate and yet their Prey thread has far less activity than Dishonored ones.

Still, I don't think that Arkane is going anywhere. Maybe Bethesda will push them to do develop something that is easier to sell these days before they get a chance to work on another game like this or Dishonored. Maybe revive that Crossing thing in some shape or form, as it might make for a popular and easily expandable multiplayer title.
 
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willdunz

Literate
Joined
Apr 24, 2017
Messages
17
The best discount you gonna see this summer and xmas would be 25% off.
 

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