If by choosing nightmare, you mean extending the game time by 10 hours due to having to reload the game after death. Sure.So for those who have finished the game: how long did the game take you to play through the first time and what is your play style?
If you rush then it will take around 20 hours. Do yourself a favor and go blind. Choose Nightmare difficulty and do all the side-quests.
That track is done by someone named Matt Piersall.Is that supposed to prove he's good? 'Cause it's not doing him any favours.
Also wasn't that the track that was composed by Raphael Colantonio?
I think the soundtrack is great; the problem is that the music and ambience varies wildly and abruptly starts/stop at many places, with great variance in volume. The crossover from one tune to the next is usually anything but smooth, and you can go from moody to blaring in an instant.
The issue isn't the soundtrack itself or that it doesn't fit the game, but the way it's been incorporated into the game. I think that Prey is overall very well-polished, but this is something someone really dropped the ball on.
Love the soundtrack, but transitions need to be smoother and when transitions happen need to be reviewed.
Since I was a bit too liberal with my ammo I started running away from everything some hours before the end, which shortened my playthrough. I did most quests, though one was bugged and barred me from completion, and explored most areas (except a lot of the exterior and another zero-g area.) Total 18.5 hours.So for those who have finished the game: how long did the game take you to play through the first time and what is your play style?
Maybe I'll write a more detailed comparison later if I find the time.
On what site?Maybe I'll write a more detailed comparison later if I find the time.
FYI I'd be interested in publishing a Codex review of this game
No here are the ones by Raf:
The first is played as your alarm clock in the beginning of the game for about 5 seconds and then in the credits. I don't think I've heard the second one in-game, though I did skip the credits so it might play later in that scene.
Please tell me this dogshit doesn't actually play during game..
Silence is useless in this game as other enemies almost always have sight at you. Q-beam is bad against strong enemies, because Shotgun does same thing but faster. Even technopaths are most easiest with shotgun and one null grenade in space or inside station. For some reason it says it has emp weakness, but it does not do anything against it. Also what point is using stun gun to stun, when you can knockdown(or stun) with your close range shotgun blast? That way you save stun gun ammo and can sell some of them to craft more shotgun ammo.Most of this simply isn't true. The shotgun, pistol and wrench are all damage-dealers, but they all work substantially differently; the shotgun does fuckall at long range, is loud, but has huge short-range damage. The wrench is a silent melee weapon and consumes stamina when used and can be charged for huge backstabs if you have the right talents (or whatever it's called) and never uses any kind of ammo. The pistol is a silenced, accurate weapon that is brutally effective mid-range and can easily be used for taking pot-shots; when upgraded, it can (strangely) also be used effectively for sniping - especially easy if you zoom in, since you've de facto got a scope at all times.
The Q-Beam is not a simple damage-dealer, but must be used semi-exclusively to charge enemies up until they explode. It doesn't actually do any damage at all until that time, but is effective at taking out very strong single but slow opponents when fully upgraded, or taking out partially wounded strong but slow opponents earlier on. But it's extremely circumstantial and slow, especially since you often cannot kill some stronger opponents without reloading at least once (unless fully upgraded - I think that you can kill any single run-of-the-mill opponent with a single Q-Beam magazine, if the weapon is fully upgraded, but it's still slow and if they get away you just wasted all your ammo, while real damage lasts "forever" and does not decay on it's own).
If you're using the pistol for taking out cystoids instead of using the Huntress Boltcaster, you're quite literally fucking retarded, wasting ammo, and if there's too many too fast for taking out with the Huntress, already attacking you, you use a shotgun. You would never use the pistol for this unless you're dumber than a sack of bricks.
Also, both the pistol (as mentioned) and the Q-Beam are effective at long ranges, as is the Huntress.
Finally, the stun-gun is effective not only against humans and robots; it is effective against almost all opponents except the Nightmare (partially) and the Voltaic Phantoms (completely immune). It is a waste to try to use it against Mimics, because you can just wrench them to death or freeze them with GLOO instead of trying to hit the bastards with the stun-gun, likely wasting resources, but the stun-gun is tremendously effective against (non-Voltaic) Phantoms, Poltergeists, all Operators, Telephats, and especially Technopaths.
If you haven't discovered any of this by yourself, even though the game pretty much straight-up tells you half of these things, then you're just more of the mouthbreathers that this game is wasted on. I would've wanted to see more options too - I especially lament the lack of a laser rifle and/or laser-pistol (especially since these weapons feature in the game) as well as the lack of flame-weapons (jury-rigged flamer comes to mind, or makeshift incendiary grenades), especially since multiple enemies are susceptible to fire damage, but again, credit where credit is due; the weapons that are in the game are all substantially different and diverse in usage and application. To claim otherwise only marks you as a r e t a r d.
Even Jim Sterling thinks this is just ok game, not good game. And i agree..its average at best and if Jim fucking Sterling thinks that way, then its a fact and makes any other argument invalid.
Even Jim Sterling thinks this is just ok game, not good game. And i agree..its average at best and if Jim fucking Sterling thinks that way, then its a fact and makes any other argument invalid.
:incloosive:According to Prey lead designer Ricardo Bare, when it came to making the sci-fi shooter they wanted to create characters that felt real, each with their own unique perspective on the world.
Honing in on Sarah Elazar, the chief of security aboard Prey's infected space station, Bare said the decision to make her an Ethiopian Jew was borne out of a desire to learn about someone different to himself, and give players the chance to do the same.
Not only did it ensure Prey didn't feature a roster of cookie-cutter NPCs, it also gave players someone real to connect with. A virtual counterpart with their own personal views, history, and beliefs.
"As a game developer and a writer, it's just interesting to learn about people that aren't like myself and do the best that I can to put those kinds of people in the game. As a gamer, I'm interested to go to places that I've never been and interact with people that I might not normally interact with," says Bare.
"Sure, it probably only matters for people who notice those things. And there's a surface level read on things where you're just like, 'okay she's a security chief who's asking me to mow down aliens. Got it. I'm just blazing through the game and having fun with the mechanics.'
"But then, if you're the kind of player who really likes to investigate those things then it may actually inform the choices you make. Because a lot of the times in the game we present the player with some choices around what to do about these characters that you meet. So I think learning about them absolutely informs the choice you make. Especially if as designers we do a good enough job of humanizing them."
Said no one ever."I'm really interested in different real life cultures and politics, maybe I should start playing videogames"
If people needed more proofs that game is indeed excellent and worth playing...Even Jim Sterling thinks this is just ok game, not good game.
Inbefore official Kodex review by Roxordloading as we speak
Inbefore official Kodex review by Roxordloading as we speak
FYI I'd be interested in publishing a Codex review of this game
dloading as we speak
Jim Sterling has good insights about the game industry, and I like it when he is outspoken about them, but when he is speaking about games he is just as a hopeless idiot as other game journalists.Even Jim Sterling thinks this is just ok game, not good game.
41 hours, completionist (did every sidemission, read all emails etc, but did not find all crew members). Missed at least 2 sidemission though that I saw Chris Odd play.So for those who have finished the game: how long did the game take you to play through the first time and what is your play style?